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Pathfinder Roleplaying Game

Core Reference Document


November 6, 2009
y !i"e Du##eault
a#ed on Pai$o%# P&'RD at http())pai$o*com)pathfinderRPG)prd)
Many thanks to Paizo for making such an excellent game, and for releasing it all as Open Content.
Plea#e #upport Pai$o, they de#erve it+
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1!a, "ection 1#e$, and
are not Open %ontent: &ll trademar's, registered trademar's, proper names #characters, deities, artifacts, places, etc$, dialogue, plots, storylines,
language, locations, characters, artwor', and trade dress
Open %ontent: ()cept for material designated as Product Identity #see above$, the game mechanics of this game product are Open Game %ontent, as
defined in the Open Gaming License version 1!a "ection 1#d$ *o portion of this wor' other than the material designated as Open Game %ontent may
be reproduced in any form without written permission
Table of Contents
1. Playing the Game..............................5
Common erms...............................5
Generating a Character....................!
"#ility $cores..................................%
&. 'aces...............................................1&
()ar*es.........................................1&
+l*es..............................................1&
Gnomes.........................................1,
-alf.el*es......................................1/
-alf.orcs........................................15
-alflings........................................10
-umans.........................................1!
,. Classes............................................1%
Character "d*ancement................1%
1ar#arian.......................................12
1ard...............................................&&
Cleric.............................................&0
(ruid.............................................,0
3ighter.........................................../&
Monk.............................................//
Paladin.........................................../!
'anger...........................................51
'ogue............................................5/
$orcerer.........................................5!
4izard...........................................05
/. $kills...............................................!&
5sing $kills...................................!&
"c6uiring $kills............................!&
$kill (escriptions..........................!,
"cro#atics 7(ex8 "rmor Check
Penalty9.........................................!/
"ppraise 7:nt9................................!0
1luff 7Cha9....................................!0
Clim# 7$tr8 "rmor Check Penalty9!!
Craft 7:nt9......................................!%
(iplomacy 7Cha9...........................!2
(isa#le (e*ice 7(ex8 "rmor Check
Penalty8 rained Only9..................%;
(isguise 7Cha9...............................%1
+scape "rtist 7(ex8 "rmor Check
Penalty9.........................................%1
3ly 7(ex8 "rmor Check Penalty9. .%&
-andle "nimal 7Cha8 rained Only9
.......................................................%,
-eal 74is9.....................................%/
:ntimidate 7Cha9............................%5
<no)ledge 7:nt8 rained Only9.....%0
=inguistics 7:nt8 rained Only9......%!
Perception 74is9............................%%
Perform 7Cha9................................%2
Profession 74is8 rained Only9.....%2
'ide 7(ex8 "rmor Check Penalty9 2;
$ense Moti*e 74is9.......................21
$leight of -and 7(ex8 "rmor Check
Penalty8 rained Only9..................21
$pellcraft 7:nt8 rained Only9........2&
$tealth 7(ex8 "rmor Check Penalty9
.......................................................2&
$ur*i*al 74is9...............................2,
$)im 7$tr8 "rmor Check Penalty9 2/
5se Magic (e*ice 7Cha8 rained
Only9.............................................25
5. 3eats................................................2!
Prere6uisites..................................2!
ypes of 3eats................................2!
3eat (escriptions...........................2%
0. +6uipment.....................................1&%
4ealth "nd Money......................1&%
4eapons......................................1&%
"rmor..........................................1,!
$pecial Materials.........................1/1
Goods "nd $er*ices....................1/,
!. "dditional 'ules...........................15&
"lignment....................................15&
>ital $tatistics..............................15/
Mo*ement...................................150
+xploration..................................152
%. Com#at..........................................10&
Com#at $tatistics.........................10&
:n?ury and (eath..........................1!,
Mo*ement, Position, "nd (istance
.....................................................1!5
1ig "nd =ittle Creatures :n Com#at
.....................................................1!!
Com#at Modifiers.......................1!%
$pecial "ttacks............................1%1
$pecial :nitiati*e "ctions............1%5
2. Magic............................................1%!
Casting $pells..............................1%!
$pell (escriptions.......................12;
"rcane $pells..............................12%
(i*ine $pells...............................&;;
$pecial "#ilities...........................&;1
1;. $pells...........................................&;&
1ard $pells..................................&;&
Cleric $pells................................&;/
(ruid $pells.................................&;%
Paladin $pells..............................&11
'anger $pells..............................&1&
$orcerer@)izard $pells.................&1,
$pell =ist.....................................&&&
11. Prestige Classes...........................,%1
"rcane "rcher.............................,%1
"rcane rickster..........................,%,
"ssassin.......................................,%5
(ragon (isciple..........................,%0
(uelist.........................................,%%
+ldritch <night............................,2;
=oremaster...................................,21
Mystic heurge............................,2,
Pathfinder Chronicler..................,25
$hado)dancer.............................,2!
1&. Gamemastering.........................../;;
(esigning +ncounters................./;;
Cost of =i*ing............................../;/
1eyond &;th =e*el....................../;/
1,. +n*ironment................................/;0
(ungeons...................................../;0
raps............................................/11
$ample raps.............................../1/
4ilderness.................................../12
5r#an "d*entures......................../&%
4eather......................................../,1
he Planes.................................../,/
+n*ironmental 'ules.................../,5
1/. APC Classes................................//;
"dept...........................................//;
"ristocrat.....................................//1
Commoner...................................//1
+xpert..........................................//&
4arrior.........................................//&
15. Creating APCs............................///
10. Magic :tems................................//%
5sing :tems.................................//%
Magic :tems on the 1ody............//2
$a*ing hro)s "gainst Magic :tem
Po)ers.........................................//2
(amaging Magic :tems...............//2
Purchasing Magic :tems............../5;
Magic :tem (escriptions............./51
"rmor........................................../5&
4eapons....................................../52
Potions........................................./!;
'ings............................................/!1
'ods............................................./!%
$crolls........................................../%0
$ta*es........................................../%!
4ands........................................../2&
4ondrous :tems.........................../2,
:ntelligent :tems...........................5,0
Cursed :tems................................5,2
$pecific Cursed :tems..................5/&
"rtifacts.......................................5/%
Magic :tem Creation....................55/
1!. Glossary......................................50;
$pecial a#ilities...........................50;
Conditions...................................5!&
1%. Open Game =icense....................5!0
Page &
Index of Tables
a#le 1.1B "#ility $core Costs..............%
a#le 1.&B "#ility $core Points.............2
a#le 1.,B "#ility Modifiers and 1onus
$pells.....................................................2
a#le ,.1B Character "d*ancement and
=e*el.(ependent 1onuses..................1%
a#le ,.&B 1ar#arian...........................&;
a#le ,.,B 1ard...................................&,
a#le ,./B 1ard $pells <no)n............&/
a#le ,.5B Cleric.................................&!
a#le ,.0B (ruid..................................,!
a#le ,.!B "nimal Companion 1ase
$tatistics..............................................,2
a#le ,.%B 3ighter................................/,
a#le ,.2B Monk................................../5
a#le ,.1;B $mall or =arge Monk
5narmed (amage.............................../0
a#le ,.11B Paladin............................./%
a#le ,.1&B 'anger 3a*ored +nemies. 5&
a#le ,.1,B 'anger..............................5&
a#le ,.1/B 3a*ored errains..............5,
a#le ,.15B 'ogue...............................55
a#le ,.10B $orcerer $pells <no)n....5%
a#le ,.1!B $orcerer............................52
a#le ,.1%B (raconic 1loodline Po)ers
............................................................0&
a#le ,.12B +lemental 1loodline
Po)ers.................................................0,
a#le ,.&;B 4izard..............................00
a#le /.1B $kill 'anks.........................!&
a#le /.&B $kill Check 1onuses..........!&
a#le /.,B $kill $ummary...................!/
a#le /./B Craft $kills.........................!%
a#le /.5B 4ind +ffects on 3light.......%&
a#le /.0B <no)ledge $kill (Cs........%0
a#le /.!B $pellcraft (Cs....................2&
a#le 5.1B 3eats...................................22
a#le 5.&B =eadership........................11%
a#le 0.1B $tarting Character 4ealth1&%
a#le 0.&B Coins................................1&%
a#le 0.,B rade Goods.....................1&%
a#le 0./B iny and =arge 4eapon
(amage.............................................1,;
a#le 0.5B 4eapons...........................1,1
a#le 0.0B "rmor and $hields...........1,%
a#le 0.!B "rmor for 5nusual Creatures
..........................................................1/1
a#le 0.%B (onning "rmor................1/1
a#le 0.2B Goods and $er*ices.........1/,
a#le !.1B 'andom $tarting "ges.....15/
a#le !.&B "ging +ffects...................15/
a#le !.,B 'andom -eight and 4eight
..........................................................155
a#le !./B Carrying Capacity............155
a#le !.5B +ncum#rance +ffects.......150
a#le !.0B Mo*ement and (istance. .15!
a#le !.!B -ampered Mo*ement......15!
a#le !.%B errain and O*erland
Mo*ement.........................................15!
a#le !.2B Mounts and >ehicles........15%
a#le !.1;B =ight $ources and
:llumination.......................................152
a#le !.11B $ize and "rmor Class of
O#?ects..............................................152
a#le !.1&B $u#stance -ardness and -it
Points................................................152
a#le !.1,B O#?ect -ardness and -it
Points................................................10;
a#le !.1/B (Cs to 1reak or 1urst :tems
..........................................................10;
a#le !.15B Common "rmor, 4eapon,
and $hield -ardness and -it Points..101
a#le %.1B $ize Modifiers..................10,
a#le %.&B "ctions in Com#at...........100
a#le %.,B actical $peed..................1!0
a#le %./B Creature $ize and $cale.. .1!%
a#le %.5B "ttack 'oll Modifiers......1!%
a#le %.0B "rmor Class Modifiers....1!%
a#le %.!B )o.4eapon 3ighting
Penalties............................................1%5
a#le 2.1B Concentration Check (Cs
..........................................................1%!
a#le 2.&B :tems "ffected #y Magical
"ttacks..............................................12!
a#le 1;.1B Contact Other Plane.......&/0
a#le 1;.&B (etect
Chaos@+*il@Good@=a)......................&55
a#le 1;.,B (etect Magic..................&50
a#le 1;./B Prismatic 4all................,&0
a#le 1;.5B $ummon Monster..........,50
a#le 1;.0B $ummon AatureCs "lly...,5%
a#le 11.1B "rcane "rcher................,%&
a#le 11.&B "rcane rickster.............,%/
a#le 11.,B "ssassin..........................,%5
a#le 11./B (ragon (isciple.............,%!
a#le 11.5B (uelist............................,%2
a#le 11.0B +ldritch <night..............,21
a#le 11.!B =oremaster.....................,2&
a#le 11.%B =oremaster $ecrets.........,2&
a#le 11.2B Mystic heurge..............,2/
a#le 11.1;B Pathfinder Chronicler...,25
a#le 11.11B $hado)dancer..............,2!
a#le 1&.1B +ncounter (esign........../;;
a#le 1&.&B C' +6ui*alencies........../;;
a#le 1&.,B +xperience Point ")ards
........................................................../;;
a#le 1&./B Character 4ealth #y =e*el
........................................................../;&
a#le 1&.5B reasure >alues per
+ncounter........................................../;,
a#le 1,.1B 4alls............................../;!
a#le 1,.&B (oors............................./;2
a#le 1,.,B C' Modifiers for
Mechanical raps............................../1!
a#le 1,./B C' Modifiers for Magic
raps................................................../1%
a#le 1,.5B Cost Modifiers for Magic
(e*ice raps...................................../1%
a#le 1,.0B Craft 7raps9 (Cs........../1%
a#le 1,.!B Com#at "d?ustments
5nder)ater......................................../&!
a#le 1,.%B $iege +ngines................/&2
a#le 1,.2B Catapult "ttack Modifiers
.........................................................../,;
a#le 1,.1;B 'andom 4eather........../,&
a#le 1,.11B 4ind +ffects................/,,
a#le 1,.1&B (amage from 3alling
O#?ects............................................../,!
a#le 1/.1B "dept..............................//;
a#le 1/.&B "ristocrat.......................//1
a#le 1/.,B Commoner.....................//&
a#le 1/./B +xpert.............................//&
a#le 1/.5B 4arrior...........................//,
a#le 15.1B APC "#ility $cores........///
a#le 15.&B 'acial "#ility "d?ustments
...........................................................///
a#le 15.,B APC $kill $elections.....//5
a#le 15./B APC Gear.......................//0
a#le 10.1B 'andom Magic :tem
Generation........................................./5;
a#le 10.&B "*aila#le Magic :tems.. ./5;
a#le 10.,B "rmor and $hields........./5&
a#le 10./B "rmor $pecial "#ilities. /5&
a#le 10.5B $hield $pecial "#ilities../5,
a#le 10.0B $pecific "rmors............./55
a#le 10.!B $pecific $hields............./5!
a#le 10.%B 4eapons........................./52
a#le 10.2B Melee 4eapon $pecial
"#ilities............................................./52
a#le 10.1;B 'anged 4eapon $pecial
"#ilities............................................./52
a#le 10.11B $pecific 4eapons........./0/
a#le 10.1&B Potions........................./!;
a#le 10.1,B Potion Costs................./!;
a#le 10.1/B 'ings............................/!1
a#le 10.15B 'ods............................./!%
a#le 10.10B $crolls........................../%0
a#le 10.1!B $croll Costs................../%0
a#le 10.1%B $ta*es.........................../%!
a#le 10.12B 4ands.........................../2&
a#le 10.&;B 4and Costs................../2&
a#le 10.&1B Minor 4ondrous :tems /2,
Page ,
a#le 10.&&B Medium 4ondrous :tems
........................................................../2/
a#le 10.&,B Ma?or 4ondrous :tems /25
a#le 10.&/B -orn of >alhalla...........5&;
a#le 10.&5B :oun $tones..................5&1
a#le 10.&0B Aecklace of 3ire#alls...5&0
a#le 10.&!B :ntelligent :tem "lignment
..........................................................5,0
a#le 10.&%B :ntelligent :tem "#ility
$cores................................................5,0
a#le 10.&2B :ntelligent :tem $enses and
Communication.................................5,0
a#le 10.,;B :ntelligent :tem Po)ers5,0
a#le 10.,1B :ntelligent :tem Purpose
..........................................................5,0
a#le 10.,&B $pecial Purpose :tem
(edicated Po)ers.............................5,!
a#le 10.,,B Common :tem Curses. .5,2
a#le 10.,/B $pecific Cursed :tems. .5/&
a#le 10.,5B (eck of Many hings. .5/2
a#le 10.,0B +stimating Magic :tem
Gold Piece >alues.............................555
a#le 10.,!B Potion 1ase Costs 71y
1re)erCs Class9.................................55!
a#le 10.,%B $croll 1ase Costs 71y
$cri#erCs Class9..................................55%
a#le 10.,2B 4and 1ase Costs 71y
CrafterCs Class9..................................552
a#le 1!.1B $pecial "#ility ypes.....50;
a#le 1!.&B $ample Poisons..............50/
Page /
1. Playing the Game
4hile playing the Pathfinder 'PG, the Game Master
descri#es the e*ents that occur in the game )orld, and the
players take turns descri#ing )hat their characters do in
response to those e*ents. 5nlike storytelling, ho)e*er, the
actions of the players and the characters controlled #y the
Game Master 7fre6uently called non.player characters, or
APCs9 are not certain. Most actions re6uire dice rolls to
determine success, )ith some tasks #eing more difficult than
others. +ach character is #etter at some things than he is at
other things, granting him #onuses #ased on his skills and
a#ilities.
4hene*er a roll is re6uired, the roll is noted as DdE,F )ith
the DEF representing the num#er of sides on the die. :f you
need to roll multiple dice of the same type, there )ill #e a
num#er #efore the Dd.F 3or example, if you are re6uired to
roll /d0, you should roll four six.sided dice and add the
results together. $ometimes there )ill #e a G or H after the
notation, meaning that you add that num#er to, or su#tract it
from, the total results of the dice 7not to each indi*idual die
rolled9. Most die rolls in the game use a d&; )ith a num#er
of modifiers #ased on the characterCs skills, his or her
a#ilities, and the situation. Generally speaking, rolling high is
#etter than rolling lo). Percentile rolls are a special case,
indicated as rolling dI. Jou can generate a random num#er
in this range #y rolling t)o differently colored ten.sided dice
7&d1;9. Pick one color to represent the tens digit, then roll
#oth dice. :f the die chosen to #e the tens digit rolls a D/F and
the other d1; rolls a D&,F then youC*e generated a /&. " zero
on the tens digit die indicates a result from 1 to 2, or 1;; if
#oth dice result in a zero. $ome d1;s are printed )ith D1;,F
D&;,F D,;,F and so on in order to make reading dI rolls
easier. 5nless other)ise noted, )hene*er you must round a
num#er, al)ays round do)n.
"s your character goes on ad*entures, he earns gold, magic
items, and experience points. Gold can #e used to purchase
#etter e6uipment, )hile magic items possess po)erful
a#ilities that enhance your character. +xperience points are
a)arded for o*ercoming challenges and completing ma?or
storylines. 4hen your character has earned enough
experience points, he increases his character le*el #y one,
granting him ne) po)ers and a#ilities that allo) him to take
on e*en greater challenges.
,he !o#t -mportant Rule
he rules in this #ook are here to help you #reathe life into
your characters and the )orld they explore. 4hile they are
designed to make your game easy and exciting, you might
find that some of them do not suit the style of play that your
gaming group en?oys. 'emem#er that these rules are yours.
Jou can change them to fit your needs. Most Game Masters
ha*e a num#er of Dhouse rulesF that they use in their games.
he Game Master and players should al)ays discuss any
rules changes to make sure that e*eryone understands ho)
the game )ill #e played. "lthough the Game Master is the
final ar#iter of the rules, the Pathfinder 'PG is a shared
experience, and all of the players should contri#ute their
thoughts )hen the rules are in dou#t.
Common Terms
he Pathfinder 'PG uses a num#er of terms, a##re*iations,
and definitions in presenting the rules of the game. he
follo)ing are among the most common.
.bility 'coreB +ach creature has six a#ility scoresB $trength,
(exterity, Constitution, :ntelligence, 4isdom, and Charisma.
hese scores represent a creatureCs most #asic attri#utes. he
higher the score, the more ra) potential and talent your
character possesses.
.ctionB "n action is a discrete measurement of time during a
round of com#at. 5sing a#ilities, casting spells, and making
attacks all re6uire actions to perform. here are a num#er of
different kinds of actions, such as a standard action, mo*e
action, s)ift action, free action, and full.round action 7see
Com#at9.
.lignmentB "lignment represents a creatureCs #asic moral
and ethical attitude. "lignment has t)o componentsB one
descri#ing )hether a creature is la)ful, neutral, or chaotic,
follo)ed #y another that descri#es )hether a character is
good, neutral, or e*il. "lignments are usually a##re*iated
using the first letter of each alignment component, such as
=A for la)ful neutral or C+ for chaotic e*il. Creatures that
are neutral in #oth components are denoted #y a single DA.F
.rmor Cla## /.C0B "ll creatures in the game ha*e an "rmor
Class. his score represents ho) hard it is to hit a creature in
com#at. "s )ith other scores, higher is #etter.
a#e .ttac" onu# /.0B +ach creature has a #ase attack
#onus and it represents its skill in com#at. "s a character
gains le*els or -it (ice, his #ase attack #onus impro*es.
4hen a creatureCs #ase attack #onus reaches G0, G11, or G10,
he recei*es an additional attack in com#at )hen he takes a
full.attack action 7)hich is one type of full.round actionK
see Com#at9.
onu#B 1onuses are numerical *alues that are added to
checks and statistical scores. Most #onuses ha*e a type, and
as a general rule, #onuses of the same type are not
cumulati*e 7do not DstackF9Konly the greater #onus granted
applies.
Ca#ter 1evel /C10B Caster le*el represents a creatureCs
po)er and a#ility )hen casting spells. 4hen a creature casts
Page 5
a spell, it often contains a num#er of *aria#les, such as range
or damage, that are #ased on the casterCs le*el.
Cla##B Classes represent chosen professions taken #y
characters and some other creatures. Classes gi*e a host of
#onuses and allo) characters to take actions that they
other)ise could not, such as casting spells or changing
shape. "s a creature gains le*els in a gi*en class, it gains
ne), more po)erful a#ilities. Most PCs gain le*els in the
core classes or prestige classes, since these are the most
po)erful. Most APCs gain le*els in APC classes, )hich are
less po)erful 7see Creating APCs9.
Chec"B " check is a d&; roll )hich may or may not #e
modified #y another *alue. he most common types are
attack rolls, skill checks, and sa*ing thro)s.
Combat !aneuverB his is an action taken in com#at that
does not directly cause harm to your opponent, such as
attempting to trip him, disarm him, or grapple )ith him 7see
Com#at9.
Combat !aneuver onu# /C!0B his *alue represents
ho) skilled a creature is at performing a com#at maneu*er.
4hen attempting to perform a com#at maneu*er, this *alue
is added to the characterCs d&; roll.
Combat !aneuver Defen#e /C!D0B his score represents
ho) hard it is to perform a com#at maneu*er against this
creature. " creatureCs CM( is used as the difficulty class
)hen performing a maneu*er against that creature.
Concentration Chec"B 4hen a creature is casting a spell,
#ut is disrupted during the casting, he must make a
concentration check or fail to cast the spell 7see Magic9.
CreatureB " creature is an acti*e participant in the story or
)orld. his includes PCs, APCs, and monsters.
Damage Reduction /DR0B Creatures that are resistant to
harm typically ha*e damage reduction. his amount is
su#tracted from any damage dealt to them from a physical
source. Most types of (' can #e #ypassed #y certain types
of )eapons. his is denoted #y a D@F follo)ed #y the type,
such as D1;@cold iron.F $ome types of (' apply to all
physical attacks. $uch (' is denoted #y the DKF sym#ol.
$ee $pecial "#ilities for more information.
Difficulty Cla## /DC0B 4hene*er a creature attempts to
perform an action )hose success is not guaranteed, he must
make some sort of check 7usually a skill check9. he result of
that check must meet or exceed the (ifficulty Class of the
action that the creature is attempting to perform in order for
the action to #e successful.
23ceptional .bilitie# /230B +xceptional a#ilities are unusual
a#ilities that do not rely on magic to function.
23perience Point# /4P0B "s a character o*ercomes
challenges, defeats monsters, and completes 6uests, he gains
experience points. hese points accumulate o*er time, and
)hen they reach or surpass a specific *alue, the character
gains a le*el.
&eatB " feat is an a#ility a creature has mastered. 3eats often
allo) creatures to circum*ent rules or restrictions. Creatures
recei*e a num#er of feats #ased off their -it (ice, #ut some
classes and other a#ilities grant #onus feats.
Game !a#ter /G!0B " Game Master is the person )ho
ad?udicates the rules and controls all of the elements of the
story and )orld that the players explore. " GMCs duty is to
pro*ide a fair and fun game.
5it Dice /5D0B -it (ice represent a creatureCs general le*el
of po)er and skill. "s a creature gains le*els, it gains
additional -it (ice. Monsters, on the other hand, gain racial
-it (ice, )hich represent the monsterCs general pro)ess and
a#ility. -it (ice are represented #y the num#er the creature
possesses follo)ed #y a type of die, such as D,d%.F his
*alue is used to determine a creatureCs total hit points. :n this
example, the creature has , -it (ice. 4hen rolling for this
creatureCs hit points, you )ould roll a d% three times and add
the results together, along )ith other modifiers.
5it Point# /hp0B -it points are an a#straction signifying ho)
ro#ust and healthy a creature is at the current moment. o
determine a creatureCs hit points, roll the dice indicated #y its
-it (ice. " creature gains maximum hit points if its first -it
(ie roll is for a character class le*el. Creatures )hose first
-it (ie comes from an APC class or from his race roll their
first -it (ie normally. 4ounds su#tract hit points, )hile
healing 7#oth natural and magical9 restores hit points. $ome
a#ilities and spells grant temporary hit points that disappear
after a specific duration. 4hen a creatureCs hit points drop
#elo) ;, it #ecomes unconscious. 4hen a creatureCs hit
points reach a negati*e total e6ual to its Constitution score, it
dies.
-nitiativeB 4hene*er com#at #egins, all creatures in*ol*ed
in the #attle must make an initiati*e check to determine the
order in )hich creatures act during com#at. he higher the
result of the check, the earlier a creature gets to act.
1evelB " characterCs le*el represents his o*erall a#ility and
po)er. here are three types of le*els. Class le*el is the
num#er of le*els of a specific class possessed #y a character.
Character le*el is the sum of all of the le*els possessed #y a
character in all of his classes. :n addition, spells ha*e a le*el
associated )ith them num#ered from ; to 2. his le*el
indicates the general po)er of the spell. "s a spellcaster
gains le*els, he learns to cast spells of a higher le*el.
!on#terB Monsters are creatures that rely on racial -it (ice
instead of class le*els for their po)ers and a#ilities 7although
some possess class le*els as )ell9. PCs are usually not
monsters.
!ultiplyingB 4hen you are asked to apply more than one
multiplier to a roll, the multipliers are not multiplied #y one
another. :nstead, you com#ine them into a single multiplier,
Page 0
)ith each extra multiple adding 1 less than its *alue to the
first multiple. 3or example, if you are asked to apply a L&
multiplier t)ice, the result )ould #e L,, not L/.
Nonplayer Character /NPC0B hese are characters
controlled #y the GM.
PenaltyB Penalties are numerical *alues that are su#tracted
from a check or statistical score. Penalties do not ha*e a type
and most penalties stack )ith one another.
Player Character /Character, PC0B hese are the characters
portrayed #y the players.
RoundB Com#at is measured in rounds. (uring an indi*idual
round, all creatures ha*e a chance to take a turn to act, in
order of initiati*e. " round represents 0 seconds in the game
)orld.
RoundingB Occasionally the rules ask you to round a result
or *alue. 5nless other)ise stated, al)ays round do)n. 3or
example, if you are asked to take half of !, the result )ould
#e ,.
'aving ,hro6B 4hen a creature is the su#?ect of a
dangerous spell or effect, it often recei*es a sa*ing thro) to
mitigate the damage or result. $a*ing thro)s are passi*e,
meaning that a character does not need to take an action to
make a sa*ing thro)Kthey are made automatically. here
are three types of sa*ing thro)sB 3ortitude 7used to resist
poisons, diseases, and other #odily ailments9, 'eflex 7used to
a*oid effects that target an entire area, such as fireball9, and
4ill 7used to resist mental attacks and spells9.
'"illB " skill represents a creatureCs a#ility to perform an
ordinary task, such as clim# a )all, sneak do)n a hall)ay, or
spot an intruder. he num#er of ranks possessed #y a
creature in a gi*en skill represents its proficiency in that
skill. "s a creature gains -it (ice, it also gains additional
skill ranks that can #e added to its skills.
'pellB $pells can perform a )ide *ariety of tasks, from
harming enemies to #ringing the dead #ack to life. $pells
specify )hat they can target, )hat their effects are, and ho)
they can #e resisted or negated.
'pell71i"e .bilitie# /'p0B $pell.like a#ilities function ?ust
like spells, #ut are granted through a special racial a#ility or
#y a specific class a#ility 7as opposed to spells, )hich are
gained #y spellcasting classes as a character gains le*els9.
'pell Re#i#tance /'R0B $ome creatures are resistant to magic
and gain spell resistance. 4hen a creature )ith spell
resistance is targeted #y a spell, the caster of the spell must
make a caster le*el check to see if the spell affects the target.
he (C of this check is e6ual to the target creatureCs $'
7some spells do not allo) $' checks9.
'tac"ingB $tacking refers to the act of adding together
#onuses or penalties that apply to one particular check or
statistic. Generally speaking, most #onuses of the same type
do not stack. :nstead, only the highest #onus applies. Most
penalties do stack, meaning that their *alues are added
together. Penalties and #onuses generally stack )ith one
another, meaning that the penalties might negate or exceed
part or all of the #onuses, and *ice *ersa.
'upernatural .bilitie# /'u0B $upernatural a#ilities are
magical attacks, defenses, and 6ualities. hese a#ilities can
#e al)ays acti*e or they can re6uire a specific action to
utilize. he supernatural a#ilityCs description includes
information on ho) it is used and its effects.
,urnB :n a round, a creature recei*es one turn, during )hich
it can perform a )ide *ariety of actions. Generally in the
course of one turn, a character can perform one standard
action, one mo*e action, one s)ift action, and a num#er of
free actions. =ess.common com#inations of actions are
permissi#le as )ell, see Com#at for more details.
Generating a Character
3rom the sly rogue to the stal)art paladin, the Pathfinder
'PG allo)s you to make the character you )ant to play.
4hen generating a character, start )ith your characterCs
concept. (o you )ant a character )ho goes toe.to.toe )ith
terri#le monsters, matching s)ord and shield against cla)s
and fangsM Or do you )ant a mystical seer )ho dra)s his
po)ers from the great #eyond to further his o)n endsM
Aearly anything is possi#le.
Once you ha*e a general concept )orked out, use the
follo)ing steps to #ring your idea to life, recording the
resulting information and statistics on your Pathfinder 'PG
character sheet, )hich can #e found at the #ack of this #ook
and photocopied for your con*enience.
'tep 89Determine .bility 'core#B $tart #y generating your
characterCs a#ility scores. hese six scores determine your
characterCs most #asic attri#utes and are used to decide a
)ide *ariety of details and statistics. $ome class selections
re6uire you to ha*e #etter than a*erage scores for some of
your a#ilities.
'tep 29Pic" :our RaceB Aext, pick your characterCs race,
noting any modifiers to your a#ility scores and any other
racial traits 7see 'aces9. here are se*en #asic races to
choose from, although your GM might ha*e others to add to
the list. +ach race lists the languages your character
automatically kno)s, as )ell as a num#er of #onus
languages. " character kno)s a num#er of additional #onus
languages e6ual to his or her :ntelligence modifier.
'tep ;9Pic" :our Cla##B " characterCs class represents a
profession, such as fighter or )izard. :f this is a ne)
character, he starts at 1st le*el in his chosen class. "s he
gains experience points 7NP9 for defeating monsters, he goes
up in le*el, granting him ne) po)ers and a#ilities.
Page !
'tep <9Pic" '"ill# and 'elect &eat#B (etermine the
num#er of skill ranks possessed #y your character, #ased on
his class and :ntelligence modifier 7and any other #onuses,
such as the #onus recei*ed #y humans9. hen spend these
ranks on skills, #ut remem#er that you cannot ha*e more
ranks than your le*el in any one skill 7for a starting character,
this is usually one9. "fter skills, determine ho) many feats
your character recei*es, #ased on his class and le*el, and
select them from those presented in 3eats.
'tep =9uy 2>uipmentB +ach ne) character #egins the
game )ith an amount of gold, #ased on his class, that can #e
spent on a )ide range of e6uipment and gear, from chainmail
armor to leather #ackpacks. his gear helps your character
sur*i*e )hile ad*enturing. Generally speaking, you cannot
use this starting money to #uy magic items )ithout the
consent of your GM.
'tep 69&ini#hing Detail#B 3inally, you need to determine
all of a characterCs details, including his starting hit points
7hp9, "rmor Class 7"C9, sa*ing thro)s, initiati*e modifier,
and attack *alues. "ll of these num#ers are determined #y the
decisions made in pre*ious steps. "side from these, you need
to decide on your characterCs name, alignment, and physical
appearance. :t is #est to ?ot do)n a fe) personality traits as
)ell, to help you play the character during the game.
"dditional rules 7like age and alignment9 are descri#ed in
"dditional 'ules.
Ability Scores
+ach character has six a#ility scores that represent his
characterCs most #asic attri#utes. hey are his ra) talent and
pro)ess. 4hile a character rarely rolls a check using ?ust an
a#ility score, these scores, and the modifiers they create,
affect nearly e*ery aspect of a characterCs skills and a#ilities.
+ach a#ility score generally ranges from , to 1%, although
racial #onuses and penalties can alter this8 an a*erage a#ility
score is 1;.
Generating .bility 'core#
here are a num#er of different methods used to generate
a#ility scores. +ach of these methods gi*es a different le*el
of flexi#ility and randomness to character generation.
'acial modifiers 7ad?ustments made to your a#ility scores
due to your characterCs raceKsee 'aces9 are applied after the
scores are generated.
'tandard( 'oll /d0, discard the lo)est die result, and add
the three remaining results together. 'ecord this total and
repeat the process until six num#ers are generated. "ssign
these totals to your a#ility scores as you see fit. his method
is less random than Classic and tends to create characters
)ith a#o*e.a*erage a#ility scores.
Cla##ic( 'oll ,d0 and add the dice together. 'ecord this total
and repeat the process until you generate six num#ers.
"ssign these results to your a#ility scores as you see fit. his
method is 6uite random, and some characters )ill ha*e
clearly superior a#ilities. his randomness can #e taken one
step further, )ith the totals applied to specific a#ility scores
in the order they are rolled. Characters generated using this
method are difficult to fit to predetermined concepts, as their
scores might not support gi*en classes or personalities, and
instead are #est designed around their a#ility scores.
5eroic( 'oll &d0 and add 0 to the sum of the dice. 'ecord
this total and repeat the process until six num#ers are
generated. "ssign these totals to your a#ility scores as you
see fit. his is less random than the $tandard method and
generates characters )ith mostly a#o*e.a*erage scores.
Dice Pool( +ach character has a pool of &/d0 to assign to his
statistics. 1efore the dice are rolled, the player selects the
num#er of dice to roll for each score, )ith a minimum of ,d0
for each a#ility. Once the dice ha*e #een assigned, the player
rolls each group and totals the result of the three highest dice.
3or more high.po)ered games, the GM should increase the
total num#er of dice to &%. his method generates characters
of a similar po)er to the $tandard method.
Purcha#e( +ach character recei*es a num#er of points to
spend on increasing his #asic attri#utes. :n this method, all
attri#utes start at a #ase of 1;. " character can increase an
indi*idual score #y spending some of his points. =ike)ise,
he can gain more points to spend on other scores #y
decreasing one or more of his a#ility scores. Ao score can #e
reduced #elo) ! or raised a#o*e 1% using this method. $ee
a#leB "#ility $core Costs for the costs of each score. "fter
all the points are spent, apply any racial modifiers the
character might ha*e.
Table 1-1: Ability Score Costs
'core Point#
! H/
% H&
2 H1
1; ;
11 1
1& &
1, ,
1/ 5
15 !
10 1;
1! 1,
1% 1!
Page %
Table 1-2: Ability Score Points
Campaign ,ype Point#
=o) 3antasy 1;
$tandard 3antasy 15
-igh 3antasy &;
+pic 3antasy &5
he num#er of points you ha*e to spend using the purchase
method depends on the type of campaign you are playing.
he standard *alue for a character is 15 points. "*erage
nonplayer characters 7APCs9 are typically #uilt using as fe)
as , points. $ee a#leB "#ility $core Points for a num#er of
possi#le point *alues depending on the style of campaign.
he purchase method emphasizes player choice and creates
e6ually #alanced characters. his system is typically used for
organized play e*ents, such as the Pathfinder $ociety 7*isit
pai$o*com)pathfinder'ociety for more details on this
exciting campaign9.
Determine onu#e#
+ach a#ility, after changes made #ecause of race, has a
modifier ranging from H5 to G5. a#leB "#ility Modifiers and
1onus $pells sho)s the modifier for each score. he
modifier is the num#er you apply to the die roll )hen your
character tries to do something related to that a#ility. Jou
also use the modifier )ith some num#ers that arenCt die rolls.
" positi*e modifier is called a #onus, and a negati*e modifier
is called a penalty. he ta#le also sho)s #onus spells, )hich
youCll need to kno) a#out if your character is a spellcaster.
.bilitie# and 'pellca#ter#
he a#ility that go*erns #onus spells depends on )hat type
of spellcaster your character isB :ntelligence for )izards8
4isdom for clerics, druids, and rangers8 and Charisma for
#ards, paladins, and sorcerers. :n addition to ha*ing a high
a#ility score, a spellcaster must #e of a high enough class
le*el to #e a#le to cast spells of a gi*en spell le*el. $ee the
class descriptions in Classes for details.
Table 1-3: Ability Modifiers and Bonus Spells
.bility 'core !odifier
onu# 'pell# per Day /by 'pell 1evel0
0 8#t 2nd ;rd <th =th 6th ?th @th 9th
1 H5 CanCt cast spells tied to this a#ility
&H, H/ CanCt cast spells tied to this a#ility
/H5 H, CanCt cast spells tied to this a#ility
0H! H& CanCt cast spells tied to this a#ility
%H2 H1 CanCt cast spells tied to this a#ility
1;H11 ; K K K K K K K K K K
1&H1, G1 K 1 K K K K K K K K
1/H15 G& K 1 1 K K K K K K K
10H1! G, K 1 1 1 K K K K K K
1%H12 G/ K 1 1 1 1 K K K K K
&;H&1 G5 K & 1 1 1 1 K K K K
&&H&, G0 K & & 1 1 1 1 K K K
&/H&5 G! K & & & 1 1 1 1 K K
&0H&! G% K & & & & 1 1 1 1 K
&%H&2 G2 K , & & & & 1 1 1 1
,;H,1 G1; K , , & & & & 1 1 1
,&H,, G11 K , , , & & & & 1 1
,/H,5 G1& K , , , , & & & & 1
,0H,! G1, K / , , , , & & & &
,%H,2 G1/ K / / , , , , & & &
/;H/1 G15 K / / / , , , , & &
/&H/, G10 K / / / / , , , , &
//H/5 G1! K 5 / / / / , , , ,
Page 2
,he .bilitie#
+ach a#ility partially descri#es your character and affects
some of his actions.
'trength /'tr0
$trength measures muscle and physical po)er. his a#ility is
important for those )ho engage in hand.to.hand 7or DmeleeF9
com#at, such as fighters, monks, paladins, and some rangers.
$trength also sets the maximum amount of )eight your
character can carry. " character )ith a $trength score of ; is
too )eak to mo*e in any )ay and is unconscious. $ome
creatures do not possess a $trength score and ha*e no
modifier at all to $trength.#ased skills or checks.
Jou apply your characterCs $trength modifier toB
Melee attack rolls.
(amage rolls )hen using a melee )eapon or a
thro)n )eapon, including a sling. 7+xceptionsB Off.
hand attacks recei*e only half the characterCs
$trength #onus, )hile t)o.handed attacks recei*e
1H1@& times the $trength #onus. " $trength penalty,
#ut not a #onus, applies to attacks made )ith a #o)
that is not a composite #o).9
Clim# and $)im checks.
$trength checks 7for #reaking do)n doors and the
like9.
De3terity /De30
(exterity measures agility, reflexes, and #alance. his a#ility
is the most important one for rogues, #ut itCs also useful for
characters )ho )ear light or medium armor or no armor at
all. his a#ility is *ital for characters seeking to excel )ith
ranged )eapons, such as the #o) or sling. " character )ith a
(exterity score of ; is incapa#le of mo*ing and is effecti*ely
immo#ile 7#ut not unconscious9.
Jou apply your characterCs (exterity modifier toB
'anged attack rolls, including those for attacks
made )ith #o)s, cross#o)s, thro)ing axes, and
many ranged spell attacks like scorchin ray or
searin liht.
"rmor Class 7"C9, pro*ided that the character can
react to the attack.
'eflex sa*ing thro)s, for a*oiding fireballs and
other attacks that you can escape #y mo*ing
6uickly.
"cro#atics, (isa#le (e*ice, +scape "rtist, 3ly,
'ide, $leight of -and, and $tealth checks.
Con#titution /Con0
Constitution represents your characterCs health and stamina.
" Constitution #onus increases a characterCs hit points, so the
a#ility is important for all classes. $ome creatures, such as
undead and constructs, do not ha*e a Constitution score.
heir modifier is G; for any Constitution.#ased checks. "
character )ith a Constitution score of ; is dead.
Jou apply your characterCs Constitution modifier toB
+ach roll of a -it (ie 7though a penalty can ne*er
drop a result #elo) 1Kthat is, a character al)ays
gains at least 1 hit point each time he ad*ances in
le*el9.
3ortitude sa*ing thro)s, for resisting poison,
disease, and similar threats.
:f a characterCs Constitution score changes enough to alter his
or her Constitution modifier, the characterCs hit points also
increase or decrease accordingly.
-ntelligence /-nt0
:ntelligence determines ho) )ell your character learns and
reasons. his a#ility is important for )izards #ecause it
affects their spellcasting a#ility in many )ays. Creatures of
animal.le*el instinct ha*e :ntelligence scores of 1 or &. "ny
creature capa#le of understanding speech has a score of at
least ,. " character )ith an :ntelligence score of ; is
comatose. $ome creatures do not possess an :ntelligence
score. heir modifier is G; for any :ntelligence.#ased skills
or checks.
Jou apply your characterCs :ntelligence modifier toB
he num#er of #onus languages your character
kno)s at the start of the game. hese are in addition
to any starting racial languages and Common. :f you
ha*e a penalty, you can still read and speak your
racial languages unless your :ntelligence is lo)er
than ,.
he num#er of skill points gained each le*el, though
your character al)ays gets at least 1 skill point per
le*el.
"ppraise, Craft, <no)ledge, =inguistics, and
$pellcraft checks.
" )izard gains #onus spells #ased on his :ntelligence score.
he minimum :ntelligence score needed to cast a )izard
spell is 1; G the spellCs le*el.
Ai#dom /Ai#0
4isdom descri#es a characterCs )illpo)er, common sense,
a)areness, and intuition. 4isdom is the most important
a#ility for clerics and druids, and it is also important for
Page 1;
paladins and rangers. :f you )ant your character to ha*e
acute senses, put a high score in 4isdom. +*ery creature has
a 4isdom score. " character )ith a 4isdom score of ; is
incapa#le of rational thought and is unconscious.
Jou apply your characterCs 4isdom modifier toB
4ill sa*ing thro)s 7for negating the effects of
char! person and other spells9.
-eal, Perception, Profession, $ense Moti*e, and
$ur*i*al checks.
Clerics, druids, and rangers get #onus spells #ased on their
4isdom scores. he minimum 4isdom score needed to cast
a cleric, druid, or ranger spell is 1; G the spellCs le*el.
Chari#ma /Cha0
Charisma measures a characterCs personality, personal
magnetism, a#ility to lead, and appearance. :t is the most
important a#ility for paladins, sorcerers, and #ards. :t is also
important for clerics, since it affects their a#ility to channel
energy. 3or undead creatures, Charisma is a measure of their
unnatural Dlifeforce.F +*ery creature has a Charisma score. "
character )ith a Charisma score of ; is not a#le to exert
himself in any )ay and is unconscious.
Jou apply your characterCs Charisma modifier toB
1luff, (iplomacy, (isguise, -andle "nimal,
:ntimidate, Perform, and 5se Magic (e*ice checks.
Checks that represent attempts to influence others.
Channel energy (Cs for clerics and paladins
attempting to harm undead foes.
1ards, paladins, and sorcerers gain a num#er of
#onus spells #ased on their Charisma scores. he
minimum Charisma score needed to cast a #ard,
paladin, or sorcerer spell is 1; G the spellCs le*el.
Page 11
2. Races
Dar!es
()ar*es are a stoic #ut stern race, ensconced in cities car*ed
from the hearts of mountains and fiercely determined to repel
the depredations of sa*age races like orcs and go#lins. More
than any other race, the d)ar*es ha*e ac6uired a reputation
as dour and humorless craftsmen of the earth. :t could #e said
that d)ar*en history shapes the dark disposition of many
d)ar*es, for they reside in high mountains and dangerous
realms #elo) the earth, constantly at )ar )ith giants,
go#lins, and other such horrors.
Phy#ical De#criptionB ()ar*es are a short and stocky race,
and stand a#out a foot shorter than most humans, )ith )ide,
compact #odies that account for their #urly appearance. Male
and female d)ar*es pride themsel*es on the length of their
hair, and men often decorate their #eards )ith a *ariety of
clasps and intricate #raids. " clean.sha*en male d)arf is a
sure sign of madness, or )orseKno one familiar )ith their
race trusts a #eardless d)arf.
'ocietyB he great distances #et)een their mountain citadels
account for many of the cultural differences that exist )ithin
d)ar*en society. (espite these schisms, d)ar*es throughout
the )orld are characterized #y their lo*e of stone)ork, their
passion for stone. and metal.#ased craftsmanship and
architecture, and a fierce hatred of giants, orcs, and
go#linoids.
Relation#B ()ar*es and orcs ha*e long d)elt in proximity,
theirs a history of *iolence as old as #oth their races.
()ar*es generally distrust and shun half.orcs. hey find
halflings, el*es, and gnomes to #e too frail, flighty, or
DprettyF to #e )orthy of proper respect. :t is )ith humans
that d)ar*es share the strongest link, for humansC industrious
nature and hearty appetites come closest to matching those of
the d)ar*en ideal.
.lignment and ReligionB ()ar*es are dri*en #y honor and
tradition, and )hile they are often satirized as standoffish,
they ha*e a strong sense of friendship and ?ustice, and those
)ho )in their trust understand that, )hile they )ork hard,
they play e*en harderKespecially )hen good ale is in*ol*ed.
Most d)ar*es are la)ful good.
.dventurer#B "lthough d)ar*en ad*enturers are rare
compared to humans, they can #e found in most regions of
the )orld. ()ar*es often lea*e the confines of their redou#ts
to seek glory for their clans, to find )ealth )ith )hich to
enrich the fortress.homes of their #irth, or to reclaim fallen
d)ar*en citadels from racial enemies. ()ar*en )arfare is
often characterized #y tunnel fighting and melee com#at, and
as such most d)ar*es tend to)ard classes such as fighters
and #ar#arians.
D6arf Racial ,rait#
B2 Con#titution, B2 Ai#dom, C2 Chari#maB ()ar*es are
#oth tough and )ise, #ut also a #it gruff.
!ediumB ()ar*es are Medium creatures and ha*e no
#onuses or penalties due to their size.
'lo6 and 'teadyB ()ar*es ha*e a #ase speed of &; feet, #ut
their speed is ne*er modified #y armor or encum#rance.
Dar"vi#ionB ()ar*es can see in the dark up to 0; feet.
Defen#ive ,rainingB ()ar*es get a G/ dodge #onus to "C
against monsters of the giant su#type.
GreedB ()ar*es recei*e a G& racial #onus on "ppraise skill
checks made to determine the price of nonmagical goods that
contain precious metals or gemstones.
5atredB ()ar*es recei*e a G1 #onus on attack rolls against
humanoid creatures of the orc and go#linoid su#types due to
special training against these hated foes.
5ardyB ()ar*es recei*e a G& racial #onus on sa*ing thro)s
against poison, spells, and spell.like a#ilities.
'tabilityB ()ar*es recei*e a G/ racial #onus to their Com#at
Maneu*er (efense )hen resisting a #ull rush or trip attempt
)hile standing on the ground.
'tonecunningB ()ar*es recei*e a G& #onus on Perception
checks to potentially notice unusual stone)ork, such as traps
and hidden doors located in stone )alls or floors. hey
recei*e a check to notice such features )hene*er they pass
)ithin 1; feet of them, )hether or not they are acti*ely
looking.
Aeapon &amiliarityB ()ar*es are proficient )ith
#attleaxes, hea*y picks, and )arhammers, and treat any
)eapon )ith the )ord Dd)ar*enF in its name as a martial
)eapon.
1anguage#B ()ar*es #egin play speaking Common and
()ar*en. ()ar*es )ith high :ntelligence scores can choose
from the follo)ingB Giant, Gnome, Go#lin, Orc, erran, and
5ndercommon.
"l!es
he long.li*ed el*es are children of the natural )orld,
similar in many superficial )ays to fey creatures, yet
different as )ell. +l*es *alue their pri*acy and traditions, and
)hile they are often slo) to make friends, at #oth the
personal and national le*els, once an outsider is accepted as a
comrade, such alliances can last for generations. +l*es ha*e a
Page 1&
curious attachment to their surroundings, perhaps as a result
of their incredi#ly long lifespans or some deeper, more
mystical reason. +l*es )ho d)ell in a region for long find
themsel*es physically adapting to match their surroundings,
most noticea#ly taking on coloration reflecting the local
en*ironment. hose el*es that spend their li*es among the
short.li*ed races, on the other hand, often de*elop a ske)ed
perception of mortality and #ecome morose, the result of
)atching )a*e after )a*e of companions age and die #efore
their eyes.
Phy#ical De#criptionB "lthough generally taller than
humans, el*es possess a graceful, fragile physi6ue that is
accentuated #y their long, pointed ears. heir eyes are )ide
and almond.shaped, and filled )ith large, *i#rantly colored
pupils. 4hile el*en clothing often plays off the #eauty of the
natural )orld, those el*es that li*e in cities tend to #edeck
themsel*es in the latest fashion.
'ocietyB Many el*es feel a #ond )ith nature and stri*e to li*e
in harmony )ith the natural )orld. Most, ho)e*er, find
manipulating earth and stone to #e distasteful, and prefer
instead to indulge in the finer arts, )ith their in#orn patience
making them particularly suited to )izardry.
Relation#B +l*es are prone to dismissing other races, )riting
them off as rash and impulsi*e, yet they are excellent ?udges
of character. "n elf might not )ant a d)arf neigh#or, #ut
)ould #e the first to ackno)ledge that d)arfCs skill at
smithing. hey regard gnomes as strange 7and sometimes
dangerous9 curiosities, and halflings )ith a measure of pity,
for these small folk seem to the el*es to #e adrift, )ithout a
traditional home. +l*es are fascinated )ith humans, as
e*idenced #y the num#er of half.el*es in the )orld, e*en if
they usually diso)n such offspring. hey regard half.orcs
)ith distrust and suspicion.
.lignment and ReligionB +l*es are emotional and
capricious, yet *alue kindness and #eauty. Most el*es are
chaotic good.
.dventurer#B Many el*es em#ark on ad*entures out of a
desire to explore the )orld, lea*ing their secluded forest
realms to reclaim forgotten el*en magic or search out lost
kingdoms esta#lished millennia ago #y their forefathers. 3or
those raised among humans, the ephemeral and unfettered
life of an ad*enturer holds natural appeal. +l*es generally
esche) melee #ecause of their frailty, preferring instead to
pursue classes such as )izards and rangers.
2lf Racial ,rait#
B2 De3terity, B2 -ntelligence, C2 Con#titutionB +l*es are
nim#le, #oth in #ody and mind, #ut their form is frail.
!ediumB +l*es are Medium creatures and ha*e no #onuses
or penalties due to their size.
Normal 'peedB +l*es ha*e a #ase speed of ,; feet.
1o671ight Di#ionB +l*es can see t)ice as far as humans in
conditions of dim light. $ee "dditional 'ules.
2lven -mmunitie#B +l*es are immune to magic sleep effects
and get a G& racial sa*ing thro) #onus against enchantment
spells and effects.
2lven !agicB +l*es recei*e a G& racial #onus on caster le*el
checks made to o*ercome spell resistance. :n addition, el*es
recei*e a G& racial #onus on $pellcraft skill checks made to
identify the properties of magic items.
Eeen 'en#e#B +l*es recei*e a G& racial #onus on Perception
skill checks.
Aeapon &amiliarityB +l*es are proficient )ith long#o)s
7including composite long#o)s9, longs)ords, rapiers, and
short#o)s 7including composite short#o)s9, and treat any
)eapon )ith the )ord Del*enF in its name as a martial
)eapon.
1anguage#B +l*es #egin play speaking Common and +l*en.
+l*es )ith high :ntelligence scores can choose from the
follo)ingB Celestial, (raconic, Gnoll, Gnome, Go#lin, Orc,
and $yl*an.
Gnomes
Gnomes trace their lineage #ack to the mysterious realm of
the fey, a place )here colors are #righter, the )ildlands
)ilder, and emotions more primal. 5nkno)n forces dro*e
the ancient gnomes from that realm long ago, forcing them to
seek refuge in this )orld8 despite this, the gnomes ha*e ne*er
completely a#andoned their fey roots or adapted to mortal
culture. "s a result, gnomes are )idely regarded #y the other
races as alien and strange.
Phy#ical De#criptionB Gnomes are one of the smallest of the
common races, generally standing ?ust o*er , feet in height.
heir hair tends to)ard *i#rant colors such as the fiery
orange of autumn lea*es, the *erdant green of forests at
springtime, or the deep reds and purples of )ildflo)ers in
#loom. $imilarly, their flesh tones range from earthy #ro)ns
to floral pinks, fre6uently )ith little regard for heredity.
Gnomes possess highly muta#le facial characteristics, and
many ha*e o*erly large mouths and eyes, an effect )hich can
#e #oth distur#ing and stunning, depending on the indi*idual.
'ocietyB 5nlike most races, gnomes do not generally
organize themsel*es )ithin classic societal structures.
4himsical creatures at heart, they typically tra*el alone or
)ith temporary companions, e*er seeking ne) and more
exciting experiences. hey rarely form enduring
relationships among themsel*es or )ith mem#ers of other
races, instead pursuing crafts, professions, or collections )ith
a passion that #orders on zealotry. Male gnomes ha*e a
strange fondness for unusual hats and headgear, )hile
Page 1,
females often proudly )ear ela#orate and eccentric
hairstyles.
Relation#B Gnomes ha*e difficulty interacting )ith the other
races, on #oth emotional and physical le*els. Gnome humor
is hard to translate and often comes across as malicious or
senseless to other races, )hile gnomes in turn tend to think
of the taller races as dull and lum#ering giants. hey get
along )ell )ith halflings and humans, #ut are o*erly fond of
playing ?okes on d)ar*es and half.orcs, )hom most gnomes
feel need to lighten up. hey respect el*es, #ut often gro)
frustrated )ith the comparati*ely slo) pace at )hich
mem#ers of the long.li*ed race make decisions. o the
gnomes, action is al)ays #etter than inaction, and many
gnomes carry se*eral highly in*ol*ed pro?ects )ith them at
all times to keep themsel*es entertained during rest periods.
.lignment and ReligionB "lthough gnomes are impulsi*e
tricksters, )ith sometimes inscruta#le moti*es and e6ually
confusing methods, their hearts are generally in the right
place. hey are prone to po)erful fits of emotion, and find
themsel*es most at peace )ithin the natural )orld.
.dventurer#B GnomesC propensity for )anderlust makes
them natural ad*enturers. hey often #ecome )anderers to
experience ne) aspects of life, for nothing is as no*el as the
uncounted dangers facing ad*enturers. Gnomes make up for
their )eakness )ith a procli*ity for sorcery or #ardic music.
Gnome Racial ,rait#
B2 Con#titution, B2 Chari#ma, C2 'trengthB Gnomes are
physically )eak #ut surprisingly hardy, and their attitude
makes them naturally agreea#le.
'mallB Gnomes are $mall creatures and gain a G1 size #onus
to their "C, a G1 size #onus on attack rolls, a H1 penalty to
their Com#at Maneu*er 1onus and Com#at Maneu*er
(efense, and a G/ size #onus on $tealth checks.
'lo6 'peedB Gnomes ha*e a #ase speed of &; feet.
1o671ight Di#ionB Gnomes can see t)ice as far as humans
in conditions of dim light. $ee "dditional 'ules.
Defen#ive ,rainingB Gnomes get a G/ dodge #onus to "C
against monsters of the giant type.
Gnome !agicB Gnomes add G1 to the (C of any sa*ing
thro)s against illusion spells that they cast. Gnomes )ith a
Charisma of 11 or higher also gain the follo)ing spell.like
a#ilitiesB 1@dayKdancin lihts, host sound,
prestidiitation, and spea" #ith ani!als$ he caster le*el for
these effects is e6ual to the gnomeCs le*el. he (C for these
spells is e6ual to 1; G the spellCs le*el G the gnomeCs
Charisma modifier.
5atredB Gnomes recei*e a G1 #onus on attack rolls against
humanoid creatures of the reptilian and go#linoid su#types
due to special training against these hated foes.
-llu#ion Re#i#tanceB Gnomes get a G& racial sa*ing thro)
#onus against illusion spells or effects.
Eeen 'en#e#B Gnomes recei*e a G& racial #onus on
Perception skill checks.
Fb#e##iveB Gnomes recei*e a G& racial #onus on a Craft or
Profession skill of their choice.
Aeapon &amiliarityB Gnomes treat any )eapon )ith the
)ord DgnomeF in its name as a martial )eapon.
1anguage#B Gnomes #egin play speaking Common, Gnome,
and $yl*an. Gnomes )ith high :ntelligence scores can
choose from the follo)ingB (raconic, ()ar*en, +l*en,
Giant, Go#lin, and Orc.
#alf$el!es
+l*es ha*e long dra)n the co*etous gazes of other races.
heir generous life spans, magical affinity, and inherent
grace each contri#ute to the admiration or #itter en*y of their
neigh#ors. Of all their traits, ho)e*er, none so entrance their
human associates as their #eauty. $ince the t)o races first
came into contact )ith each other, the humans ha*e held up
el*es as models of physical perfection, seeing in the fair folk
idealized *ersions of themsel*es. 3or their part, many el*es
find humans attracti*e despite their comparati*ely #ar#aric
)ays, dra)n to the passion and impetuosity )ith )hich
mem#ers of the younger race play out their #rief li*es.
$ometimes this mutual infatuation leads to romantic
relationships. hough usually short.li*ed, e*en #y human
standards, these trysts commonly lead to the #irth of half.
el*es, a race descended of t)o cultures yet inheritor of
neither. -alf.el*es can #reed )ith one another, #ut e*en these
Dpure#loodF half.el*es tend to #e *ie)ed as #astards #y
humans and el*es alike.
Phy#ical De#criptionB -alf.el*es stand taller than humans
#ut shorter than el*es. hey inherit the lean #uild and comely
features of their el*en lineage, #ut their skin color is dictated
#y their human side. 4hile half.el*es retain the pointed ears
of el*es, theirs are more rounded and less pronounced. "
half.elfCs human.like eyes tend to range a spectrum of exotic
colors running from am#er or *iolet to emerald green and
deep #lue.
'ocietyB he lack of a unified homeland and culture forces
half.el*es to remain *ersatile, a#le to conform to nearly any
en*ironment. 4hile often attracti*e to #oth races for the
same reasons as their parents, half.el*es rarely fit in )ith
either humans or el*es, as #oth races see too much e*idence
of the other in them. his lack of acceptance )eighs hea*ily
on many half.el*es, yet others are #olstered #y their uni6ue
status, seeing in their lack of a formalized culture the
ultimate freedom. "s a result, half.el*es are incredi#ly
Page 1/
adapta#le, capa#le of ad?usting their mindsets and talents to
)hate*er societies they find themsel*es in.
Relation#B " half.elf understands loneliness, and kno)s that
character is often less a product of race than of life
experience. "s such, half.el*es are often open to friendships
and alliances )ith other races, and less likely to rely on first
impressions )hen forming opinions of ne) ac6uaintances.
.lignment and ReligionB -alf.el*esC isolation strongly
influences their characters and philosophies. Cruelty does not
come naturally to them, nor does #lending in and #ending to
societal con*entionKas a result, most half.el*es are chaotic
good. -alf.el*esC lack of a unified culture makes them less
likely to turn to religion, #ut those )ho do generally follo)
the common faiths of their homeland.
.dventurer#B -alf.el*es tend to #e itinerants, )andering the
lands in search of a place they might finally call home. he
desire to pro*e oneself to the community and esta#lish a
personal identityKor e*en a legacyKdri*es many half.elf
ad*enturers to li*es of #ra*ery.
5alf72lf Racial ,rait#
B2 to Fne .bility 'coreB -alf.elf characters get a G& #onus
to one a#ility score of their choice at creation to represent
their *aried nature.
!ediumB -alf.el*es are Medium creatures and ha*e no
#onuses or penalties due to their size.
Normal 'peedB -alf.el*es ha*e a #ase speed of ,; feet.
1o671ight Di#ionB -alf.el*es can see t)ice as far as humans
in conditions of dim light. $ee "dditional 'ules.
.daptabilityB -alf.el*es recei*e $kill 3ocus as a #onus feat
at 1st le*el.
2lf loodB -alf.el*es count as #oth el*es and humans for
any effect related to race.
2lven -mmunitie#B -alf.el*es are immune to magic sleep
effects and get a G& racial sa*ing thro) #onus against
enchantment spells and effects.
Eeen 'en#e#B -alf.el*es recei*e a G& racial #onus on
Perception skill checks.
!ultitalentedB -alf.el*es choose t)o fa*ored classes at first
le*el and gain G1 hit point or G1 skill point )hene*er they
take a le*el in either one of those classes. $ee Classes for
more information a#out fa*ored classes.
1anguage#B -alf.el*es #egin play speaking Common and
+l*en. -alf.el*es )ith high :ntelligence scores can choose
any languages they )ant 7except secret languages, such as
(ruidic9.
#alf$orcs
-alf.orcs are monstrosities, their tragic #irths the result of
per*ersion and *iolenceKor at least, thatCs ho) other races
see them. :tCs true that half.orcs are rarely the result of lo*ing
unions, and as such are usually forced to gro) up hard and
fast, constantly fighting for protection or to make names for
themsel*es. 3eared, distrusted, and spat upon, half.orcs still
consistently manage to surprise their detractors )ith great
deeds and unexpected )isdomKthough sometimes itCs easier
?ust to crack a fe) skulls.
Phy#ical De#criptionB 1oth genders of half.orc stand
#et)een 0 and ! feet tall, )ith po)erful #uilds and greenish
or grayish skin. heir canines often gro) long enough to
protrude from their mouths, and these Dtusks,F com#ined
)ith hea*y #ro)s and slightly pointed ears, gi*e them their
notoriously #estial appearance. 4hile half.orcs may #e
impressi*e, fe) e*er descri#e them as #eautiful.
'ocietyB 5nlike half.el*es, )here at least part of societyCs
discrimination is #orn out of ?ealousy or attraction, half.orcs
get the )orst of #oth )orldsB physically )eaker than their orc
kin, they also tend to #e feared or attacked outright #y the
legions of humans )ho donCt #other making the distinction
#et)een full orcs and half#loods. $till, )hile not exactly
accepted, half.orcs in ci*ilized societies tend to #e *alued for
their martial pro)ess, and orc leaders ha*e actually #een
kno)n to spa)n them intentionally, as the half#reeds
regularly make up for their lack of physical strength )ith
increased cunning and aggression, making them natural
chieftains and strategic ad*isors.
Relation#B " lifetime of persecution lea*es the a*erage half.
orc )ary and 6uick to anger, yet those )ho #reak through his
sa*age exterior might find a )ell.hidden core of empathy.
+l*es and d)ar*es tend to #e the least accepting of half.orcs,
seeing in them too great a resem#lance to their racial
enemies, #ut other races arenCt much more understanding.
-uman societies )ith fe) orc pro#lems tend to #e the most
accommodating, and there half.orcs make natural
mercenaries and enforcers.
.lignment G ReligionB 3orced to li*e either among #rutish
orcs or as lonely outcasts in ci*ilized lands, most half.orcs
are #itter, *iolent, and reclusi*e. +*il comes easily to them,
#ut they are not e*il #y natureKrather, most half.orcs are
chaotic neutral, ha*ing #een taught #y long experience that
thereCs no point doing anything #ut that )hich directly
#enefits themsel*es.
.dventurer#B $taunchly independent, many half.orcs take to
li*es of ad*enture out of necessity, seeking to escape their
painful pasts or impro*e their lot through force of arms.
Others, more optimistic or desperate for acceptance, take up
the mantle of crusaders in order to pro*e their )orth to the
)orld.
Page 15
5alf7Frc Racial ,rait#
B2 to Fne .bility 'coreB -alf.orc characters get a G& #onus
to one a#ility score of their choice at creation to represent
their *aried nature.
!ediumB -alf.orcs are Medium creatures and ha*e no
#onuses or penalties due to their size.
Normal 'peedB -alf.orcs ha*e a #ase speed of ,; feet.
Dar"vi#ionB -alf.orcs can see in the dark up to 0; feet.
-ntimidatingB -alf.orcs recei*e a G& racial #onus on
:ntimidate skill checks due to their fearsome nature.
Frc loodB -alf.orcs count as #oth humans and orcs for any
effect related to race.
Frc &erocityB Once per day, )hen a half.orc is #rought
#elo) ; hit points #ut not killed, he can fight on for one
more round as if disa#led. "t the end of his next turn, unless
#rought to a#o*e ; hit points, he immediately falls
unconscious and #egins dying.
Aeapon &amiliarityB -alf.orcs are proficient )ith greataxes
and falchions and treat any )eapon )ith the )ord DorcF in its
name as a martial )eapon.
1anguage#B -alf.orcs #egin play speaking Common and
Orc. -alf.orcs )ith high :ntelligence scores can choose from
the follo)ingB "#yssal, (raconic, Giant, Gnoll, and Go#lin.
#alflings
Optimistic and cheerful #y nature, #lessed )ith uncanny luck
and dri*en #y a po)erful )anderlust, halflings make up for
their short stature )ith an a#undance of #ra*ado and
curiosity. "t once excita#le and easy.going, halflings like to
keep an e*en temper and a steady eye on opportunity, and are
not as prone as some of the more *olatile races to *iolent or
emotional out#ursts. +*en in the ?a)s of catastrophe, a
halfling almost ne*er loses his sense of humor.
-alflings are in*eterate opportunists. 5na#le to physically
defend themsel*es from the rigors of the )orld, they kno)
)hen to #end )ith the )ind and )hen to hide a)ay. Jet a
halflingCs curiosity often o*er)helms his good sense, leading
to poor decisions and narro) escapes.
hough their curiosity dri*es them to tra*el and seek ne)
places and experiences, halflings possess a strong sense of
house and home, often spending a#o*e their means to
enhance the comforts of home life.
Phy#ical De#criptionB -alflings rise to a hum#le height of ,
feet. hey prefer to )alk #arefoot, leading to the #ottoms of
their feet #eing roughly calloused. ufts of thick, curly hair
)arm the tops of their #road, tanned feet. heir skin tends
to)ard a rich almond color and their hair to)ard light shades
of #ro)n. " halflingCs ears are pointed, #ut proportionately
not much larger than those of a human.
'ocietyB -alflings claim no cultural homeland and control no
settlements larger than rural assem#lies of free to)ns. 3ar
more often, they d)ell at the knees of their human cousins in
human cities, eking out li*ings as they can from the scraps of
larger societies. Many halflings lead perfectly fulfilling li*es
in the shado) of their larger neigh#ors, )hile some prefer
more nomadic li*es on the road, tra*eling the )orld and
experiencing all it has to offer.
Relation#B " typical halfling prides himself on his a#ility to
go unnoticed #y other racesKit is this trait that allo)s so
many halflings to excel at thie*ery and trickery. Most
halflings, kno)ing full )ell the stereotyped *ie) other races
take of them as a result, go out of their )ay to #e
forthcoming and friendly to the #igger races )hen theyCre not
trying to go unnoticed. hey get along fairly )ell )ith
gnomes, although most halflings regard these eccentric
creatures )ith a hefty dose of caution. -alflings coexist )ell
)ith humans as a general rule, #ut since some of the more
aggressi*e human societies *alue halflings as sla*es,
halflings try not to gro) too complacent )hen dealing )ith
them. -alflings respect el*es and d)ar*es, #ut these races
generally li*e in remote regions far from the comforts of
ci*ilization that halflings en?oy, thus limiting opportunities
for interaction. Only half.orcs are generally shunned #y
halflings, for their great size and *iolent natures are a #it too
intimidating for most halflings to cope )ith.
.lignment and ReligionB -alflings are loyal to their friends
and families, #ut since they d)ell in a )orld dominated #y
races t)ice as large as themsel*es, theyC*e come to grips )ith
the fact that sometimes theyCll need to scrap and scrounge for
sur*i*al. Most halflings are neutral as a result.
.dventurer#B heir inherent luck coupled )ith their
insatia#le )anderlust makes halflings ideal for li*es of
ad*enture. Other such *aga#onds tend to put up )ith the
curious race in hopes that some of their mystical luck )ill
ru# off.
5alfling Racial ,rait#
B2 De3terity, B2 Chari#ma, C2 'trengthB -alflings are
nim#le and strong.)illed, #ut their small stature makes them
)eaker than other races.
'mallB -alflings are $mall creatures and gain a G1 size
#onus to their "C, a G1 size #onus on attack rolls, a H1
penalty to their Com#at Maneu*er 1onus and Com#at
Maneu*er (efense, and a G/ size #onus on $tealth checks.
'lo6 'peedB -alflings ha*e a #ase speed of &; feet.
&earle##B -alflings recei*e a G& racial #onus on all sa*ing
thro)s against fear. his #onus stacks )ith the #onus granted
Page 10
#y halfling luck.
5alfling 1uc"B -alflings recei*e a G1 racial #onus on all
sa*ing thro)s.
Eeen 'en#e#B -alflings recei*e a G& racial #onus on
Perception skill checks.
'ure7&ooted( -alflings recei*e a G& racial #onus on
"cro#atics and Clim# skill checks.
Aeapon &amiliarityB -alflings are proficient )ith slings
and treat any )eapon )ith the )ord DhalflingF in its name as
a martial )eapon.
1anguage#B -alflings #egin play speaking Common and
-alfling. -alflings )ith high :ntelligence scores can choose
from the follo)ingB ()ar*en, +l*en, Gnome, and Go#lin.
#%mans
-umans possess exceptional dri*e and a great capacity to
endure and expand, and as such are currently the dominant
race in the )orld. heir empires and nations are *ast,
spra)ling things, and the citizens of these societies car*e
names for themsel*es )ith the strength of their s)ord arms
and the po)er of their spells. -umanity is #est characterized
#y its tumultuousness and di*ersity, and human cultures run
the gamut from sa*age #ut honora#le tri#es to decadent,
de*il.)orshiping no#le families in the most cosmopolitan
cities. -uman curiosity and am#ition often triumph o*er their
predilection for a sedentary lifestyle, and many lea*e their
homes to explore the innumera#le forgotten corners of the
)orld or lead mighty armies to con6uer their neigh#ors,
simply #ecause they can.
Phy#ical De#criptionB he physical characteristics of
humans are as *aried as the )orldCs climes. 3rom the dark.
skinned tri#esmen of the southern continents to the pale and
#ar#aric raiders of the northern lands, humans possess a )ide
*ariety of skin colors, #ody types, and facial features.
Generally speaking, humansC skin color assumes a darker hue
the closer to the e6uator they li*e.
'ocietyB -uman society comprises a multitude of
go*ernments, attitudes, and lifestyles. hough the oldest
human cultures trace their histories thousands of years into
the past, )hen compared to the societies of common races
like el*es and d)ar*es, human society seems to #e in a state
of constant flux as empires fragment and ne) kingdoms
su#sume the old. :n general, humans are kno)n for their
flexi#ility, ingenuity, and am#ition.
Relation#B -umans are fecund, and their dri*e and num#ers
often spur them into contact )ith other races during #outs of
territorial expansion and colonization. :n many cases, this
leads to *iolence and )ar, yet humans are also s)ift to
forgi*e and forge alliances )ith races )ho do not try to
match or exceed them in *iolence. Proud, sometimes to the
point of arrogance, humans might look upon d)ar*es as
miserly drunkards, el*es as flighty fops, halflings as cra*en
thie*es, gnomes as t)isted maniacs, and half.el*es and half.
orcs as em#arrassmentsK#ut the raceCs di*ersity among its
o)n mem#ers also makes humans 6uite adept at accepting
others for )hat they are.
.lignment and ReligionB -umanity is perhaps the most
heterogeneous of all the common races, )ith a capacity for
great e*il and #oundless good. $ome assem#le into *ast
#ar#aric hordes, )hile others #uild spra)ling cities that
co*er miles. aken as a )hole, most humans are neutral, yet
they generally tend to congregate in nations and ci*ilizations
)ith specific alignments. -umans also ha*e the )idest range
in gods and religion, lacking other racesC ties to tradition and
eager to turn to anyone offering them glory or protection.
.dventurer#B "m#ition alone dri*es countless humans, and
for many, ad*enturing ser*es as a means to an end, )hether it
#e )ealth, acclaim, social status, or arcane kno)ledge. " fe)
pursue ad*enturing careers simply for the thrill of danger.
-umans hail from myriad regions and #ackgrounds, and as
such can fill any role )ithin an ad*enturing party.
Name#B 5nlike other races, )ho generally clea*e to specific
traditions and shared histories, humanityCs di*ersity has
resulted in a near.infinite set of names. he humans of a
northern #ar#arian tri#e ha*e much different names than
those hailing from a su#tropical nation of sailors and
tradesmen. hroughout most of the )orld humans speak
Common, yet their names are as *aried as their #eliefs and
appearances.
5uman Racial ,rait#
B2 to Fne .bility 'coreB -uman characters get a G& #onus
to one a#ility score of their choice at creation to represent
their *aried nature.
!ediumB -umans are Medium creatures and ha*e no
#onuses or penalties due to their size.
Normal 'peedB -umans ha*e a #ase speed of ,; feet.
onu# &eatB -umans select one extra feat at 1st le*el.
'"illedB -umans gain an additional skill rank at first le*el
and one additional rank )hene*er they gain a le*el.
1anguage#B -umans #egin play speaking Common. -umans
)ith high :ntelligence scores can choose any languages they
)ant 7except secret languages, such as (ruidic9.
Page 1!
&. Classes
arbarianB he #ar#arian is a #rutal #erserker from #eyond
the edge of ci*ilized lands.
ardB he #ard uses skill and spell alike to #olster his allies,
confound his enemies, and #uild upon his fame.
ClericB " de*out follo)er of a deity, the cleric can heal
)ounds, raise the dead, and call do)n the )rath of the gods.
DruidB he druid is a )orshiper of all things naturalKa
spellcaster, a friend to animals, and a skilled shapechanger.
&ighterB 1ra*e and stal)art, the fighter is a master of all
manner of arms and armor.
!on"B " student of martial arts, the monk trains his #ody to
#e his greatest )eapon and defense.
PaladinB he paladin is the knight in shining armor, a
de*oted follo)er of la) and good.
RangerB " tracker and hunter, the ranger is a creature of the
)ild and of tracking do)n his fa*ored foes.
RogueB he rogue is a thief and a scout,
an opportunist capa#le of deli*ering
#rutal strikes against un)ary foes.
'orcererB he spellcasting sorcerer is
#orn )ith an innate knack for magic and
has strange, eldritch po)ers.
Ai$ardB he )izard masters magic
through constant study that gi*es him
incredi#le magical po)er.
Character
Ad!ancement
"s player characters o*ercome
challenges, they gain experience points.
"s these points accumulate, PCs
ad*ance in le*el and po)er. he rate of
this ad*ancement depends on the type of
game that your group )ants to play.
$ome prefer a fast.paced game, )here
characters gain le*els e*ery fe)
sessions, )hile others prefer a game
)here ad*ancement occurs less
fre6uently. :n the end, it is up to your
group to decide )hat rate fits you #est.
Characters ad*ance in le*el according to
a#leB Character "d*ancement and
=e*el.(ependent 1onuses.
.dvancing :our Character
" character ad*ances in le*el as soon as he earns enough
experience points to do soKtypically, this occurs at the end
of a game session, )hen your GM hands out that sessionCs
experience point a)ards.
he process of ad*ancing a character )orks in much the
same )ay as generating a character, except that your a#ility
scores, race, and pre*ious choices concerning class, skills,
and feats cannot #e changed. "dding a le*el generally gi*es
you ne) a#ilities, additional skill points to spend, more hit
points, and possi#ly an a#ility score increase or additional
feat 7see a#leB Character "d*ancement and =e*el.
(ependent 1onuses9. O*er time, as your character rises to
higher le*els, he #ecomes a truly po)erful force in the game
)orld, capa#le of ruling nations or #ringing them to their
knees.
4hen adding ne) le*els of an existing class or adding le*els
of a ne) class 7see Multiclassing, #elo)9, make sure to take
the follo)ing steps in order. 3irst, select your ne) class
le*el. Jou must #e a#le to 6ualify for this le*el #efore any of
the follo)ing ad?ustments are made. $econd, apply any
Page 1%
Table 3-1: Character Ad%ance!ent and &e%el-'ependent Bonuses
Character
1evel
23perience Point ,otal
&eat#
.bility
'core
'lo6 !edium &a#t
1st K K K 1st K
&nd ,;;; &,;;; 1,,;; K K
,rd !,5;; 5,;;; ,,,;; &nd K
/th 1/,;;; 2,;;; 0,;;; K 1st
5th &,,;;; 15,;;; 1;,;;; ,rd K
0th ,5,;;; &,,;;; 15,;;; K K
!th 5,,;;; ,5,;;; &,,;;; /th K
%th !!,;;; 51,;;; ,/,;;; K &nd
2th 115,;;; !5,;;; 5;,;;; 5th K
1;th 10;,;;; 1;5,;;; !1,;;; K K
11th &,5,;;; 155,;;; 1;5,;;; 0th K
1&th ,,;,;;; &&;,;;; 1/5,;;; K ,rd
1,th /!5,;;; ,15,;;; &1;,;;; !th K
1/th 005,;;; //5,;;; &25,;;; K K
15th 255,;;; 0,5,;;; /&5,;;; %th K
10th 1,,5;,;;; %2;,;;; 0;;,;;; K /th
1!th 1,2;;,;;; 1,,;;,;;; %5;,;;; 2th K
1%th &,!;;,;;; 1,%;;,;;; 1,&;;,;;; K K
12th ,,%5;,;;; &,55;,;;; 1,!;;,;;; 1;th K
&;th 5,,5;,;;; ,,0;;,;;; &,/;;,;;; K 5th
a#ility score increases due to gaining a le*el. hird, integrate
all of the le*elCs class a#ilities and then roll for additional hit
points. 3inally, add ne) skills and feats. 3or more
information on )hen you gain ne) feats and a#ility score
increases, see a#leB Character "d*ancement and =e*el.
(ependent 1onuses.
!ulticla##ing
:nstead of gaining the a#ilities granted #y the next le*el in
your characterCs current class, he can instead gain the 1st.
le*el a#ilities of a ne) class, adding all of those a#ilities to
his existing ones. his is kno)n as Dmulticlassing.F
3or example, letCs say a 5th.le*el fighter decides to da##le in
the arcane arts, and adds one le*el of )izard )hen he
ad*ances to 0th le*el. $uch a character )ould ha*e the
po)ers and a#ilities of #oth a 5th.le*el fighter and a 1st.le*el
)izard, #ut )ould still #e considered a 0th.le*el character.
7-is class le*els )ould #e 5th and 1st, #ut his total character
le*el is 0th.9 -e keeps all of his #onus feats gained from 5
le*els of fighter, #ut can no) also cast 1st.le*el spells and
picks an arcane school. -e adds all of the hit points, #ase
attack #onuses, and sa*ing thro) #onuses from a 1st.le*el
)izard on top of those gained from #eing a 5th.le*el fighter.
Aote that there are a num#er of effects and prere6uisites that
rely on a characterCs le*el or -it (ice. $uch effects are
al)ays #ased on the total num#er of le*els or -it (ice a
character possesses, not ?ust those from one class. he
exception to this is class a#ilities, most of )hich are #ased on
the total num#er of class le*els that a character possesses of
that particular class.
&avored Cla##
+ach character #egins play )ith a single fa*ored class of his
choosingKtypically, this is the same class as the one he
chooses at 1st le*el. 4hene*er a character gains a le*el in his
fa*ored class, he recei*es either G 1 hit point or G 1 skill
rank. he choice of fa*ored class cannot #e changed once the
character is created, and the choice of gaining a hit point or a
skill rank each time a character gains a le*el 7including his
first le*el9 cannot #e changed once made for a particular
le*el. Prestige classes 7see Prestige Classes9 can ne*er #e a
fa*ored class.
'arbarian
3or some, there is only rage. :n the )ays of their people, in
the fury of their passion, in the ho)l of #attle, conflict is all
these #rutal souls kno). $a*ages, hired muscle, masters of
*icious martial techni6ues, they are not soldiers or
professional )arriorsKthey are the #attle possessed,
creatures of slaughter and spirits of )ar. <no)n as
#ar#arians, these )armongers kno) little of training,
preparation, or the rules of )arfare8 for them, only the
moment exists, )ith the foes that stand #efore them and the
kno)ledge that the next moment might hold their death.
hey possess a sixth sense in regard to danger and the
endurance to )eather all that might entail. hese #rutal
)arriors might rise from all )alks of life, #oth ci*ilized and
sa*age, though )hole societies em#racing such philosophies
roam the )ild places of the )orld. 4ithin #ar#arians storms
the primal spirit of #attle, and )oe to those )ho face their
rage.
RoleB 1ar#arians excel in com#at, possessing the martial
pro)ess and fortitude to take on foes seemingly far superior
to themsel*es. 4ith rage granting them #oldness and daring
#eyond that of most other )arriors, #ar#arians charge
furiously into #attle and ruin all )ho )ould stand in their
)ay.
.lignmentB "ny nonla)ful.
5it DieB d1&.
Cla## '"ill#
he #ar#arianCs class skills are "cro#atics 7(ex9, Clim# 7$tr9,
Craft 7:nt9, -andle "nimal 7Cha9, :ntimidate 7Cha9,
<no)ledge 7nature9 7:nt9, Perception 74is9, 'ide 7(ex9,
$ur*i*al 74is9, and $)im 7$tr9.
'"ill Ran"# per 1evelB / G :nt modifier.
Cla## &eature#
"ll of the follo)ing are class features of the #ar#arian.
Aeapon and .rmor ProficiencyB " #ar#arian is proficient
)ith all simple and martial )eapons, light armor, medium
armor, and shields 7except to)er shields9.
&a#t !ovement /230B " #ar#arianCs land speed is faster than
the norm for her race #y G1; feet. his #enefit applies only
)hen she is )earing no armor, light armor, or medium armor,
and not carrying a hea*y load. "pply this #onus #efore
modifying the #ar#arianCs speed #ecause of any load carried
or armor )orn. his #onus stacks )ith any other #onuses to
the #ar#arianCs land speed.
Rage /230B " #ar#arian can call upon inner reser*es of
strength and ferocity, granting her additional com#at
pro)ess. $tarting at 1st le*el, a #ar#arian can rage for a
num#er of rounds per day e6ual to / G her Constitution
modifier. "t each le*el after 1st, she can rage for & additional
rounds. emporary increases to Constitution, such as those
Page 12
gained from rage and spells like bear(s endurance, do not
increase the total num#er of rounds that a #ar#arian can rage
per day. " #ar#arian can enter rage as a free action. he total
num#er of rounds of rage per day is rene)ed after resting for
% hours, although these hours do not need to #e consecuti*e.
4hile in rage, a #ar#arian gains a G/ morale #onus to her
$trength and Constitution, as )ell as a G& morale #onus on
4ill sa*es. :n addition, she takes a H& penalty to "rmor
Class. he increase to Constitution grants the #ar#arian & hit
points per -it (ice, #ut these disappear )hen the rage ends
and are not lost first like temporary hit points. 4hile in rage,
a #ar#arian cannot use any Charisma., (exterity., or
:ntelligence.#ased skills 7except "cro#atics, 3ly, :ntimidate,
and 'ide9 or any a#ility that re6uires patience or
concentration.
" #ar#arian can end her rage as a free action and is fatigued
after rage for a num#er of rounds e6ual to & times the
num#er of rounds spent in the rage. " #ar#arian cannot enter
a ne) rage )hile fatigued or exhausted #ut can other)ise
enter rage multiple times during a single encounter or
com#at. :f a #ar#arian falls unconscious, her rage
immediately ends, placing her in peril of death.
Rage Po6er# /230B "s a #ar#arian gains le*els, she learns to
use her rage in ne) )ays. $tarting at &nd le*el, a #ar#arian
gains a rage po)er. $he gains another rage po)er for e*ery
t)o le*els of #ar#arian attained after &nd le*el. " #ar#arian
gains the #enefits of rage po)ers only )hile raging, and
some of these po)ers re6uire the #ar#arian to take an action
first. 5nless other)ise noted, a #ar#arian cannot select an
indi*idual po)er more than once.
Ani!al )ury *+,-B 4hile raging, the #ar#arian gains a #ite
attack. :f used as part of a full attack action, the #ite attack is
made at the #ar#arianCs full #ase attack #onus H5. :f the #ite
hits, it deals 1d/ points of damage 7assuming the #ar#arian is
Medium8 1d, points of damage if $mall9 plus half the
#ar#arianCs $trength modifier. " #ar#arian can make a #ite
attack as part of the action to maintain or #reak free from a
grapple. his attack is resol*ed #efore the grapple check is
made. :f the #ite attack hits, any grapple checks made #y the
#ar#arian against the target this round are at a G& #onus.
Clear Mind *+,-B " #ar#arian may reroll a failed 4ill sa*e.
his po)er is used as an immediate action after the first sa*e
is attempted, #ut #efore the results are re*ealed #y the GM.
he #ar#arian must take the second result, e*en if it is )orse.
" #ar#arian must #e at least %th le*el #efore selecting this
po)er. his po)er can only #e used once per rage.
)earless .ae *+,-B 4hile raging, the #ar#arian is immune
to the shaken and frightened conditions. " #ar#arian must #e
Page &;
Table 3-2: Barbarian
1evel a#e .ttac" onu# &ort 'ave Ref 'ave Aill 'ave 'pecial
1st G1 G& G; G; 3ast mo*ement, rage
&nd G& G, G; G; 'age po)er, uncanny dodge
,rd G, G, G1 G1 rap sense G1
/th G/ G/ G1 G1 'age po)er
5th G5 G/ G1 G1 :mpro*ed uncanny dodge
0th G0@G1 G5 G& G& 'age po)er, rap sense G&
!th G!@G& G5 G& G& (amage reduction 1@K
%th G%@G, G0 G& G& 'age po)er
2th G2@G/ G0 G, G, rap sense G,
1;th G1;@G5 G! G, G, (amage reduction &@K, 'age po)er
11th G11@G0@G1 G! G, G, Greater rage
1&th G1&@G!@G& G% G/ G/ 'age po)er, rap sense G/
1,th G1,@G%@G, G% G/ G/ (amage reduction ,@K
1/th G1/@G2@G/ G2 G/ G/ :ndomita#le )ill, 'age po)er
15th G15@G1;@G5 G2 G5 G5 rap sense G5
10th G10@G11@G0@G1 G1; G5 G5 (amage reduction /@K, 'age po)er
1!th G1!@G1&@G!@G& G1; G5 G5 ireless rage
1%th G1%@G1,@G%@G, G11 G0 G0 'age po)er, rap sense G0
12th G12@G1/@G2@G/ G11 G0 G0 (amage reduction 5@K
&;th G&;@G15@G1;@G5 G1& G0 G0 Mighty rage, 'age po)er
at least 1&th le*el #efore selecting this rage po)er.
/uarded Stance *+,-B he #ar#arian gains a G1 dodge #onus
to her "rmor Class against melee attacks for a num#er of
rounds e6ual to the #ar#arianCs current Constitution modifier
7minimum 19. his #onus increases #y G1 for e*ery 0 le*els
the #ar#arian has attained. "cti*ating this a#ility is a mo*e
action that does not pro*oke an attack of opportunity.
0ncreased 'a!ae .eduction *+,-B he #ar#arianCs damage
reduction increases #y 1@K. his increase is al)ays acti*e
)hile the #ar#arian is raging. " #ar#arian can select this rage
po)er up to three times. :ts effects stack. " #ar#arian must
#e at least %th le*el #efore selecting this rage po)er.
0nternal )ortitude *+,-B 4hile raging, the #ar#arian is
immune to the sickened and nauseated conditions. "
#ar#arian must #e at least %th le*el #efore selecting this rage
po)er.
0nti!idatin /lare *+,-B he #ar#arian can make an
:ntimidate check against one ad?acent foe as a mo*e action.
:f the #ar#arian successfully demoralizes her opponent, the
foe is shaken for 1d/ rounds G 1 round for e*ery 5 points #y
)hich the #ar#arianCs check exceeds the (C.
1noc"bac" *+,-B Once per round, the #ar#arian can make a
#ull rush attempt against one target in place of a melee
attack. :f successful, the target takes damage e6ual to the
#ar#arianCs $trength modifier and is mo*ed #ack as normal.
he #ar#arian does not need to mo*e )ith the target if
successful. his does not pro*oke an attack of opportunity.
&o#-&iht 2ision *+,-B he #ar#arianCs senses sharpen and
she gains lo).light *ision )hile raging.
Mihty S#in *+,-B he #ar#arian automatically confirms a
critical hit. his po)er is used as an immediate action once a
critical threat has #een determined. " #ar#arian must #e at
least 1&th le*el #efore selecting this po)er. his po)er can
only #e used once per rage.
Mo!ent of Clarity *+,-B he #ar#arian does not gain any
#enefits or take any of the penalties from rage for 1 round.
his includes the penalty to "rmor Class and the restriction
on )hat actions can #e performed. his round still counts
against her total num#er of rounds of rage per day. his
po)er can only #e used once per rage.
3iht 2ision *+,-B he #ar#arianCs senses gro) incredi#ly
sharp )hile raging and she gains dark*ision 0; feet. "
#ar#arian must ha*e lo).light *ision as a rage po)er or a
racial trait to select this rage po)er.
3o +scape *+,-B he #ar#arian can mo*e up to dou#le her
normal speed as an immediate action #ut she can only use
this a#ility )hen an ad?acent foe uses a )ithdra) action to
mo*e a)ay from her. $he must end her mo*ement ad?acent
to the enemy that used the )ithdra) action. he #ar#arian
pro*okes attacks of opportunity as normal during this
mo*ement. his po)er can only #e used once per rage.
Po#erful Blo# *+,-B he #ar#arian gains a G1 #onus on a
single damage roll. his #onus increases #y G1 for e*ery /
le*els the #ar#arian has attained. his po)er is used as a
s)ift action #efore the roll to hit is made. his po)er can
only #e used once per rage.
4uic" .efle,es *+,-B 4hile raging, the #ar#arian can make
one additional attack of opportunity per round.
.ain Cli!ber *+,-B 4hen raging, the #ar#arian adds her
le*el as an enhancement #onus on all Clim# skill checks.
.ain &eaper *+,-B 4hen raging, the #ar#arian adds her
le*el as an enhancement #onus on all "cro#atics skill checks
made to ?ump. 4hen making a ?ump in this )ay, the
#ar#arian is al)ays considered to ha*e a running start.
.ain S#i!!er *+,-B 4hen raging, the #ar#arian adds her
le*el as an enhancement #onus on all $)im skill checks.
.ene#ed 2ior *+,-B "s a standard action, the #ar#arian
heals 1d% points of damage G her Constitution modifier. 3or
e*ery four le*els the #ar#arian has attained a#o*e /th, this
amount of damage healed increases #y 1d%, to a maximum of
5d% at &;th le*el. " #ar#arian must #e at least /th le*el
#efore selecting this po)er. his po)er can #e used only
once per day and only )hile raging.
.ollin 'ode *+,-B he #ar#arian gains a G1 dodge #onus
to her "rmor Class against ranged attacks for a num#er of
rounds e6ual to the #ar#arianCs current Constitution modifier
7minimum 19. his #onus increases #y G1 for e*ery 0 le*els
the #ar#arian has attained. "cti*ating this a#ility is a mo*e
action that does not pro*oke an attack of opportunity.
.oused Aner *+,-B he #ar#arian may enter a rage e*en if
fatigued. 4hile raging after using this a#ility, the #ar#arian is
immune to the fatigued condition. Once this rage ends, the
#ar#arian is exhausted for 1; minutes per round spent raging.
Scent *+,-B he #ar#arian gains the scent a#ility )hile raging
and can use this a#ility to locate unseen foes 7see $pecial
"#ilities for rules on the scent a#ility9.
Strenth Sure *+,-B he #ar#arian adds her #ar#arian le*el
on one $trength check or com#at maneu*er check, or to her
Com#at Maneu*er (efense )hen an opponent attempts a
maneu*er against her. his po)er is used as an immediate
action. his po)er can only #e used once per rage.
Superstition *+,-B he #ar#arian gains a G& morale #onus on
sa*ing thro)s made to resist spells, supernatural a#ilities,
and spell.like a#ilities. his #onus increases #y G1 for e*ery
/ le*els the #ar#arian has attained. 4hile raging, the
#ar#arian cannot #e a )illing target of any spell and must
make sa*ing thro)s to resist all spells, e*en those cast #y
allies.
Surprise Accuracy *+,-B he #ar#arian gains a G1 morale
#onus on one attack roll. his #onus increases #y G1 for
e*ery / le*els the #ar#arian has attained. his po)er is used
Page &1
as a s)ift action #efore the roll to hit is made. his po)er
can only #e used once per rage.
S#ift )oot *+,-B he #ar#arian gains a 5.foot enhancement
#onus to her speed. his increase is al)ays acti*e )hile the
#ar#arian is raging. " #ar#arian can select this rage po)er up
to three times. :ts effects stack.
Terrifyin 5o#l *+,-B he #ar#arian unleashes a terrifying
ho)l as a standard action. "ll shaken enemies )ithin ,; feet
must make a 4ill sa*e 7(C e6ual to 1; G 1@& the #ar#arianCs
le*el G the #ar#arianCs $trength modifier9 or #e panicked for
1d/G1 rounds. Once an enemy has made a sa*e *ersus
terrifying ho)l 7successful or not9, it is immune to this po)er
for &/ hours. " #ar#arian must ha*e the intimidating glare
rage po)er to select this rage po)er. " #ar#arian must #e at
least %th le*el #efore selecting this po)er.
6ne,pected Stri"e *+,-B he #ar#arian can make an attack of
opportunity against a foe that mo*es into any s6uare
threatened #y the #ar#arian, regardless of )hether or not that
mo*ement )ould normally pro*oke an attack of opportunity.
his po)er can only #e used once per rage. " #ar#arian must
#e at least %th le*el #efore selecting this po)er.
Hncanny Dodge /230B "t &nd le*el, a #ar#arian gains the
a#ility to react to danger #efore her senses )ould normally
allo) her to do so. $he cannot #e caught flat.footed, e*en if
the attacker is in*isi#le. $he still loses her (exterity #onus to
"C if immo#ilized. " #ar#arian )ith this a#ility can still lose
her (exterity #onus to "C if an opponent successfully uses
the feint action against her.
:f a #ar#arian already has uncanny dodge from a different
class, she automatically gains impro*ed uncanny dodge 7see
#elo)9 instead.
,rap 'en#e /230B "t ,rd le*el, a #ar#arian gains a G1 #onus
on 'eflex sa*es made to a*oid traps and a G1 dodge #onus to
"C against attacks made #y traps. hese #onuses increase #y
G1 e*ery three #ar#arian le*els thereafter 70th, 2th, 1&th,
15th, and 1%th le*el9. rap sense #onuses gained from
multiple classes stack.
-mproved Hncanny Dodge /230B "t 5th le*el and higher, a
#ar#arian can no longer #e flanked. his defense denies a
rogue the a#ility to sneak attack the #ar#arian #y flanking
her, unless the attacker has at least four more rogue le*els
than the target has #ar#arian le*els.
:f a character already has uncanny dodge 7see a#o*e9 from
another class, the le*els from the classes that grant uncanny
dodge stack to determine the minimum rogue le*el re6uired
to flank the character.
Damage Reduction /230B "t !th le*el, a #ar#arian gains
damage reduction. $u#tract 1 from the damage the #ar#arian
takes each time she is dealt damage from a )eapon or a
natural attack. "t 1;th le*el, and e*ery three #ar#arian le*els
thereafter 71,th, 10th, and 12th le*el9, this damage reduction
rises #y 1 point. (amage reduction can reduce damage to ;
#ut not #elo) ;.
Greater Rage /230B "t 11th le*el, )hen a #ar#arian enters
rage, the morale #onus to her $trength and Constitution
increases to G0 and the morale #onus on her 4ill sa*es
increases to G,.
-ndomitable Aill /230B 4hile in rage, a #ar#arian of 1/th
le*el or higher gains a G/ #onus on 4ill sa*es to resist
enchantment spells. his #onus stacks )ith all other
modifiers, including the morale #onus on 4ill sa*es she also
recei*es during her rage.
,irele## Rage /230B $tarting at 1!th le*el, a #ar#arian no
longer #ecomes fatigued at the end of her rage.
!ighty Rage /230B "t &;th le*el, )hen a #ar#arian enters
rage, the morale #onus to her $trength and Constitution
increases to G% and the morale #onus on her 4ill sa*es
increases to G/.
'ard
5ntold )onders and secrets exist for those skillful enough to
disco*er them. hrough cle*erness, talent, and magic, these
cunning fe) unra*el the )iles of the )orld, #ecoming adept
in the arts of persuasion, manipulation, and inspiration.
ypically masters of one or many forms of artistry, #ards
possess an uncanny a#ility to kno) more than they should
and use )hat they learn to keep themsel*es and their allies
e*er one step ahead of danger. 1ards are 6uick.)itted and
capti*ating, and their skills might lead them do)n many
paths, #e they gam#lers or ?acks.of.all.trades, scholars or
performers, leaders or scoundrels, or e*en all of the a#o*e.
3or #ards, e*ery day #rings its o)n opportunities,
ad*entures, and challenges, and only #y #ucking the odds,
kno)ing the most, and #eing the #est might they claim the
treasures of each.
RoleB 1ards capa#ly confuse and confound their foes )hile
inspiring their allies to e*er.greater daring. 4hile
accomplished )ith #oth )eapons and magic, the true
strength of #ards lies outside melee, )here they can support
their companions and undermine their foes )ithout fear of
interruptions to their performances.
.lignmentB "ny.
5it DieB d%.
Page &&
Cla## '"ill#
he #ardCs class skills are "cro#atics 7(ex9, "ppraise 7:nt9,
1luff 7Cha9, Clim# 7$tr9, Craft 7:nt9, (iplomacy 7Cha9,
(isguise 7Cha9, +scape "rtist 7(ex9, :ntimidate 7Cha9,
<no)ledge 7all9 7:nt9, =inguistics 7:nt9, Perception 74is9,
Perform 7Cha9, Profession 74is9, $ense Moti*e 74is9,
$leight of -and 7(ex9, $pellcraft 7:nt9, $tealth 7(ex9, and
5se Magic (e*ice 7Cha9.
'"ill Ran"# per 1evelB 0 G :nt modifier.
Cla## &eature#
"ll of the follo)ing are class features of the #ard.
Aeapon and .rmor ProficiencyB " #ard is proficient )ith
all simple )eapons, plus the longs)ord, rapier, sap, short
s)ord, short#o), and )hip. 1ards are also proficient )ith
light armor and shields 7except to)er shields9. " #ard can
cast #ard spells )hile )earing light armor and use a shield
)ithout incurring the normal arcane spell failure chance.
=ike any other arcane spellcaster, a #ard )earing medium or
hea*y armor incurs a chance of arcane spell failure if the
spell in 6uestion has a somatic component. " multiclass #ard
still incurs the normal arcane spell failure chance for arcane
spells recei*ed from other classes.
'pell#B " #ard casts arcane spells dra)n from the #ard spell
list presented in $pell =ists. -e can cast any spell he kno)s
)ithout preparing it ahead of time. +*ery #ard spell has a
*er#al component 7song, recitation, or music9. o learn or
cast a spell, a #ard must ha*e a Charisma score e6ual to at
least 1; G the spell le*el. he (ifficulty Class for a sa*ing
thro) against a #ardCs spell is 1; G the spell le*el G the #ardCs
Charisma modifier.
=ike other spellcasters, a #ard can cast only a certain num#er
of spells of each spell le*el per day. -is #ase daily spell
allotment is gi*en on a#leB 1ard. :n addition, he recei*es
#onus spells per day if he has a high Charisma score 7see
a#leB "#ility Modifiers and 1onus $pells9.
Page &,
Table 3-3: Bard
1evel
a#e .ttac"
onu#
&ort
'ave
Ref
'ave
Aill
'ave
'pecial
'pell# per Day
8#t 2nd ;rd <th =th 6th
1st G; G; G& G&
1ardic kno)ledge, #ardic performance, cantrips,
countersong, distraction, fascinate, inspire courage
G1
1 K K K K K
&nd G1 G; G, G, >ersatile performance, )ell.*ersed & K K K K K
,rd G& G1 G, G, :nspire competence G& , K K K K K
/th G, G1 G/ G/ , 1 K K K K
5th G, G1 G/ G/ inspire courage G&, lore master 1@day / & K K K K
0th G/ G& G5 G5 $uggestion, >ersatile performance / , K K K K
!th G5 G& G5 G5 :nspire competence G, / , 1 K K K
%th G0@G1 G& G0 G0 (irge of doom / / & K K K
2th G0@G1 G, G0 G0 :nspire greatness 5 / , K K K
1;th G!@G& G, G! G! Oack.of.all.trades, >ersatile performance 5 / , 1 K K
11th G%@G, G, G! G!
:nspire competence G/, inspire courage G,, lore
master &@day
5 / / & K K
1&th G2@G/ G/ G% G% $oothing performance 5 5 / , K K
1,th G2@G/ G/ G% G% 5 5 / , 1 K
1/th G1;@G5 G/ G2 G2 3rightening tune, >ersatile performance 5 5 / / & K
15th G11@G0@G1 G5 G2 G2 :nspire competence G5, inspire heroics 5 5 5 / , K
10th G1&@G!@G& G5 G1; G1; 5 5 5 / , 1
1!th G1&@G!@G& G5 G1; G1; inspire courage G/, lore master ,@day 5 5 5 / / &
1%th G1,@G%@G, G0 G11 G11 Mass suggestion, >ersatile performance 5 5 5 5 / ,
12th G1/@G2@G/ G0 G11 G11 :nspire competence G0 5 5 5 5 5 /
&;th G15@G1;@G5 G0 G1& G1& (eadly performance 5 5 5 5 5 5
he #ardCs selection of spells is extremely limited. " #ard
#egins play kno)ing four ;.le*el spells and t)o 1st.le*el
spells of the #ardCs choice. "t each ne) #ard le*el, he gains
one or more ne) spells, as indicated on a#leB 1ard $pells
<no)n. 75nlike spells per day, the num#er of spells a #ard
kno)s is not affected #y his Charisma score. he num#ers on
a#leB 1ard $pells <no)n are fixed.9
Table 3-7: Bard Spells 1no#n
1evel
'pell# Eno6n
0 8#t 2nd ;rd <th =th 6th
1st / & K K K K K
&nd 5 , K K K K K
,rd 0 / K K K K K
/th 0 / & K K K K
5th 0 / , K K K K
0th 0 / / K K K K
!th 0 5 / & K K K
%th 0 5 / , K K K
2th 0 5 / / K K K
1;th 0 5 5 / & K K
11th 0 0 5 / , K K
1&th 0 0 5 / / K K
1,th 0 0 5 5 / & K
1/th 0 0 0 5 / , K
15th 0 0 0 5 / / K
10th 0 0 0 5 5 / &
1!th 0 0 0 0 5 / ,
1%th 0 0 0 0 5 / /
12th 0 0 0 0 5 5 /
&;th 0 0 0 0 0 5 5
5pon reaching 5th le*el, and at e*ery third #ard le*el after
that 7%th, 11th, and so on9, a #ard can choose to learn a ne)
spell in place of one he already kno)s. :n effect, the #ard
DlosesF the old spell in exchange for the ne) one. he ne)
spellCs le*el must #e the same as that of the spell #eing
exchanged, and it must #e at least one le*el lo)er than the
highest.le*el #ard spell the #ard can cast. " #ard may s)ap
only a single spell at any gi*en le*el and must choose
)hether or not to s)ap the spell at the same time that he
gains ne) spells kno)n for the le*el.
" #ard need not prepare his spells in ad*ance. -e can cast
any spell he kno)s at any time, assuming he has not yet used
up his allotment of spells per day for the spellCs le*el.
ardic Eno6ledge /230B " #ard adds half his class le*el
7minimum 19 to all <no)ledge skill checks and may make
all <no)ledge skill checks untrained.
ardic PerformanceB " #ard is trained to use the Perform
skill to create magical effects on those around him, including
himself if desired. -e can use this a#ility for a num#er of
rounds per day e6ual to / G his Charisma modifier. "t each
le*el after 1st a #ard can use #ardic performance for &
additional rounds per day. +ach round, the #ard can produce
any one of the types of #ardic performance that he has
mastered, as indicated #y his le*el.
$tarting a #ardic performance is a standard action, #ut it can
#e maintained each round as a free action. Changing a #ardic
performance from one effect to another re6uires the #ard to
stop the pre*ious performance and start a ne) one as a
standard action. " #ardic performance cannot #e disrupted,
#ut it ends immediately if the #ard is killed, paralyzed,
stunned, knocked unconscious, or other)ise pre*ented from
taking a free action to maintain it each round. " #ard cannot
ha*e more than one #ardic performance in effect at one time.
"t !th le*el, a #ard can start a #ardic performance as a mo*e
action instead of a standard action. "t 1,th le*el, a #ard can
start a #ardic performance as a s)ift action.
+ach #ardic performance has audi#le components, *isual
components, or #oth.
:f a #ardic performance has audi#le components, the targets
must #e a#le to hear the #ard for the performance to ha*e any
effect, and such performances are language dependent. "
deaf #ard has a &;I chance to fail )hen attempting to use a
#ardic performance )ith an audi#le component. :f he fails
this check, the attempt still counts against his daily limit.
(eaf creatures are immune to #ardic performances )ith
audi#le components.
:f a #ardic performance has a *isual component, the targets
must ha*e line of sight to the #ard for the performance to
ha*e any effect. " #lind #ard has a 5;I chance to fail )hen
attempting to use a #ardic performance )ith a *isual
component. :f he fails this check, the attempt still counts
against his daily limit. 1lind creatures are immune to #ardic
performances )ith *isual components.
Counterson *Su-B "t 1st le*el, a #ard learns to counter
magic effects that depend on sound 7#ut not spells that ha*e
*er#al components9. +ach round of the countersong he
makes a Perform 7key#oard, percussion, )ind, string, or
sing9 skill check. "ny creature )ithin ,; feet of the #ard
7including the #ard himself9 that is affected #y a sonic or
language.dependent magical attack may use the #ardCs
Perform check result in place of its sa*ing thro) if, after the
sa*ing thro) is rolled, the Perform check result pro*es to #e
higher. :f a creature )ithin range of the countersong is
already under the effect of a noninstantaneous sonic or
language.dependent magical attack, it gains another sa*ing
thro) against the effect each round it hears the countersong,
#ut it must use the #ardCs Perform skill check result for the
sa*e. Countersong does not )ork on effects that donCt allo)
sa*es. Countersong relies on audi#le components.
Page &/
'istraction *Su-B "t 1st le*el, a #ard can use his performance
to counter magic effects that depend on sight. +ach round of
the distraction, he makes a Perform 7act, comedy, dance, or
oratory9 skill check. "ny creature )ithin ,; feet of the #ard
7including the #ard himself9 that is affected #y an illusion
7pattern9 or illusion 7figment9 magical attack may use the
#ardCs Perform check result in place of its sa*ing thro) if,
after the sa*ing thro) is rolled, the Perform skill check
pro*es to #e higher. :f a creature )ithin range of the
distraction is already under the effect of a noninstantaneous
illusion 7pattern9 or illusion 7figment9 magical attack, it gains
another sa*ing thro) against the effect each round it sees the
distraction, #ut it must use the #ardCs Perform skill check
result for the sa*e. (istraction does not )ork on effects that
donCt allo) sa*es. (istraction relies on *isual components.
)ascinate *Su-B "t 1st le*el, a #ard can use his performance
to cause one or more creatures to #ecome fascinated )ith
him. +ach creature to #e fascinated must #e )ithin 2; feet,
a#le to see and hear the #ard, and capa#le of paying attention
to him. he #ard must also #e a#le to see the creatures
affected. he distraction of a near#y com#at or other dangers
pre*ents this a#ility from )orking. 3or e*ery three le*els the
#ard has attained #eyond 1st, he can target one additional
creature )ith this a#ility.
+ach creature )ithin range recei*es a 4ill sa*e 7(C 1; G 1@&
the #ardCs le*el G the #ardCs Cha modifier9 to negate the
effect. :f a creatureCs sa*ing thro) succeeds, the #ard cannot
attempt to fascinate that creature again for &/ hours. :f its
sa*ing thro) fails, the creature sits 6uietly and o#ser*es the
performance for as long as the #ard continues to maintain it.
4hile fascinated, a target takes a H/ penalty on all skill
checks made as reactions, such as Perception checks. "ny
potential threat to the target allo)s the target to make a ne)
sa*ing thro) against the effect. "ny o#*ious threat, such as
someone dra)ing a )eapon, casting a spell, or aiming a
)eapon at the target, automatically #reaks the effect.
3ascinate is an enchantment 7compulsion9, mind.affecting
a#ility. 3ascinate relies on audi#le and *isual components in
order to function.
0nspire Courae *Su-B " 1st.le*el #ard can use his
performance to inspire courage in his allies 7including
himself9, #olstering them against fear and impro*ing their
com#at a#ilities. o #e affected, an ally must #e a#le to
percei*e the #ardCs performance. "n affected ally recei*es a
G1 morale #onus on sa*ing thro)s against charm and fear
effects and a G1 competence #onus on attack and )eapon
damage rolls. "t 5th le*el, and e*ery six #ard le*els
thereafter, this #onus increases #y G1, to a maximum of G/ at
1!th le*el. :nspire courage is a mind.affecting a#ility. :nspire
courage can use audi#le or *isual components. he #ard must
choose )hich component to use )hen starting his
performance.
0nspire Co!petence *Su-B " #ard of ,rd le*el or higher can
use his performance to help an ally succeed at a task. hat
ally must #e )ithin ,; feet and #e a#le to hear the #ard. he
ally gets a G& competence #onus on skill checks )ith a
particular skill as long as she continues to hear the #ardCs
performance. his #onus increases #y G1 for e*ery four
le*els the #ard has attained #eyond ,rd 7G, at !th, G/ at 11th,
G5 at 15th, and G0 at 12th9. Certain uses of this a#ility are
infeasi#le, such as $tealth, and may #e disallo)ed at the
GMCs discretion. " #ard canCt inspire competence in himself.
:nspire competence relies on audi#le components.
Suestion *Sp-B " #ard of 0th le*el or higher can use his
performance to make a suestion 7as per the spell9 to a
creature he has already fascinated 7see a#o*e9. 5sing this
a#ility does not disrupt the fascinate effect, #ut it does
re6uire a standard action to acti*ate 7in addition to the free
action to continue the fascinate effect9. " #ard can use this
a#ility more than once against an indi*idual creature during
an indi*idual performance.
Making a suestion does not count against a #ardCs daily use
of #ardic performance. " 4ill sa*ing thro) 7(C 1; G 1@& the
#ardCs le*el G the #ardCs Cha modifier9 negates the effect.
his a#ility affects only a single creature. Suestion is an
enchantment 7compulsion9, mind affecting, language.
dependent a#ility and relies on audi#le components.
'ire of 'oo! *Su-B " #ard of %th le*el or higher can use his
performance to foster a sense of gro)ing dread in his
enemies, causing them to #ecome shaken. o #e affected, an
enemy must #e )ithin ,; feet and a#le to see and hear the
#ardCs performance. he effect persists for as long as the
enemy is )ithin ,; feet and the #ard continues his
performance. his performance cannot cause a creature to
#ecome frightened or panicked, e*en if the targets are
already shaken from another effect. (irge of doom is a mind.
affecting fear effect, and it relies on audi#le and *isual
components.
0nspire /reatness *Su-B " #ard of 2th le*el or higher can use
his performance to inspire greatness in himself or a single
)illing ally )ithin ,; feet, granting extra fighting capa#ility.
3or e*ery three le*els the #ard attains #eyond 2th, he can
target an additional ally )hile using this performance 7up to a
maximum of four targets at 1%th le*el9. o inspire greatness,
all of the targets must #e a#le to see and hear the #ard. "
creature inspired )ith greatness gains & #onus -it (ice
7d1;s9, the commensurate num#er of temporary hit points
7apply the targetCs Constitution modifier, if any, to these
#onus -it (ice9, a G& competence #onus on attack rolls, and
a G1 competence #onus on 3ortitude sa*es. he #onus -it
(ice count as regular -it (ice for determining the effect of
spells that are -it (ice dependent. :nspire greatness is a
mind.affecting a#ility and it relies on audi#le and *isual
components.
Soothin Perfor!ance *Su-B " #ard of 1&th le*el or higher
can use his performance to create an effect e6ui*alent to a
Page &5
!ass cure serious #ounds, using the #ardCs le*el as the caster
le*el. :n addition, this performance remo*es the fatigued,
sickened, and shaken conditions from all those affected.
5sing this a#ility re6uires / rounds of continuous
performance, and the targets must #e a#le to see and hear the
#ard throughout the performance. $oothing performance
affects all targets that remain )ithin ,; feet throughout the
performance. $oothing performance relies on audi#le and
*isual components.
)rihtenin Tune *Sp-B " #ard of 1/th le*el or higher can use
his performance to cause fear in his enemies. o #e affected,
an enemy must #e a#le to hear the #ard perform and #e
)ithin ,; feet. +ach enemy )ithin range recei*es a 4ill sa*e
7(C 1; G 1@& the #ardCs le*el G the #ardCs Cha modifier9 to
negate the effect. :f the sa*e succeeds, the creature is
immune to this a#ility for &/ hours. :f the sa*e fails, the
target #ecomes frightened and flees for as long as the target
can hear the #ardCs performance. 3rightening tune relies on
audi#le components.
0nspire 5eroics *Su-B " #ard of 15th le*el or higher can
inspire tremendous heroism in himself or a single ally )ithin
,; feet. 3or e*ery three #ard le*els the character attains
#eyond 15th, he can inspire heroics in an additional creature.
o inspire heroics, all of the targets must #e a#le to see and
hear the #ard. :nspired creatures gain a G/ morale #onus on
sa*ing thro)s and a G/ dodge #onus to "C. his effect lasts
for as long as the targets are a#le to )itness the performance.
:nspire heroics is a mind.affecting a#ility that relies on
audi#le and *isual components.
Mass Suestion *Sp-B his a#ility functions ?ust like
suestion, #ut allo)s a #ard of 1%th le*el or higher to make
a suestion simultaneously to any num#er of creatures that
he has already fascinated. Mass suestion is an enchantment
7compulsion9, mind.affecting, language.dependent a#ility
that relies on audi#le components.
'eadly Perfor!ance *Su-B " #ard of &;th le*el or higher can
use his performance to cause one enemy to die from ?oy or
sorro). o #e affected, the target must #e a#le to see and hear
the #ard perform for 1 full round and #e )ithin ,; feet. he
target recei*es a 4ill sa*e 7(C 1; G 1@& the #ardCs le*el G the
#ardCs Cha modifier9 to negate the effect. :f a creatureCs
sa*ing thro) succeeds, the target is staggered for 1d/ rounds,
and the #ard cannot use deadly performance on that creature
again for &/ hours. :f a creatureCs sa*ing thro) fails, it dies.
(eadly performance is a mind.affecting death effect that
relies on audi#le and *isual components.
Cantrip#B 1ards learn a num#er of cantrips, or ;.le*el spells,
as noted on a#leB 1ard $pells <no)n under D$pells
<no)n.F hese spells are cast like any other spell, #ut they
do not consume any slots and may #e used again.
Der#atile Performance /230B "t &nd le*el, a #ard can
choose one type of Perform skill. -e can use his #onus in
that skill in place of his #onus in associated skills. 4hen
su#stituting in this )ay, the #ard uses his total Perform skill
#onus, including class skill #onus, in place of its associated
skillCs #onus, )hether or not he has ranks in that skill or if it
is a class skill. "t 0th le*el, and e*ery / le*els thereafter, the
#ard can select an additional type of Perform to su#stitute.
he types of Perform and their associated skills areB "ct
71luff, (isguise9, Comedy 71luff, :ntimidate9, (ance
7"cro#atics, 3ly9, <ey#oard :nstruments 7(iplomacy,
:ntimidate9, Oratory 7(iplomacy, $ense Moti*e9, Percussion
7-andle "nimal, :ntimidate9, $ing 71luff, $ense Moti*e9,
$tring 71luff, (iplomacy9, and 4ind 7(iplomacy, -andle
"nimal9.
Aell7Der#ed /230B "t &nd le*el, the #ard #ecomes resistant
to the #ardic performance of others, and to sonic effects in
general. he #ard gains a G/ #onus on sa*ing thro)s made
against #ardic performance, sonic, and language.dependent
effects.
1ore !a#ter /230B "t 5th le*el, the #ard #ecomes a master
of lore and can take 1; on any <no)ledge skill check that he
has ranks in. " #ard can choose not to take 1; and can
instead roll normally. :n addition, once per day, the #ard can
take &; on any <no)ledge skill check as a standard action.
-e can use this a#ility one additional time per day for e*ery
six le*els he possesses #eyond 5th, to a maximum of three
times per day at 1!th le*el.
Iac"7of7.ll7,rade# /230B "t 1;th le*el, the #ard can use any
skill, e*en if the skill normally re6uires him to #e trained. "t
10th le*el, the #ard considers all skills to #e class skills. "t
12th le*el, the #ard can take 1; on any skill check, e*en if it
is not normally allo)ed.
Cleric
:n faith and the miracles of the di*ine, many find a greater
purpose. Called to ser*e po)ers #eyond most mortal
understanding, all priests preach )onders and pro*ide for the
spiritual needs of their people. Clerics are more than mere
priests, though8 these emissaries of the di*ine )ork the )ill
of their deities through strength of arms and the magic of
their gods. (e*oted to the tenets of the religions and
philosophies that inspire them, these ecclesiastics 6uest to
spread the kno)ledge and influence of their faith. Jet )hile
they might share similar a#ilities, clerics pro*e as different
from one another as the di*inities they ser*e, )ith some
offering healing and redemption, others ?udging la) and
truth, and still others spreading conflict and corruption. he
)ays of the cleric are *aried, yet all )ho tread these paths
)alk )ith the mightiest of allies and #ear the arms of the
Page &0
gods themsel*es.
RoleB More than capa#le of upholding the honor of their
deities in #attle, clerics often pro*e stal)art and capa#le
com#atants. heir true strength lies in their capa#ility to
dra) upon the po)er of their deities, )hether to increase
their o)n and their alliesC pro)ess in #attle, to *ex their foes
)ith di*ine magic, or to lend healing to companions in need.
"s their po)ers are influenced #y their faith, all clerics must
focus their )orship upon a di*ine source. 4hile the *ast
ma?ority of clerics re*ere a specific deity, a small num#er
dedicate themsel*es to a di*ine concept )orthy of de*otion
Ksuch as #attle, death, ?ustice, or kno)ledgeKfree of a
deific a#straction. 74ork )ith your GM if you prefer this
path to selecting a specific deity.9
.lignmentB " clericCs alignment must #e )ithin one step of
her deityCs, along either the la)@chaos axis or the good@e*il
axis 7see "dditional 'ules9.
5it DieB d%.
Cla## '"ill#
he clericCs class skills are "ppraise 7:nt9, Craft 7:nt9,
(iplomacy 7Cha9, -eal 74is9, <no)ledge 7arcana9 7:nt9,
<no)ledge 7history9 7:nt9, <no)ledge 7no#ility9 7:nt9,
<no)ledge 7planes9 7:nt9, <no)ledge 7religion9 7:nt9,
=inguistics 7:nt9, Profession 74is9, $ense Moti*e 74is9, and
$pellcraft 7:nt9.
'"ill Ran"# per 1evel( & G :nt modifier.
Cla## &eature#
he follo)ing are class features of the cleric.
Aeapon and .rmor ProficiencyB Clerics are proficient )ith
all simple )eapons, light armor, medium armor, and shields
7except to)er shields9. Clerics are also proficient )ith the
fa*ored )eapon of their deity.
.ura /230B " cleric of a chaotic, e*il, good, or la)ful deity
has a particularly po)erful aura corresponding to the deityCs
Page &!
Table 3-8: Cleric
1evel
a#e .ttac"
onu#
&ort
'ave
Ref
'ave
Aill
'ave
'pecial
'pell# per Day
0 8#t 2nd ;rd <th =th 6th ?th @th 9th
1st ; G& G; G&
"ura, channel energy
1d0,domains, orisons
, 1G1 K K K K K K K K
&nd G1 G, G; G, / &G1 K K K K K K K 9
,rd G& G, G1 G, Channel energy &d0 / &G1 1G1 K K K K K K K
/th G, G/ G1 G/ / ,G1 &G1 K K K K K K 9
5th G, G/ G1 G/ Channel energy ,d0 / ,G1 &G1 1G1 K K K K K K
0th G/ G5 G& G5 / ,G1 ,G1 &G1 K K K K K 9
!th G5 G5 G& G5 Channel energy /d0 / /G1 ,G1 &G1 1G1 K K K K K
%th G0@G1 G0 G& G0 / /G1 ,G1 ,G1 &G1 K K K K 9
2th G0@G1 G0 G, G0 Channel energy 5d0 / /G1 /G1 ,G1 &G1 1G1 K K K K
1;th G!@G& G! G, G! / /G1 /G1 ,G1 ,G1 &G1 K K K 9
11th G%@G, G! G, G! Channel energy 0d0 / /G1 /G1 /G1 ,G1 &G1 1G1 K K K
1&th G2@G/ G% G/ G% / /G1 /G1 /G1 ,G1 ,G1 &G1 K K 9
1,th G2@G/ G% G/ G% Channel energy !d0 / /G1 /G1 /G1 /G1 ,G1 &G1 1G1 K K
1/th G1;@G5 G2 G/ G2 / /G1 /G1 /G1 /G1 ,G1 ,G1 &G1 K 9
15th G11@G0@G1 G2 G5 G2 Channel energy %d0 / /G1 /G1 /G1 /G1 /G1 ,G1 &G1 1G1 K
10th G1&@G!@G& G1; G5 G1; / /G1 /G1 /G1 /G1 /G1 ,G1 ,G1 &G1 9
1!th G1&@G!@G& G1; G5 G1; Channel energy 2d0 / /G1 /G1 /G1 /G1 /G1 /G1 ,G1 &G1 1G1
1%th G1,@G%@G, G11 G0 G11 / /G1 /G1 /G1 /G1 /G1 /G1 ,G1 ,G1 &G1
12th G1/@G2@G/ G11 G0 G11 Channel energy 1;d0 / /G1 /G1 /G1 /G1 /G1 /G1 /G1 ,G1 ,G1
&;th G15@G1;@G5 G1& G0 G1& / /G1 /G1 /G1 /G1 /G1 /G1 /G1 /G1 /G1
AoteB DG1F represents the domain spell slot
alignment 7see the detect e%il spell for details9.
'pell#B " cleric casts di*ine spells )hich are dra)n from the
cleric spell list presented in $pell =ists. -er alignment,
ho)e*er, may restrict her from casting certain spells opposed
to her moral or ethical #eliefs8 see chaotic, e*il, good, and
la)ful spells. " cleric must choose and prepare her spells in
ad*ance.
o prepare or cast a spell, a cleric must ha*e a 4isdom score
e6ual to at least 1; G the spell le*el. he (ifficulty Class for
a sa*ing thro) against a clericCs spell is 1; G the spell le*el G
the clericCs 4isdom modifier.
=ike other spellcasters, a cleric can cast only a certain
num#er of spells of each spell le*el per day. -er #ase daily
spell allotment is gi*en on a#leB Cleric. :n addition, she
recei*es #onus spells per day if she has a high 4isdom score
7see a#leB "#ility Modifiers and 1onus $pells9.
Clerics meditate or pray for their spells. +ach cleric must
choose a time )hen she must spend 1 hour each day in 6uiet
contemplation or supplication to regain her daily allotment of
spells. " cleric may prepare and cast any spell on the cleric
spell list, pro*ided that she can cast spells of that le*el, #ut
she must choose )hich spells to prepare during her daily
meditation.
Channel 2nergy /'u0B 'egardless of alignment, any cleric
can release a )a*e of energy #y channeling the po)er of her
faith through her holy 7or unholy9 sym#ol. his energy can
#e used to cause or heal damage, depending on the type of
energy channeled and the creatures targeted.
" good cleric 7or one )ho )orships a good deity9 channels
positi*e energy and can choose to deal damage to undead
creatures or to heal li*ing creatures. "n e*il cleric 7or one
)ho )orships an e*il deity9 channels negati*e energy and
can choose to deal damage to li*ing creatures or to heal
undead creatures. " neutral cleric )ho )orships a neutral
deity 7or one )ho is not de*oted to a particular deity9 must
choose )hether she channels positi*e or negati*e energy.
Once this choice is made, it cannot #e re*ersed. his decision
also determines )hether the cleric casts spontaneous cure or
inflict spells 7see spontaneous casting9.
Channeling energy causes a #urst that affects all creatures of
one type 7either undead or li*ing9 in a ,;.foot radius
centered on the cleric. he amount of damage dealt or healed
is e6ual to 1d0 points of damage plus 1d0 points of damage
for e*ery t)o cleric le*els #eyond 1st 7&d0 at ,rd, ,d0 at 5th,
and so on9. Creatures that take damage from channeled
energy recei*e a 4ill sa*e to hal*e the damage. he (C of
this sa*e is e6ual to 1; G 1@& the clericCs le*el G the clericCs
Charisma modifier. Creatures healed #y channeled energy
cannot exceed their maximum hit point totalKall excess
healing is lost. " cleric may channel energy a num#er of
times per day e6ual to , G her Charisma modifier. his is a
standard action that does not pro*oke an attack of
opportunity. " cleric can choose )hether or not to include
herself in this effect. " cleric must #e a#le to present her holy
sym#ol to use this a#ility.
Domain#B " clericCs deity influences her alignment, )hat
magic she can perform, her *alues, and ho) others see her. "
cleric chooses t)o domains from among those #elonging to
her deity. " cleric can select an alignment domain 7Chaos,
+*il, Good, or =a)9 only if her alignment matches that
domain. :f a cleric is not de*oted to a particular deity, she
still selects t)o domains to represent her spiritual
inclinations and a#ilities 7su#?ect to GM appro*al9. he
restriction on alignment domains still applies.
+ach domain grants a num#er of domain po)ers, dependent
upon the le*el of the cleric, as )ell as a num#er of #onus
spells. " cleric gains one domain spell slot for each le*el of
cleric spell she can cast, from 1st on up. +ach day, a cleric
can prepare one of the spells from her t)o domains in that
slot. :f a domain spell is not on the cleric spell list, a cleric
can prepare it only in her domain spell slot. (omain spells
cannot #e used to cast spells spontaneously.
:n addition, a cleric gains the listed po)ers from #oth of her
domains, if she is of a high enough le*el. 5nless other)ise
noted, using a domain po)er is a standard action. Cleric
domains are listed at the end of this class entry.
Fri#on#B Clerics can prepare a num#er of orisons, or ;.le*el
spells, each day, as noted on a#leB Cleric under D$pells per
(ay.F hese spells are cast like any other spell, #ut they are
not expended )hen cast and may #e used again.
'pontaneou# Ca#tingB " good cleric 7or a neutral cleric of a
good deity9 can channel stored spell energy into healing
spells that she did not prepare ahead of time. he cleric can
DloseF any prepared spell that is not an orison or domain
spell in order to cast any cure spell of the same spell le*el or
lo)er 7a cure spell is any spell )ith DcureF in its name9.
"n e*il cleric 7or a neutral cleric )ho )orships an e*il deity9
canCt con*ert prepared spells to cure spells #ut can con*ert
them to inflict spells 7an inflict spell is one )ith DinflictF in
its name9.
" cleric )ho is neither good nor e*il and )hose deity is
neither good nor e*il can con*ert spells to either cure spells
or inflict spells 7playerCs choice9. Once the player makes this
choice, it cannot #e re*ersed. his choice also determines
)hether the cleric channels positi*e or negati*e energy 7see
Channel +nergy9.
Chaotic, 2vil, Good, and 1a6ful 'pell#B " cleric canCt cast
spells of an alignment opposed to her o)n or her deityCs 7if
she has one9. $pells associated )ith particular alignments are
indicated #y the chaotic, e*il, good, and la)ful descriptors in
their spell descriptions.
onu# 1anguage#B " clericCs #onus language options include
Celestial, "#yssal, and :nfernal 7the languages of good,
Page &%
chaotic e*il, and la)ful e*il outsiders, respecti*ely9. hese
choices are in addition to the #onus languages a*aila#le to
the character #ecause of her race.
237Cleric#
" cleric )ho grossly *iolates the code of conduct re6uired #y
her god loses all spells and class features, except for armor
and shield proficiencies and proficiency )ith simple
)eapons. $he cannot thereafter gain le*els as a cleric of that
god until she atones for her deeds 7see the atone!ent spell
description9.
Domain#
Clerics may select any t)o of the domains granted #y their
deity. Clerics )ithout a deity may select any t)o domains
7choice are su#?ect to GM appro*al9.
.ir Domain
Granted Po6er#B Jou can manipulate lightning, mist, and
)ind, traffic )ith air creatures, and are resistant to electricity
damage.
&ihtnin Arc *Sp-B "s a standard action, you can unleash an
arc of electricity targeting any foe )ithin ,; feet as a ranged
touch attack. his arc of electricity deals 1d0 points of
electricity damage G 1 point for e*ery t)o cleric le*els you
possess. Jou can use this a#ility a num#er of times per day
e6ual to , G your 4isdom modifier.
+lectricity .esistance *+,-B "t 0th le*el, you gain resist
electricity 1;. his resistance increases to &; at 1&th le*el. "t
&;th le*el, you gain immunity to electricity.
Domain 'pell#B 1stKobscurin !ist, &ndK#ind #all, ,rdK
aseous for!, /thKair #al", 5thKcontrol #inds, 0thK
chain lihtnin, !thKele!ental body 02 7air only9, %thK
#hirl#ind, 2thKele!ental s#ar! 7air spell only9.
.nimal Domain
Granted Po6er#B Jou can speak )ith and #efriend animals
)ith ease. :n addition, you treat <no)ledge 7nature9 as a
class skill.
Spea" #ith Ani!als *Sp-B Jou can spea" #ith ani!als, as per
the spell, for a num#er of rounds per day e6ual to , G your
cleric le*el.
Ani!al Co!panion *+,-B "t /th le*el, you gain the ser*ice of
an animal companion. Jour effecti*e druid le*el for this
animal companion is e6ual to your cleric le*el H ,. 7(ruids
)ho take this a#ility through their nature #ond class feature
use their druid le*el H , to determine the a#ilities of their
animal companions9.
Domain 'pell#B 1stKcal! ani!als, &ndKhold ani!al, ,rd
Kdo!inate ani!al, /thKsu!!on nature(s ally 02 7animals
only9, 5thKbeast shape 000 7animals only9, 0thKantilife
shell, !thKani!al shapes, %thKsu!!on nature(s ally 2000
7animals only9, 2thKshapechane$
.rtifice Domain
Granted Po6er#B Jou can repair damage to o#?ects, animate
o#?ects )ith life, and create o#?ects from nothing.
Artificer(s Touch *Sp-B Jou can cast !endin at )ill, using
your cleric le*el as the caster le*el to repair damaged o#?ects.
:n addition, you can cause damage to o#?ects and construct
creatures #y striking them )ith a melee touch attack. O#?ects
and constructs take 1d0 points of damage G1 for e*ery t)o
cleric le*els you possess. his attack #ypasses an amount of
damage reduction and hardness e6ual to your cleric le*el.
Jou can use this a#ility a num#er of times per day e6ual to ,
G your 4isdom modifier.
'ancin 9eapons *Su-B "t %th le*el, you can gi*e a )eapon
touched the dancin special )eapon 6uality for / rounds.
Jou can use this a#ility once per day at %th le*el, and an
additional time per day for e*ery four le*els #eyond %th.
Domain 'pell#B 1stKani!ate rope, &ndK#ood shape, ,rd
Kstone shape, /thK!inor creation, 5thKfabricate, 0thK
!a:or creation, !thK#all of iron, %thKinstant su!!ons, 2th
Kpris!atic sphere$
Chao# Domain
Granted Po6er#B Jour touch infuses life and )eapons )ith
chaos, and you re*el in all things anarchic.
Touch of Chaos *Sp-B Jou can im#ue a target )ith chaos as a
melee touch attack. 3or the next round, anytime the target
rolls a d&;, he must roll t)ice and take the less fa*ora#le
result. Jou can use this a#ility a num#er of times per day
e6ual to , G your 4isdom modifier.
Chaos Blade *Su-B "t %th le*el, you can gi*e a )eapon
touched the anarchic special )eapon 6uality for a num#er of
rounds e6ual to 1@& your cleric le*el. Jou can use this a#ility
once per day at %th le*el, and an additional time per day for
e*ery four le*els #eyond %th.
Domain 'pell#B 1stKprotection fro! la#, &ndKalin
#eapon 7chaos only9, ,rdK!aic circle aainst la#, /thK
chaos ha!!er, 5thKdispel la#, 0thKani!ate ob:ects, !thK
#ord of chaos, %thKcloa" of chaos, 2thKsu!!on !onster
0; 7chaos spell only9.
Page &2
Charm Domain
Granted Po6er#B Jou can #affle and #efuddle foes )ith a
touch or a smile, and your #eauty and grace are di*ine.
'a<in Touch *Sp-B Jou can cause a li*ing creature to
#ecome dazed for 1 round as a melee touch attack. Creatures
)ith more -it (ice than your cleric le*el are unaffected. Jou
can use this a#ility a num#er of times per day e6ual to , G
your 4isdom modifier.
Char!in S!ile *Sp-B "t %th le*el, you can cast char!
person as a s)ift action, )ith a (C of 1; G 1@& your cleric
le*el G your 4isdom modifier. Jou can only ha*e one
creature charmed in this )ay at a time. he total num#er of
rounds of this effect per day is e6ual to your cleric le*el. he
rounds do not need to #e consecuti*e, and you can dismiss
the charm at any time as a free action. +ach attempt to use
this a#ility consumes 1 round of its duration, )hether or not
the creature succeeds on its sa*e to resist the effect.
Domain 'pell#B 1stKchar! person, &ndKcal! e!otions,
,rdKsuestion, /thKherois!, 5thKchar! !onster, 0thK
eas=>uest, !thKinsanity, %thKde!and, 2thKdo!inate
!onster.
Community Domain
Granted Po6er#B Jour touch can heal )ounds, and your
presence instills unity and strengthens emotional #onds.
Cal!in Touch *Sp-B Jou can touch a creature as a standard
action to heal it of 1d0 points of nonlethal damage G 1 point
per cleric le*el. his touch also remo*es the fatigued,
shaken, and sickened conditions 7#ut has no effect on more
se*ere conditions9. Jou can use this a#ility a num#er of times
per day e6ual to , G your 4isdom modifier.
6nity *Su-B "t %th le*el, )hene*er a spell or effect targets
you and one or more allies )ithin ,; feet, you can use this
a#ility to allo) your allies to use your sa*ing thro) against
the effect in place of their o)n. +ach ally must decide
indi*idually #efore the rolls are made. 5sing this a#ility is an
immediate action. Jou can use this a#ility once per day at %th
le*el, and one additional time per day for e*ery four cleric
le*els #eyond %th.
Domain 'pell#B 1stKbless, &ndKshield other, ,rdKprayer,
/thKstatus, 5thKtelepathic bond, 0thKheroes( feast, !thK
refue, %thK!ass cure critical #ounds, 2thK!iracle.
Dar"ne## Domain
Granted Po6erB Jou manipulate shado)s and darkness. :n
addition, you recei*e 1lind.3ight as a #onus feat.
Touch of 'ar"ness *Sp-B "s a melee touch attack, you can
cause a creatureCs *ision to #e fraught )ith shado)s and
darkness. he creature touched treats all other creatures as if
they had concealment, suffering a &;I miss chance on all
attack rolls. his effect lasts for a num#er of rounds e6ual to
1@& your cleric le*el 7minimum 19. Jou can use this a#ility a
num#er of times per day e6ual to , G your 4isdom modifier.
+yes of 'ar"ness *Su-B "t %th le*el, your *ision is not
impaired #y lighting conditions, e*en in a#solute darkness
and magic darkness. Jou can use this a#ility for a num#er of
rounds per day e6ual to 1@& your cleric le*el. hese rounds
do not need to #e consecuti*e.
Domain 'pell#B 1stKobscurin !ist, &ndK
blindness=deafness 7only to cause #lindness9, ,rdKdeeper
dar"ness, /thKshado# con:uration, 5thKsu!!on !onster
2 7summons 1d, shado)s9, 0thKshado# #al", !thKpo#er
#ord blind, %thKreater shado# e%ocation, 2thKshades$
Death Domain
Granted Po6er#B Jou can cause the li*ing to #leed at a
touch, and find comfort in the presence of the dead.
Bleedin Touch *Sp-B "s a melee touch attack, you can cause
a li*ing creature to take 1d0 points of damage per round.
his effect persists for a num#er of rounds e6ual to 1@& your
cleric le*el 7minimum 19 or until stopped )ith a (C 15 -eal
check or any spell or effect that heals damage. Jou can use
this a#ility a num#er of times per day e6ual to , G your
4isdom modifier.
'eath(s +!brace *+,-B "t %th le*el, you heal damage instead
of taking damage from channeled negati*e energy. :f the
channeled negati*e energy targets undead, you heal hit points
?ust like undead in the area.
Domain 'pell#B 1stKcause fear, &ndKdeath "nell, ,rdK
ani!ate dead, /thKdeath #ard, 5thKslay li%in, 0thK
create undead, !thKdestruction, %thKcreate reater
undead, 2thK#ail of the banshee.
De#truction Domain
Granted Po6er#B Jou re*el in ruin and de*astation, and can
deli*er particularly destructi*e attacks.
'estructi%e S!ite *Su-B Jou gain the destructi*e smite po)erB
the supernatural a#ility to make a single melee attack )ith a
morale #onus on damage rolls e6ual to 1@& your cleric le*el
7minimum 19. Jou must declare the destructi*e smite #efore
making the attack. Jou can use this a#ility a num#er of times
per day e6ual to , G your 4isdom modifier.
'estructi%e Aura *Su-B "t %th le*el, you can emit a ,;.foot
aura of destruction for a num#er of rounds per day e6ual to
your cleric le*el. "ll attacks made against targets in this aura
7including you9 gain a morale #onus on damage e6ual to 1@&
your cleric le*el and all critical threats are automatically
Page ,;
confirmed. hese rounds do not need to #e consecuti*e.
Domain 'pell#B 1stKtrue stri"e, &ndKshatter, ,rdKrae,
/thKinflict critical #ounds, 5thKshout, 0thKhar!, !thK
disinterate, %thKearth>ua"e, 2thKi!plosion$
2arth Domain
Granted Po6er#B Jou ha*e mastery o*er earth, metal, and
stone, can fire darts of acid, and command earth creatures.
Acid 'art *Sp-B "s a standard action, you can unleash an acid
dart targeting any foe )ithin ,; feet as a ranged touch attack.
his acid dart deals 1d0 points of acid damage G 1 point for
e*ery t)o cleric le*els you possess. Jou can use this a#ility a
num#er of times per day e6ual to , G your 4isdom modifier.
Acid .esistance *+,-B "t 0th le*el, you gain resist acid 1;.
his resistance increases to &; at 1&th le*el. "t &;th le*el,
you gain immunity to acid.
Domain 'pell#B 1stK!aic stone, &ndKsoften earth and
stone, ,rdKstone shape, /thKspi"e stones, 5thK#all of
stone, 0thKstones"in, !thKele!ental body 02 7earth only9,
%thKearth>ua"e, 2thKele!ental s#ar! 7earth spell only9.
2vil Domain
Granted Po6er#B Jou are sinister and cruel, and ha*e
)holly pledged your soul to the cause of e*il.
Touch of +%il *Sp-B Jou can cause a creature to #ecome
sickened as a melee touch attack. Creatures sickened #y your
touch count as good for the purposes of spells )ith the e*il
descriptor. his a#ility lasts for a num#er of rounds e6ual to
1@& your cleric le*el 7minimum 19. Jou can use this a#ility a
num#er of times per day e6ual to , G your 4isdom modifier.
Scythe of +%il *Su-B "t %th le*el, you can gi*e a )eapon
touched the unholy special )eapon 6uality for a num#er of
rounds e6ual to 1@& your cleric le*el. Jou can use this a#ility
once per day at %th le*el, and an additional time per day for
e*ery four le*els #eyond %th.
Domain 'pell#B 1stKprotection fro! ood, &ndKalin
#eapon 7e*il only9, ,rdK!aic circle aainst ood, /thK
unholy bliht, 5thKdispel ood, 0thKcreate undead, !thK
blasphe!y, %thKunholy aura, 2thKsu!!on !onster 0;
7e*il spell only9.
&ire Domain
Granted Po6er#B Jou can call forth fire, command creatures
of the inferno, and your flesh does not #urn.
)ire Bolt *Sp-B "s a standard action, you can unleash a
scorching #olt of di*ine fire from your outstretched hand.
Jou can target any single foe )ithin ,; feet as a ranged
touch attack )ith this #olt of fire. :f you hit the foe, the fire
#olt deals 1d0 points of fire damage G 1 point for e*ery t)o
cleric le*els you possess. Jou can use this a#ility a num#er
of times per day e6ual to , G your 4isdom modifier.
)ire .esistance *+,-B "t 0th le*el, you gain resist fire 1;.
his resistance increases to &; at 1&th le*el. "t &;th le*el,
you gain immunity to fire.
Domain 'pell#B 1stKburnin hands, &ndKproduce fla!e,
,rdKfireball, /thK#all of fire, 5thKfire shield, 0thKfire
seeds, !thKele!ental body 02 7fire only9, %thKincendiary
cloud, 2thKele!ental s#ar! 7fire spell only9.
Glory Domain
Granted Po6er#B Jou are infused )ith the glory of the
di*ine, and are a true foe of the undead. :n addition, )hen
you channel positi*e energy to harm undead creatures, the
sa*e (C to hal*e the damage is increased #y &.
Touch of /lory *Sp-B Jou can cause your hand to shimmer
)ith di*ine radiance, allo)ing you to touch a creature as a
standard action and gi*e it a #onus e6ual to your cleric le*el
on a single Charisma.#ased skill check or Charisma a#ility
check. his a#ility lasts for 1 hour or until the creature
touched elects to apply the #onus to a roll. Jou can use this
a#ility to grant the #onus a num#er of times per day e6ual to
, G your 4isdom modifier.
'i%ine Presence *Su-B "t %th le*el, you can emit a ,;.foot
aura of di*ine presence for a num#er of rounds per day e6ual
to your cleric le*el. "ll allies )ithin this aura are treated as if
under the effects of a sanctuary spell )ith a (C e6ual to 1; G
1@& your cleric le*el G your 4isdom modifier. hese rounds
do not need to #e consecuti*e. "cti*ating this a#ility is a
standard action. :f an ally lea*es the area or makes an attack,
the effect ends for that ally. :f you make an attack, the effect
ends for you and your allies.
Domain 'pell#B 1stKshield of faith, &ndKbless #eapon, ,rd
Ksearin liht, /thKholy s!ite, 5thKrihteous !iht, 0th
Kundeath to death, !thKholy s#ord, %thKholy aura, 2thK
ate$
Good Domain
Granted Po6er#B Jou ha*e pledged your life and soul to
goodness and purity.
Touch of /ood *Sp-B Jou can touch a creature as a standard
action, granting a sacred #onus on attack rolls, skill checks,
a#ility checks, and sa*ing thro)s e6ual to half your cleric
le*el 7minimum 19 for 1 round. Jou can use this a#ility a
num#er of times per day e6ual to , G your 4isdom modifier.
5oly &ance *Su-B "t %th le*el, you can gi*e a )eapon you
touch the holy special )eapon 6uality for a num#er of rounds
Page ,1
e6ual to 1@& your cleric le*el. Jou can use this a#ility once
per day at %th le*el, and an additional time per day for e*ery
four le*els #eyond %th.
Domain 'pell#B 1stKprotection fro! e%il, &ndKalin
#eapon 7good only9, ,rdK!aic circle aainst e%il, /thK
holy s!ite, 5thKdispel e%il, 0thKblade barrier, !thKholy
#ord, %thKholy aura, 2thKsu!!on !onster 0; 7good spell
only9.
5ealing Domain
Granted Po6er#B Jour touch sta*es off pain and death, and
your healing magic is particularly *ital and potent.
.ebu"e 'eath *Sp-B Jou can touch a li*ing creature as a
standard action, healing it for 1d/ points of damage plus 1
for e*ery t)o cleric le*els you possess. Jou can only use this
a#ility on a creature that is #elo) ; hit points. Jou can use
this a#ility a num#er of times per day e6ual to , G your
4isdom modifier.
5ealer(s Blessin *Su-B "t 0th le*el, all of your cure spells
are treated as if they )ere empo)ered, increasing the amount
of damage healed #y half 7G5;I9. his does not apply to
damage dealt to undead )ith a cure spell. his does not stack
)ith the +mpo)er $pell metamagic feat.
Domain 'pell#B 1stKcure liht #ounds, &ndKcure
!oderate #ounds, ,rdKcure serious #ounds, /thKcure
critical #ounds, 5thKbreath of life, 0thKheal, !thK
reenerate, %thK!ass cure critical #ounds, 2thK!ass heal.
Eno6ledge Domain
Granted Po6er#B Jou are a scholar and a sage of legends. :n
addition, you treat all <no)ledge skills as class skills.
&ore 1eeper *Sp-B Jou can touch a creature to learn a#out its
a#ilities and )eaknesses. 4ith a successful touch attack, you
gain information as if you made the appropriate <no)ledge
skill check )ith a result e6ual to 15 G your cleric le*el G
your 4isdom modifier.
.e!ote 2ie#in *Sp-B $tarting at 0th le*el, you can use
clair%oyance=clairaudience at )ill as a spell.like a#ility
using your cleric le*el as the caster le*el. Jou can use this
a#ility for a num#er of rounds per day e6ual to your cleric
le*el. hese rounds do not need to #e consecuti*e.
Domain 'pell#B 1stKco!prehend lanuaes, &ndKdetect
thouhts, ,rdKspea" #ith dead, /thKdi%ination, 5thKtrue
seein, 0thKfind the path, !thKleend lore, %thKdiscern
location, 2thKforesiht.
1a6 Domain
Granted Po6er#B Jou follo) a strict and ordered code of
la)s, and in so doing, achie*e enlightenment.
Touch of &a# *Sp-B Jou can touch a )illing creature as a
standard action, infusing it )ith the po)er of di*ine order
and allo)ing it to treat all attack rolls, skill checks, a#ility
checks, and sa*ing thro)s for 1 round as if the natural d&;
roll resulted in an 11. Jou can use this a#ility a num#er of
times per day e6ual to , G your 4isdom modifier.
Staff of ?rder *Su-B "t %th le*el, you can gi*e a )eapon
touched the a,io!atic special )eapon 6uality for a num#er
of rounds e6ual to 1@& your cleric le*el. Jou can use this
a#ility once per day at %th le*el, and an additional time per
day for e*ery four le*els #eyond %th.
Domain 'pell#B 1stKprotection fro! chaos, &ndKalin
#eapon 7la) only9, ,rdK!aic circle aainst chaos, /thK
order(s #rath, 5thKdispel chaos, 0thKhold !onster, !thK
dictu!, %thKshield of la#, 2thKsu!!on !onster 0; 7la)
spell only9.
1iberation Domain
Granted Po6er#B Jou are a spirit of freedom and a staunch
foe against all )ho )ould ensla*e and oppress.
&iberation *Su-B Jou ha*e the a#ility to ignore impediments
to your mo#ility. 3or a num#er of rounds per day e6ual to
your cleric le*el, you can mo*e normally regardless of
magical effects that impede mo*ement, as if you )ere
affected #y freedo! of !o%e!ent$ his effect occurs
automatically as soon as it applies. hese rounds do not need
to #e consecuti*e.
)reedo!(s Call *Su-B "t %th le*el, you can emit a ,;.foot
aura of freedom for a num#er of rounds per day e6ual to your
cleric le*el. "llies )ithin this aura are not affected #y the
confused, grappled, frightened, panicked, paralyzed, pinned,
or shaken conditions. his aura only suppresses these effects,
and they return once a creature lea*es the aura or )hen the
aura ends, if applica#le. hese rounds do not need to #e
consecuti*e.
Domain 'pell#B 1stKre!o%e fear, &ndKre!o%e paralysis,
,rdKre!o%e curse, /thKfreedo! of !o%e!ent, 5thKbrea"
enchant!ent, 0thKreater dispel !aic, !thKrefue, %thK
!ind blan", 2thKfreedo!.
1uc" Domain
Granted Po6er#B Jou are infused )ith luck, and your mere
presence can spread good fortune.
Bit of &uc" *Sp-B Jou can touch a )illing creature as a
standard action, gi*ing it a #it of luck. 3or the next round,
Page ,&
any time the target rolls a d&;, he may roll t)ice and take the
more fa*ora#le result. Jou can use this a#ility a num#er of
times per day e6ual to , G your 4isdom modifier.
/ood )ortune *+,-B "t 0th le*el, you can reroll any one roll
that you ha*e ?ust made #efore the results of the roll are
re*ealed. Jou must take the result of the reroll, e*en if itCs
)orse than the original roll. Jou can use this a#ility once per
day at 0th le*el, and one additional time per day for e*ery six
cleric le*els #eyond 0th.
Domain 'pell#B 1stKtrue stri"e, &ndKaid, ,rdKprotection
fro! enery, /thKfreedo! of !o%e!ent, 5thKbrea"
enchant!ent, 0thK!islead, !thKspell turnin, %thK
!o!ent of prescience, 2thK!iracle.
!adne## Domain
Granted Po6er#B Jou em#race the madness that lurks deep
in your heart, and can unleash it to dri*e your foes insane or
to sacrifice certain a#ilities to hone others.
2ision of Madness *Sp-B Jou can gi*e a creature a %ision of
!adness as a melee touch attack. Choose one of the
follo)ingB attack rolls, sa*ing thro)s, or skill checks. he
target recei*es a #onus to the chosen rolls e6ual to 1@& your
cleric le*el 7minimum G19 and a penalty to the other t)o
types of rolls e6ual to 1@& your cleric le*el 7minimum H19.
his effect fades after , rounds. Jou can use this a#ility a
num#er of times per day e6ual to , G your 4isdom modifier.
Aura of Madness *Su-B "t %th le*el, you can emit a ,;.foot
aura of madness for a num#er of rounds per day e6ual to
your cleric le*el. +nemies )ithin this aura are affected #y
confusion unless they make a 4ill sa*e )ith a (C e6ual to
1; G 1@& your cleric le*el G your 4isdom modifier. he
confusion effect ends immediately )hen the creature lea*es
the area or the aura expires. Creatures that succeed on their
sa*ing thro) are immune to this aura for &/ hours. hese
rounds do not need to #e consecuti*e.
Domain 'pell#B 1stKlesser confusion, &ndKtouch of idiocy,
,rdKrae, /thKconfusion, 5thKniht!are, 0thK
phantas!al "iller, !thKinsanity, %thKscintillatin pattern,
2thK#eird.
!agic Domain
Granted Po6er#B Jou are a true student of all things
mystical, and see di*inity in the purity of magic.
5and of the Acolyte *Su-B Jou can cause your melee )eapon
to fly from your grasp and strike a foe #efore instantly
returning. "s a standard action, you can make a single attack
using a melee )eapon at a range of ,; feet. his attack is
treated as a ranged attack )ith a thro)n )eapon, except that
you add your 4isdom modifier to the attack roll instead of
your (exterity modifier 7damage still relies on $trength9.
his a#ility cannot #e used to perform a com#at maneu*er.
Jou can use this a#ility a num#er of times per day e6ual to ,
G your 4isdom modifier.
'ispellin Touch *Sp-B "t %th le*el, you can use a targeted
dispel !aic effect as a melee touch attack. Jou can use this
a#ility once per day at %th le*el and one additional time per
day for e*ery four cleric le*els #eyond %th.
Domain 'pell#B 1stKidentify, &ndK!aic !outh, ,rdK
dispel !aic, /thKi!bue #ith spell ability, 5thKspell
resistance, 0thKanti!aic field, !thKspell turnin, %thK
protection fro! spells, 2thK!ae(s dis:unction.
Nobility Domain
Granted Po6er#B Jou are a great leader, an inspiration to all
)ho follo) the teachings of your faith.
0nspirin 9ord *Sp-B "s a standard action, you can speak an
inspiring )ord to a creature )ithin ,; feet. hat creature
recei*es a G& morale #onus on attack rolls, skill checks,
a#ility checks, and sa*ing thro)s for a num#er of rounds
e6ual to 1@& your cleric le*el 7minimum 19. Jou can use this
po)er a num#er of times per day e6ual to , G your 4isdom
modifier.
&eadership *+,-B "t %th le*el, you recei*e =eadership as a
#onus feat. :n addition, you gain a G& #onus on your
leadership score as long as you uphold the tenets of your
deity 7or di*ine concept if you do not *enerate a deity9.
Domain 'pell#B 1stKdi%ine fa%or, &ndKenthrall, ,rdK
!aic %est!ent, /thKdiscern lies, 5thKreater co!!and,
0thKeas=>uest, !thKrepulsion, %thKde!and, 2thKstor!
of %eneance.
Plant Domain
Granted Po6er#B Jou find solace in the green, can gro)
defensi*e thorns, and can communicate )ith plants.
9ooden )ist *Su-B "s a free action, your hands can #ecome
as hard as )ood, co*ered in tiny thorns. 4hile you ha*e
)ooden fists, your unarmed strikes do not pro*oke attacks of
opportunity, deal lethal damage, and gain a #onus on damage
rolls e6ual to 1@& your cleric le*el 7minimum G19. Jou can
use this a#ility for a num#er of rounds per day e6ual to , G
your 4isdom modifier.
Bra!ble Ar!or *Su-B "t 0th le*el, you can cause a host of
)ooden thorns to #urst from your skin as a free action. 4hile
#ram#le armor is in effect, any foe striking you )ith an
unarmed strike or a melee )eapon )ithout reach takes 1d0
points of piercing damage G 1 point per t)o cleric le*els you
possess. Jou can use this a#ility for a num#er of rounds per
day e6ual to your cleric le*el. hese rounds do not need to #e
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consecuti*e.
Domain 'pell#B 1stKentanle, &ndKbar"s"in, ,rdKplant
ro#th, /thKco!!and plants, 5thK#all of thorns, 0thK
repel #ood, !thKani!ate plants, %thKcontrol plants, 2thK
sha!bler.
Protection Domain
Granted Po6er#B Jour faith is your greatest source of
protection, and you can use that faith to defend others. :n
addition, you recei*e a G1 resistance #onus on sa*ing thro)s.
his #onus increases #y 1 for e*ery 5 le*els you possess.
.esistant Touch *Sp-B "s a standard action, you can touch an
ally to grant him your resistance #onus for 1 minute. 4hen
you use this a#ility, you lose your resistance #onus granted
#y the Protection domain for 1 minute. Jou can use this
a#ility a num#er of times per day e6ual to , G your 4isdom
modifier.
Aura of Protection *Su-B "t %th le*el, you can emit a ,;.foot
aura of protection for a num#er of rounds per day e6ual to
your cleric le*el. Jou and your allies )ithin this aura gain a
G1 deflection #onus to "C and resistance 5 against all
elements 7acid, cold, electricity, fire, and sonic9. he
deflection #onus increases #y G1 for e*ery four cleric le*els
you possess #eyond %th. "t 1/th le*el, the resistance against
all elements increases to 1;. hese rounds do not need to #e
consecuti*e.
Domain 'pell#B 1stKsanctuary, &ndKshield other, ,rdK
protection fro! enery, /thKspell i!!unity, 5thKspell
resistance, 0thKanti!aic field, !thKrepulsion, %thK!ind
blan", 2thKpris!atic sphere.
Repo#e Domain
Granted Po6er#B Jou see death not as something to #e
feared, #ut as a final rest and re)ard for a life )ell spent. he
taint of undeath is a mockery of )hat you hold dear.
/entle .est *Sp-B Jour touch can fill a creature )ith lethargy,
causing a li*ing creature to #ecome staggered for 1 round as
a melee touch attack. :f you touch a staggered li*ing
creature, that creature falls asleep for 1 round instead.
5ndead creatures touched are staggered for a num#er of
rounds e6ual to your 4isdom modifier. Jou can use this
a#ility a num#er of times per day e6ual to , G your 4isdom
modifier.
9ard Aainst 'eath *Su-B "t %th le*el, you can emit a ,;.
foot aura that )ards against death for a num#er of rounds per
day e6ual to your cleric le*el. =i*ing creatures in this area
are immune to all death effects, energy drain, and effects that
cause negati*e le*els. his )ard does not remo*e negati*e
le*els that a creature has already gained, #ut the negati*e
le*els ha*e no effect )hile the creature is inside the )arded
area. hese rounds do not need to #e consecuti*e.
Domain 'pell#B 1stKdeath#atch, &ndKentle repose, ,rdK
spea" #ith dead, /thKdeath #ard, 5thKslay li%in, 0thK
undeath to death, !thKdestruction, %thK#a%es of
e,haustion, 2thK#ail of the banshee.
Rune Domain
Granted Po6er#B :n strange and eldritch runes you find
potent magic. Jou gain $cri#e $croll as a #onus feat.
Blast .une *Sp-B "s a standard action, you can create a #last
rune in any ad?acent s6uare. "ny creature entering this
s6uare takes 1d0 points of damage G 1 point for e*ery t)o
cleric le*els you possess. his rune deals either acid, cold,
electricity, or fire damage, decided )hen you create the rune.
he rune is in*isi#le and lasts a num#er of rounds e6ual to
your cleric le*el or until discharged. Jou cannot create a
#last rune in a s6uare occupied #y another creature. his rune
counts as a 1st.le*el spell for the purposes of dispelling. :t
can #e disco*ered )ith a (C &0 Perception skill check and
disarmed )ith a (C &0 (isa#le (e*ice skill check. Jou can
use this a#ility a num#er of times per day e6ual to , G your
4isdom modifier.
Spell .une *Sp-B "t %th le*el, you can attach another spell
that you cast to one of your #last runes, causing that spell to
affect the creature that triggers the rune, in addition to the
damage. his spell must #e of at least one le*el lo)er than
the highest.le*el cleric spell you can cast and it must target
one or more creatures. 'egardless of the num#er of targets
the spell can normally affect, it only affects the creature that
triggers the rune.
Domain 'pell#B 1stKerase, &ndKsecret pae, ,rdKlyph
of #ardin, /thKe,plosi%e runes, 5thKlesser planar
bindin, 0thKreater lyph of #ardin, !thKinstant
su!!ons, %thKsy!bol of death, 2thKteleportation circle.
'trength Domain
Granted Po6er#B :n strength and #ra)n there is truthKyour
faith gi*es you incredi#le might and po)er.
Strenth Sure *Sp-B "s a standard action, you can touch a
creature to gi*e it great strength. 3or 1 round, the target gains
an enhancement #onus e6ual to 1@& your cleric le*el
7minimum G19 to melee attacks, com#at maneu*er checks
that rely on $trength, $trength.#ased skills, and $trength
checks. Jou can use this a#ility a num#er of times per day
e6ual to , G your 4isdom modifier.
Miht of the /ods *Su-B "t %th le*el, you can add your cleric
le*el as an enhancement #onus to your $trength score for a
num#er of rounds per day e6ual to your cleric le*el. his
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#onus only applies on $trength checks and $trength.#ased
skill checks. hese rounds do not need to #e consecuti*e.
Domain 'pell#B 1stKenlare person, &ndKbull(s strenth,
,rdK!aic %est!ent, /thKspell i!!unity, 5thKrihteous
!iht, 0thKstones"in, !thKraspin hand, %thKclenched
fist, 2thKcrushin hand$
'un Domain
Granted Po6er#B Jou see truth in the pure and #urning light
of the sun, and can call upon its #lessing or )rath to )ork
great deeds.
Sun(s Blessin *Su-B 4hene*er you channel positi*e energy
to harm undead creatures, add your cleric le*el to the damage
dealt. 5ndead do not add their channel resistance to their
sa*es )hen you channel positi*e energy.
3i!bus of &iht *Su-B "t %th le*el, you can emit a ,;.foot
nim#us of light for a num#er of rounds per day e6ual to your
cleric le*el. his acts as a dayliht spell. :n addition, undead
)ithin this radius take an amount of damage e6ual to your
cleric le*el each round that they remain inside the nim#us.
$pells and spell.like a#ilities )ith the darkness descriptor are
automatically dispelled if #rought inside this nim#us. hese
rounds do not need to #e consecuti*e.
Domain 'pell#B 1stKendure ele!ents, &ndKheat !etal, ,rd
Ksearin liht, /thKfire shield, 5thKfla!e stri"e, 0thKfire
seeds, !thKsunbea!, %thKsunburst, 2thKpris!atic sphere$
,ravel Domain
Granted Po6er#B Jou are an explorer and find
enlightenment in the simple ?oy of tra*el, #e it #y foot or
con*eyance or magic. :ncrease your #ase speed #y 1; feet.
Aile )eet *Su-B "s a free action, you can gain increased
mo#ility for 1 round. 3or the next round, you ignore all
difficult terrain and do not take any penalties for mo*ing
through it. Jou can use this a#ility a num#er of times per day
e6ual to , G your 4isdom modifier.
'i!ensional 5op *Sp-B "t %th le*el, you can teleport up to
1; feet per cleric le*el per day as a mo*e action. his
teleportation must #e used in 5.foot increments and such
mo*ement does not pro*oke attacks of opportunity. Jou must
ha*e line of sight to your destination to use this a#ility. Jou
can #ring other )illing creatures )ith you, #ut you must
expend an e6ual amount of distance for each creature
#rought.
Domain 'pell#B 1stKlonstrider, &ndKlocate ob:ect, ,rdK
fly, /thKdi!ension door, 5thKteleport, 0thKfind the path,
!thKreater teleport, %thKphase door, 2thKastral
pro:ection$
,ric"ery Domain
Granted Po6er#B Jou are a master of illusions and
deceptions. 1luff, (isguise, and $tealth are class skills.
Copycat *Sp-B Jou can create an illusory dou#le of yourself
as a mo*e action. his dou#le functions as a single !irror
i!ae and lasts for a num#er of rounds e6ual to your cleric
le*el, or until the illusory duplicate is dispelled or destroyed.
Jou can ha*e no more than one copycat at a time. his
a#ility does not stack )ith the !irror i!ae spell. Jou can
use this a#ility a num#er of times per day e6ual to , G your
4isdom modifier.
Master(s 0llusion *Sp-B "t %th le*el, you can create an illusion
that hides the appearance of yourself and any num#er of
allies )ithin ,; feet for 1 round per cleric le*el. his a#ility
other)ise functions like the spell %eil. he rounds do not
need to #e consecuti*e.
Domain 'pell#B 1stKdisuise self, &ndKin%isibility, ,rdK
nondetection, /thKconfusion, 5thKfalse %ision, 0thK
!islead, !thKscreen, %thK!ass in%isibility, 2thKti!e stop$
Aar Domain
Granted Po6er#B Jou are a crusader for your god, al)ays
ready and )illing to fight to defend your faith.
Battle .ae *Sp-B Jou can touch a creature as a standard
action to gi*e it a #onus on melee damage rolls e6ual to 1@&
your cleric le*el for 1 round 7minimum G19. Jou can do so a
num#er of times per day e6ual to , G your 4isdom modifier.
9eapon Master *Su-B "t %th le*el, you gain the use of one
com#at feat for a num#er of rounds per day e6ual to your
cleric le*el. hese rounds do not need to #e consecuti*e and
you can change the feat chosen each time you use this a#ility.
Jou must meet the prere6uisites to use this feat.
Domain 'pell#B 1stK!aic #eapon, &ndKspiritual
#eapon, ,rdK!aic %est!ent, /thKdi%ine po#er, 5thK
fla!e stri"e, 0thKblade barrier, !thKpo#er #ord blind, %th
Kpo#er #ord stun, 2thKpo#er #ord "ill$
Aater Domain
Granted Po6er#B Jou can manipulate )ater and mist and
ice, con?ure creatures of )ater, and resist cold.
0cicle *Sp-B "s a standard action, you can fire an icicle from
your finger, targeting any foe )ithin ,; feet as a ranged
touch attack. he icicle deals 1d0 points of cold damage G 1
point for e*ery t)o cleric le*els you possess. Jou can use
this a#ility a num#er of times per day e6ual to , G your
4isdom modifier.
Cold .esistance *+,-B "t 0th le*el, you gain resist cold 1;.
Page ,5
his resistance increases to &; at 1&th le*el. "t &;th le*el,
you gain immunity to cold.
Domain 'pell#B 1stKobscurin !ist, &ndKfo cloud, ,rdK
#ater breathin, /thKcontrol #ater, 5thKice stor!, 0thK
cone of cold, !thKele!ental body 02 7)ater only9, %thK
horrid #iltin, 2thKele!ental s#ar! 7)ater spell only9.
Aeather Domain
Granted Po6er#B 4ith po)er o*er storm and sky, you can
call do)n the )rath of the gods upon the )orld #elo).
Stor! Burst *Sp-B "s a standard action, you can create a
storm #urst targeting any foe )ithin ,; feet as a ranged touch
attack. he storm #urst deals 1d0 points of nonlethal damage
G 1 point for e*ery t)o cleric le*els you possess. :n addition,
the target is #uffeted #y )inds and rain, causing it to take a H
& penalty on attack rolls for 1 round. Jou can use this a#ility
a num#er of times per day e6ual to , G your 4isdom
modifier.
&ihtnin &ord *Sp-B "t %th le*el, you can call do)n a
num#er of #olts of lightning per day e6ual to your cleric
le*el. Jou can call do)n as many #olts as you )ant )ith a
single standard action, #ut no creature can #e the target of
more than one #olt and no t)o targets can #e more than ,;
feet apart. his a#ility other)ise functions as call lihtnin.
Domain 'pell#B 1stKobscurin !ist, &ndKfo cloud, ,rdK
call lihtnin, /thKsleet stor!, 5thKice stor!, 0thK
control #inds, !thKcontrol #eather, %thK#hirl#ind, 2thK
stor! of %eneance.
Dr%id
4ithin the purity of the elements and the order of the )ilds
lingers a po)er #eyond the mar*els of ci*ilization. 3urti*e
yet undenia#le, these primal magics are guarded o*er #y
ser*ants of philosophical #alance kno)n as druids. "llies to
#easts and manipulators of nature, these often misunderstood
protectors of the )ild stri*e to shield their lands from all )ho
)ould threaten them and pro*e the might of the )ilds to
those )ho lock themsel*es #ehind city )alls. 'e)arded for
their de*otion )ith incredi#le po)ers, druids gain
unparalleled shape.shifting a#ilities, the companionship of
mighty #easts, and the po)er to call upon natureCs )rath. he
mightiest temper po)ers akin to storms, earth6uakes, and
*olcanoes )ith prime*al )isdom long a#andoned and
forgotten #y ci*ilization.
RoleB 4hile some druids might keep to the fringe of #attle,
allo)ing companions and summoned creatures to fight )hile
they confound foes )ith the po)ers of nature, others
transform into deadly #easts and sa*agely )ade into com#at.
(ruids )orship personifications of elemental forces, natural
po)ers, or nature itself. ypically this means de*otion to a
nature deity, though druids are ?ust as likely to re*ere *ague
spirits, animalistic demigods, or e*en specific a)e.inspiring
natural )onders.
.lignmentB "ny neutral.
5it DieB d%.
Cla## '"ill#
he druidCs class skills are Clim# 7$tr9, Craft 7:nt9, 3ly 7(ex9,
-andle "nimal 7Cha9, -eal 74is9, <no)ledge 7geography9
7:nt9, <no)ledge 7nature9 7:nt9, Perception 74is9, Profession
74is9, 'ide 7(ex9, $pellcraft 7:nt9, $ur*i*al 74is9, and $)im
7$tr9.
'"ill Ran"# per 1evelB / G :nt modifier.
Cla## &eature#
"ll of the follo)ing are class features of the druid.
Aeapon and .rmor ProficiencyB (ruids are proficient )ith
the follo)ing )eaponsB clu#, dagger, dart, 6uarterstaff,
scimitar, scythe, sickle, shortspear, sling, and spear. hey are
also proficient )ith all natural attacks 7cla), #ite, and so
forth9 of any form they assume )ith )ild shape 7see #elo)9.
(ruids are proficient )ith light and medium armor #ut are
prohi#ited from )earing metal armor8 thus, they may )ear
only padded, leather, or hide armor. " druid may also )ear
)ooden armor that has #een altered #y the iron#ood spell so
that it functions as though it )ere steel. (ruids are proficient
)ith shields 7except to)er shields9 #ut must use only those
crafted from )ood.
" druid )ho )ears prohi#ited armor or uses a prohi#ited
shield is una#le to cast druid spells or use any of her
supernatural or spell.like class a#ilities )hile doing so and
for &/ hours thereafter.
'pell#B " druid casts di*ine spells )hich are dra)n from the
druid spell list presented in $pell =ists. -er alignment may
restrict her from casting certain spells opposed to her moral
or ethical #eliefs8 see Chaotic, +*il, Good, and =a)ful
$pells. " druid must choose and prepare her spells in
ad*ance.
o prepare or cast a spell, the druid must ha*e a 4isdom
score e6ual to at least 1; G the spell le*el. he (ifficulty
Class for a sa*ing thro) against a druidCs spell is 1; G the
spell le*el G the druidCs 4isdom modifier.
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=ike other spellcasters, a druid can cast only a certain
num#er of spells of each spell le*el per day. -er #ase daily
spell allotment is gi*en on a#leB (ruid. :n addition, she
recei*es #onus spells per day if she has a high 4isdom score
7see a#leB "#ility Modifiers and 1onus $pells9.
" druid must spend 1 hour each day in a trance.like
meditation on the mysteries of nature to regain her daily
allotment of spells. " druid may prepare and cast any spell
on the druid spell list, pro*ided that she can cast spells of that
le*el, #ut she must choose )hich spells to prepare during her
daily meditation.
'pontaneou# Ca#tingB " druid can channel stored spell
energy into summoning spells that she hasnCt prepared ahead
of time. $he can DloseF a prepared spell in order to cast any
su!!on nature(s ally spell of the same le*el or lo)er.
Chaotic, 2vil, Good, and 1a6ful 'pell#B " druid canCt cast
spells of an alignment opposed to her o)n or her deityCs 7if
she has one9. $pells associated )ith particular alignments are
indicated #y the chaos, e*il, good, and la) descriptors in
their spell descriptions.
Fri#on#B (ruids can prepare a num#er of orisons, or ;.le*el
spells, each day, as noted on a#leB (ruid under D$pells per
(ay.F hese spells are cast like any other spell, #ut they are
not expended )hen cast and may #e used again.
onu# 1anguage#B " druidCs #onus language options include
$yl*an, the language of )oodland creatures. his choice is in
addition to the #onus languages a*aila#le to the character
#ecause of her race.
" druid also kno)s (ruidic, a secret language kno)n only to
druids, )hich she learns upon #ecoming a 1st.le*el druid.
(ruidic is a free language for a druid8 that is, she kno)s it in
addition to her regular allotment of languages and it doesnCt
take up a language slot. (ruids are for#idden to teach this
language to nondruids.
(ruidic has its o)n alpha#et.
Nature ond /230B "t 1st le*el, a druid forms a #ond )ith
nature. his #ond can take one of t)o forms. he first is a
close tie to the natural )orld, granting the druid one of the
follo)ing cleric domainsB "ir, "nimal, +arth, 3ire, Plant,
4ater, or 4eather. 4hen determining the po)ers and #onus
Page ,!
Table 3-@: 'ruid
1evel
a#e .ttac"
onu#
&ort
'ave
Ref
'ave
Aill
'ave
'pecial
'pell# per Day
0 8#t 2nd ;rd <th =th 6th ?th @th 9th
1st G; G& G; G&
Aature #ond, nature sense,
orisons, )ild empathy
, 1 K K K K K K K K
&nd G1 G, G; G, 4oodland stride / & K K K K K K K K
,rd G& G, G1 G, rackless step / & 1 K K K K K K K
/th , G/ G1 G/
'esist natureCs lure, 4ild
shape 71@day9
/ , & K K K K K K K
5th G, G/ G1 G/ / , & 1 K K K K K K
0th G/ G5 G& G5 4ild shape 7&@day9 / , , & K K K K K K
!th G5 G5 G& G5 / / , & 1 K K K K K
%th G0@G1 G0 G& G0 4ild shape 7,@day9 / / , , & K K K K K
2th G0@G1 G0 G, G0 >enom immunity / / / , & 1 K K K K
1;th G!@G& G! G, G! 4ild shape 7/@day9 / / / , , & K K K K
11th G%@G, G! G, G! / / / / , & 1 K K K
1&th G2@G/ G% G/ G% 4ild shape 75@day9 / / / / , , & K K K
1,th G2@G/ G% G/ G% " thousand faces / / / / / , & 1 K K
1/th G1;@G5 G2 G/ G2 4ild shape 70@day9 / / / / / , , & K K
15th G11@G0@G1 G2 G5 G2 imeless #ody / / / / / / , & 1 K
10th G1&@G!@G& G1; G5 G1; 4ild shape 7!@day9 / / / / / / , , & K
1!th G1&@G!@G& G1; G5 G1; / / / / / / / , & 1
1%th G1,@G%@G, G11 G0 G11 4ild shape 7%@day9 / / / / / / / , , &
12th G1/@G2@G/ G11 G0 G11 / / / / / / / / , ,
&;th G15@G1;@G5 G1& G0 G1& 4ild shape 7at )ill9 / / / / / / / / / /
spells granted #y this domain, the druidCs effecti*e cleric
le*el is e6ual to her druid le*el. " druid that selects this
option also recei*es additional domain spell slots, ?ust like a
cleric. $he must prepare the spell from her domain in this
slot and this spell cannot #e used to cast a spell
spontaneously.
he second option is to form a close #ond )ith an animal
companion. " druid may #egin play )ith any of the animals
listed in "nimal Choices. his animal is a loyal companion
that accompanies the druid on her ad*entures.
5nlike normal animals of its kind, an animal companionCs
-it (ice, a#ilities, skills, and feats ad*ance as the druid
ad*ances in le*el. :f a character recei*es an animal
companion from more than one source, her effecti*e druid
le*els stack for the purposes of determining the statistics and
a#ilities of the companion. Most animal companions increase
in size )hen their druid reaches /th or !th le*el, depending
on the companion. :f a druid releases her companion from
ser*ice, she may gain a ne) one #y performing a ceremony
re6uiring &/ uninterrupted hours of prayer in the
en*ironment )here the ne) companion typically li*es. his
ceremony can also replace an animal companion that has
perished.
Nature 'en#e /230B " druid gains a G& #onus on <no)ledge
7nature9 and $ur*i*al checks.
Aild 2mpathy /230B " druid can impro*e the attitude of an
animal. his a#ility functions ?ust like a (iplomacy check
made to impro*e the attitude of a person 7see 5sing $kills9.
he druid rolls 1d&; and adds her druid le*el and her
Charisma modifier to determine the )ild empathy check
result. he typical domestic animal has a starting attitude of
indifferent, )hile )ild animals are usually unfriendly.
o use )ild empathy, the druid and the animal must #e
)ithin ,; feet of one another under normal conditions.
Generally, influencing an animal in this )ay takes 1 minute
#ut, as )ith influencing people, it might take more or less
time.
" druid can also use this a#ility to influence a magical #east
)ith an :ntelligence score of 1 or &, #ut she takes a H/
penalty on the check.
Aoodland 'tride /230B $tarting at &nd le*el, a druid may
mo*e through any sort of undergro)th 7such as natural
thorns, #riars, o*ergro)n areas, and similar terrain9 at her
normal speed and )ithout taking damage or suffering any
other impairment. horns, #riars, and o*ergro)n areas that
ha*e #een magically manipulated to impede motion,
ho)e*er, still affect her.
,rac"le## 'tep /230B $tarting at ,rd le*el, a druid lea*es no
trail in natural surroundings and cannot #e tracked. $he may
choose to lea*e a trail if so desired.
Re#i#t Nature%# 1ure /230B $tarting at /th le*el, a druid
gains a G/ #onus on sa*ing thro)s against the spell.like and
supernatural a#ilities of fey. his #onus also applies to spells
and effects that utilize or target plants, such as bliht,
entanle, spi"e ro#th, and #arp #ood$
Aild 'hape /'u0B "t /th le*el, a druid gains the a#ility to
turn herself into any $mall or Medium animal and #ack again
once per day. -er options for ne) forms include all creatures
)ith the animal type. his a#ility functions like the beast
shape 0 spell, except as noted here. he effect lasts for 1 hour
per druid le*el, or until she changes #ack. Changing form 7to
animal or #ack9 is a standard action and doesnCt pro*oke an
attack of opportunity. he form chosen must #e that of an
animal )ith )hich the druid is familiar.
" druid loses her a#ility to speak )hile in animal form
#ecause she is limited to the sounds that a normal, untrained
animal can make, #ut she can communicate normally )ith
other animals of the same general grouping as her ne) form.
7he normal sound a )ild parrot makes is a s6ua)k, so
changing to this form does not permit speech.9
" druid can use this a#ility an additional time per day at 0th
le*el and e*ery t)o le*els thereafter, for a total of eight times
at 1%th le*el. "t &;th le*el, a druid can use )ild shape at
)ill. "s a druid gains le*els, this a#ility allo)s the druid to
take on the form of larger and smaller animals, elementals,
and plants. +ach form expends one daily use of this a#ility,
regardless of the form taken.
"t 0th le*el, a druid can also use )ild shape to change into a
=arge or iny animal or a $mall elemental. 4hen taking the
form of an animal, a druidCs )ild shape no) functions as
beast shape 00. 4hen taking the form of an elemental, the
druidCs )ild shape functions as ele!ental body 0.
"t %th le*el, a druid can also use )ild shape to change into a
-uge or (iminuti*e animal, a Medium elemental, or a $mall
or Medium plant creature. 4hen taking the form of animals,
a druidCs )ild shape no) functions as beast shape 000. 4hen
taking the form of an elemental, the druidCs )ild shape no)
functions as ele!ental body 00. 4hen taking the form of a
plant creature, the druidCs )ild shape functions as plant
shape 0.
"t 1;th le*el, a druid can also use )ild shape to change into
a =arge elemental or a =arge plant creature. 4hen taking the
form of an elemental, the druidCs )ild shape no) functions as
ele!ental body 000. 4hen taking the form of a plant, the
druidCs )ild shape no) functions as plant shape 00.
"t 1&th le*el, a druid can also use )ild shape to change into
a -uge elemental or a -uge plant creature. 4hen taking the
form of an elemental, the druidCs )ild shape no) functions as
ele!ental body 02. 4hen taking the form of a plant, the
druidCs )ild shape no) functions as plant shape 000.
Denom -mmunity /230B "t 2th le*el, a druid gains immunity
to all poisons.
Page ,%
. ,hou#and &ace# /'u0B "t 1,th le*el, a druid gains the
a#ility to change her appearance at )ill, as if using the alter
self spell, #ut only )hile in her normal form.
,imele## ody /230B "fter attaining 15th le*el, a druid no
longer takes a#ility score penalties for aging and cannot #e
magically aged. "ny penalties she may ha*e already
incurred, ho)e*er, remain in place. 1onuses still accrue, and
the druid still dies of old age )hen her time is up.
237Druid#
" druid )ho ceases to re*ere nature, changes to a prohi#ited
alignment, or teaches the (ruidic language to a nondruid
loses all spells and druid a#ilities 7including her animal
companion, #ut not including )eapon, armor, and shield
proficiencies9. $he cannot thereafter gain le*els as a druid
until she atones 7see the atone!ent spell description9.
.nimal Companion#
"n animal companionCs a#ilities are determined #y the
druidCs le*el and its animal racial traits. a#leB "nimal
Companion 1ase $tatistics determines many of the #ase
statistics of the animal companion. hey remain creatures of
the animal type for purposes of determining )hich spells can
affect them.
Cla## 1evelB his is the characterCs druid le*el. he druidCs
class le*els stack )ith le*els of any other classes that are
entitled to an animal companion for the purpose of
determining the companionCs statistics.
5DB his is the total num#er of eight.sided 7d%9 -it (ice the
animal companion possesses, each of )hich gains a
Constitution modifier, as normal.
.B his is the animal companionCs #ase attack #onus. "n
animal companionCs #ase attack #onus is the same as that of a
druid of a le*el e6ual to the animalCs -(. "nimal
companions do not gain additional attacks using their natural
)eapons for a high #ase attack #onus.
&ort)Ref)AillB hese are the animal companionCs #ase
sa*ing thro) #onuses. "n animal companion has good
3ortitude and 'eflex sa*es.
'"ill#B his lists the animalCs total skill ranks. "nimal
companions can assign skill ranks to any skill listed under
Page ,2
Table 3-A: Ani!al Co!panion Base Statistics
Cla##
1evel
5D . &ort Ref Aill '"ill# &eat#
Natural
.rmor onu#
'tr)De3
onu#
onu#
,ric"#
'pecial
1st & G1 G, G, G; & 1 G; G; 1 =ink, share spells
&nd , G& G, G, G1 , & G; G; 1 K
,rd , G& G, G, G1 , & G& G1 & +*asion
/th / G, G/ G/ G1 / & G& G1 & "#ility score increase
5th 5 G, G/ G/ G1 5 , G& G1 & K
0th 0 G/ G5 G5 G& 0 , G/ G& , (e*otion
!th 0 G/ G5 G5 G& 0 , G/ G& , K
%th ! G5 G5 G5 G& ! / G/ G& , K
2th % G0 G0 G0 G& % / G0 G, / "#ility score increase, Multiattack
1;th 2 G0 G0 G0 G, 2 5 G0 G, / K
11th 2 G0 G0 G0 G, 2 5 G0 G, / K
1&th 1; G! G! G! G, 1; 5 G% G/ 5 K
1,th 11 G% G! G! G, 11 0 G% G/ 5 K
1/th 1& G2 G% G% G/ 1& 0 G% G/ 5 "#ility score increase
15th 1& G2 G% G% G/ 1& 0 G1; G5 0 :mpro*ed e*asion
10th 1, G2 G% G% G/ 1, ! G1; G5 0 K
1!th 1/ G1; G2 G2 G/ 1/ ! G1; G5 0 K
1%th 15 G11 G2 G2 G5 15 % G1& G0 ! K
12th 15 G11 G2 G2 G5 15 % G1& G0 ! K
&;th 10 G1& G1; G1; G5 10 % G1& G0 ! "#ility score increase
"nimal $kills. :f an animal companion increases its
:ntelligence to 1; or higher, it gains #onus skill ranks as
normal. "nimal companions )ith an :ntelligence of , or
higher can purchase ranks in any skill. "n animal companion
cannot ha*e more ranks in a skill than it has -it (ice.
&eat#B his is the total num#er of feats possessed #y an
animal companion. "nimal companions should select their
feats from those listed under "nimal 3eats. "nimal
companions can select other feats, although they are una#le
to utilize some feats 7such as Martial 4eapon Proficiency9.
Aote that animal companions cannot select a feat )ith a
re6uirement of #ase attack #onus G1 until they gain their
second feat at , -it (ice.
Natural .rmor onu#B he num#er noted here is an
impro*ement to the animal companionCs existing natural
armor #onus.
'tr)De3 onu#B "dd this modifier to the animal companionCs
$trength and (exterity scores.
onu# ,ric"#B he *alue gi*en in this column is the total
num#er of D#onusF tricks that the animal kno)s in addition
to any that the druid might choose to teach it 7see the -andle
"nimal skill for more details on ho) to teach an animal
tricks9. hese #onus tricks donCt re6uire any training time or
-andle "nimal checks, and they donCt count against the
normal limit of tricks kno)n #y the animal. he druid selects
these #onus tricks, and once selected, they canCt #e changed.
'pecialB his includes a num#er of a#ilities gained #y animal
companions as they increase in po)er. +ach of these #onuses
is descri#ed #elo).
&in" *+,-: " druid can handle her animal companion as a free
action, or push it as a mo*e action, e*en if she doesnCt ha*e
any ranks in the -andle "nimal skill. he druid gains a G/
circumstance #onus on all )ild empathy checks and -andle
"nimal checks made regarding an animal companion.
Share Spells *+,-: he druid may cast a spell )ith a target of
DJouF on her animal companion 7as a spell )ith a range of
touch9 instead of on herself. " druid may cast spells on her
animal companion e*en if the spells normally do not affect
creatures of the companionCs type 7animal9. $pells cast in this
)ay must come from a class that grants an animal
companion. his a#ility does not allo) the animal to share
a#ilities that are not spells, e*en if they function like spells.
+%asion *+,-: :f an animal companion is su#?ected to an
attack that normally allo)s a 'eflex sa*e for half damage, it
takes no damage if it makes a successful sa*ing thro).
Ability Score 0ncrease *+,-: he animal companion adds G1
to one of its a#ility scores.
'e%otion *+,-: "n animal companion gains a G/ morale
#onus on 4ill sa*es against enchantment spells and effects.
Multiattac": "n animal companion gains Multiattack as a
#onus feat if it has three or more natural attacks and does not
already ha*e that feat. :f it does not ha*e the re6uisite three
or more natural attacks, the animal companion instead gains
a second attack )ith one of its natural )eapons, al#eit at a H5
penalty.
0!pro%ed +%asion *+,-: 4hen su#?ected to an attack that
allo)s a 'eflex sa*ing thro) for half damage, an animal
companion takes no damage if it makes a successful sa*ing
thro) and only half damage if the sa*ing thro) fails.
.nimal '"ill#
"nimal companions can ha*e ranks in any of the follo)ing
skillsB "cro#aticsP 7(ex9, Clim#P 7$tr9, +scape "rtist 7(ex9,
3lyP 7(ex9, :ntimidate 7Cha9, PerceptionP 74is9, $tealthP
7(ex9, $ur*i*al 74is9, and $)imP 7$tr9. "ll of the skills
marked )ith an 7P9 are class skills for animal companions.
"nimal companions )ith an :ntelligence of , or higher can
put ranks into any skill.
.nimal &eat#
"nimal companions can select from the follo)ing featsB
"cro#atic, "gile Maneu*ers, "rmor Proficiency 7light,
medium, and hea*y9, "thletic, 1lind.3ight, Com#at
'eflexes, (iehard, (odge, +ndurance, Great 3ortitude,
:mpro*ed 1ull 'ush, :mpro*ed :nitiati*e, :mpro*ed Aatural
"rmor, :mpro*ed Aatural "ttack, :mpro*ed O*errun,
:ntimidating Pro)ess, :ron 4ill, =ightning 'eflexes,
Mo#ility, Po)er "ttack, 'un, $kill 3ocus, $pring "ttack,
$tealthy, oughness, , and 4eapon 3ocus. "nimal
companions )ith an :ntelligence of , or higher can select any
feat they are physically capa#le of using. GMs might expand
this list to include feats from other sources.
.nimal Choice#
+ach animal companion has different starting sizes, speed,
attacks, a#ility scores, and special 6ualities. "ll animal
attacks are made using the creatureCs full #ase attack #onus
unless other)ise noted. "nimal attacks add the animalCs
$trength modifier to the damage roll, unless it is its only
attack, in )hich case it adds 1.1@& its $trength modifier.
$ome ha*e special a#ilities, such as scent. $ee $pecial
"#ilities for more information on these a#ilities. "s you gain
le*els, your animal companion impro*es as )ell, usually at
/th or !th le*el, in addition to the standard #onuses noted on
a#leB "nimal Companion 1ase $tatistics. :nstead of taking
the listed #enefit at /th or !th le*el, you can instead choose
to increase the companionCs (exterity and Constitution #y &.
Page /;
.pe
'tarting 'tati#tic#B 'i$e Medium8 'peed ,; ft., Clim# ,; ft.8
.C G1 natural armor8 .ttac" #ite 71d/9, & cla)s 71d/98
.bility 'core# $tr 1,, (ex 1!, Con 1;, :nt &, 4is 1&, Cha !8
'pecial Jualitie# lo).light *ision, scent.
<th71evel .dvancementB 'i$e =arge8 .C G& natural armor8
.ttac" #ite 71d09, & cla)s 71d098 .bility 'core# $tr G%, (ex
H&, Con G/.
adger /Aolverine0
'tarting 'tati#tic#B 'i$e $mall8 'peed ,; ft., #urro) 1; ft.,
clim# 1; ft.8 .C G& natural armor8 .ttac" #ite 71d/9, & cla)s
71d,98 .bility 'core# $tr 1;, (ex 1!, Con 15, :nt &, 4is 1&,
Cha 1;8 'pecial .ttac"# rage 7as a #ar#arian for 0 rounds
per day98 'pecial Jualitie# lo).light *ision, scent.
<th71evel .dvancementB 'i$e Medium8 .ttac" #ite 71d09, &
cla)s 71d/98 .bility 'core# $tr G/, (ex H&, Con G&.
ear
'tarting 'tati#tic#B 'i$e $mall8 'peed /; ft.8 .C G& natural
armor8 .ttac" #ite 71d/9, & cla)s 71d,98 .bility 'core# $tr
15, (ex 15, Con 1,, :nt &, 4is 1&, Cha 08 'pecial Jualitie#
lo).light *ision, scent.
<th71evel .dvancementB 'i$e Medium8 .ttac" #ite 71d09, &
cla)s 71d/98 .bility 'core# $tr G/, (ex H&, Con G&.
ird /2agle)5a6")F6l0
'tarting 'tati#tic#B 'i$e $mall8 'peed 1; ft., fly %; ft.
7a*erage98 .C G1 natural armor8 .ttac" #ite 71d/9, & talons
71d/98 .bility 'core# $tr 1;, (ex 15, Con 1&, :nt &, 4is 1/,
Cha 08 'pecial Jualitie# lo).light *ision.
<th71evel .dvancementB .bility 'core# $tr G&, Con G&.
oar
'tarting 'tati#tic#B 'i$e $mall8 'peed /; ft.8 .C G0 natural
armor8 .ttac" gore 71d098 .bility 'core# $tr 1,, (ex 1&,
Con 15, :nt &, 4is 1,, Cha /8 'pecial Jualitie# lo).light
*ision, scent.
<th71evel .dvancementB 'i$e Medium8 .ttac" gore 71d%98
.bility 'core# $tr G/, (ex H&, Con G&8 'pecial .ttac"#
ferocity.
Camel
'tarting 'tati#tic#B 'i$e =arge8 'peed 5; ft.8 .C G1 natural
armor8 .ttac" #ite 71d/9 or spit 7ranged touch attack, target
is sickened for 1d/ rounds, range 1; feet98 .bility 'core# $tr
1%, (ex 10, Con 1/, :nt &, 4is 11, Cha /8 'pecial Jualitie#
lo).light *ision, scent.
<th71evel .dvancementB .bility 'core# $tr G&, Con G&.
Cat, ig /1ion, ,iger0
'tarting 'tati#tic#B 'i$e Medium8 'peed /; ft.8 .C G1
natural armor8 .ttac" #ite 71d09, & cla)s 71d/98 .bility
'core# $tr 1,, (ex 1!, Con 1,, :nt &, 4is 15, Cha 1;8
'pecial .ttac"# rake 71d/98 'pecial Jualitie# lo).light
*ision, scent.
?th71evel .dvancementB 'i$e =arge8 .C G& natural armor8
.ttac" #ite 71d%9, & cla)s 71d098 .bility 'core# $tr G%, (ex
H&, Con G/8 'pecial .ttac"# gra#, pounce, rake 71d09 .
Cat, 'mall /Cheetah, 1eopard0
'tarting 'tati#tic#B 'i$e $mall8 'peed 5; ft.8 .C G1 natural
armor8 .ttac" #ite 71d/ plus trip9, & cla)s 71d&98 .bility
'core# $tr 1&, (ex &1, Con 1,, :nt &, 4is 1&, Cha 08 'pecial
Jualitie# lo).light *ision, scent.
<th71evel .dvancementB 'i$e Medium8 .ttac" #ite 71d0
plus trip9, & cla)s 71d,98 .bility 'core# $tr G/, (ex H&, Con
G&8 'pecial Jualitie# sprint.
Crocodile /.lligator0
'tarting 'tati#tic#B 'i$e $mall8 'peed &; ft., s)im ,; ft.8
.C G/ natural armor8 .ttac" #ite 71d098 .bility 'core# $tr
15, (ex 1/, Con 15, :nt 1, 4is 1&, Cha &8 'pecial Jualitie#
hold #reath, lo).light *ision.
<th71evel .dvancementB 'i$e Medium8 .ttac" #ite 71d%9 or
tail slap 71d1&98 .bility 'core# $tr G/, (ex H&, Con G&8
'pecial .ttac"# death roll, gra#, sprint.
Dino#aur /Deinonychu#, Delociraptor0
'tarting 'tati#tic#B 'i$e $mall8 'peed 0; ft.8 .C G1 natural
armor8 .ttac" & talons 71d09, #ite 71d/98 .bility 'core# $tr
11, (ex 1!, Con 1!, :nt &, 4is 1&, Cha 1/8 'pecial Jualitie#
lo).light *ision, scent.
?th71evel .dvancementB 'i$e Medium8 .C G& natural
armor8 .ttac" & talons 71d%9, #ite 71d09, & cla)s 71d/9
.bility 'core# $tr G/, (ex H&, Con G&8 'pecial .ttac"#
pounce.
Dog
'tarting 'tati#tic#B 'i$e $mall8 'peed /; ft.8 .C G& natural
armor8 .ttac" #ite 71d/98 .bility 'core# $tr 1,, (ex 1!, Con
Page /1
15, :nt &, 4is 1&, Cha 08 'pecial Jualitie# lo).light *ision,
scent.
<th71evel .dvancementB 'i$e Medium8 .ttac" #ite 71d098
.bility 'core# $tr G/, (ex H&, Con G&.
5or#e
'tarting 'tati#tic#B 'i$e =arge8 'peed 5; ft.8 .C G/ natural
armor8 .ttac" #ite 71d/9, & hoo*esP 71d098 .bility 'core#
$tr 10, (ex 1,, Con 15, :nt &, 4is 1&, Cha 08 'pecial
Jualitie# lo).light *ision, scent. Phis is a secondary
natural attack, see Com#at for more information on ho)
secondary attacks )ork.
<th71evel .dvancementB .bility 'core# $tr G&, Con G&8
'pecial Jualitie# com#at trained.
Pony
'tarting 'tati#tic#B 'i$e Medium8 'peed /; ft.8 .C G&
natural armor8 .ttac" & hoo*es 71d,98 .bility 'core# $tr 1,,
(ex 1,, Con 1&, :nt &, 4is 11, Cha /8 'pecial Jualitie# lo).
light *ision, scent.
<th71evel .dvancementB .bility 'core# $tr G&, Con G&8
'pecial Jualitie# com#at trained.
'har"
'tarting 'tati#tic#B 'i$e $mall8 'peed s)im 0; ft.8 .C G/
natural armor8 .ttac" #ite 71d/98 .bility 'core# $tr 1,, (ex
15, Con 15, :nt 1, 4is 1&, Cha &8 'pecial Jualitie# scent.
<th71evel .dvancementB 'i$e Medium8 .ttac" #ite 71d098
.bility 'core# $tr G/, (ex H&, Con G&8 'pecial Jualitie#
#lindsense.
'na"e, Con#trictor
'tarting 'tati#tic#B 'i$e Medium8 'peed &; ft., clim# &; ft.,
s)im &; ft.8 .C G& natural armor8 .ttac" #ite 71d,98 .bility
'core# $tr 15, (ex 1!, Con 1,, :nt 1, 4is 1&, Cha &8 'pecial
.ttac"# gra#8 'pecial Jualitie# scent.
<th71evel .dvancementB 'i$e =arge8 .C G1 natural armor8
.ttac" #ite 71d/98 .bility 'core# $tr G%, (ex H&, Con G/8
'pecial .ttac"# constrict 1d/.
'na"e, Diper
'tarting 'tati#tic#B 'i$e $mall8 'peed &; ft., clim# &; ft.,
s)im &; ft.8 .C G& natural armor8 .ttac" #ite 71d, plus
poison98 .bility 'core# $tr %, (ex 1!, Con 11, :nt 1, 4is 1&,
Cha &8 'pecial .ttac"# poison 7)re>uency 1 round 709,
+ffect 1 Con damage, Cure 1 sa*e, Con.#ased (C98 'pecial
Jualitie# scent.
<th71evel .dvancementB 'i$e Medium8 .ttac" #ite 71d/
plus poison98 .bility 'core# $tr G/, (ex H&, Con G&.
Aolf
'tarting 'tati#tic#B 'i$e Medium8 'peed 5; ft.8 .C G&
natural armor8 .ttac" #ite 71d0 plus trip98 .bility 'core# $tr
1,, (ex 15, Con 15, :nt &, 4is 1&, Cha 08 'pecial Jualitie#
scent.
?th71evel .dvancementB 'i$e =arge8 .C G& natural armor8
.ttac" #ite 71d% plus trip98 .bility 'core# $tr G%, (ex H&,
Con G/.
(ighter
$ome take up arms for glory, )ealth, or re*enge. Others do
#attle to pro*e themsel*es, to protect others, or #ecause they
kno) nothing else. $till others learn the )ays of )eaponcraft
to hone their #odies in #attle and pro*e their mettle in the
forge of )ar. =ords of the #attlefield, fighters are a disparate
lot, training )ith many )eapons or ?ust one, perfecting the
uses of armor, learning the fighting techni6ues of exotic
masters, and studying the art of com#at, all to shape
themsel*es into li*ing )eapons. 3ar more than mere thugs,
these skilled )arriors re*eal the true deadliness of their
)eapons, turning hunks of metal into arms capa#le of taming
kingdoms, slaughtering monsters, and rousing the hearts of
armies. $oldiers, knights, hunters, and artists of )ar, fighters
are unparalleled champions, and )oe to those )ho dare stand
against them.
RoleB 3ighters excel at com#atKdefeating their enemies,
controlling the flo) of #attle, and sur*i*ing such sorties
themsel*es. 4hile their specific )eapons and methods grant
them a )ide *ariety of tactics, fe) can match fighters for
sheer #attle pro)ess.
.lignmentB "ny.
5it DieB d1;.
Cla## '"ill#
he fighterCs class skills are Clim# 7$tr9, Craft 7:nt9, -andle
"nimal 7Cha9, :ntimidate 7Cha9, <no)ledge 7dungeoneering9
7:nt9, <no)ledge 7engineering9 7:nt9, Profession 74is9, 'ide
7(ex9, $ur*i*al 74is9, and $)im 7$tr9.
'"ill Ran"# per 1evelB & G :nt modifier.
Page /&
Cla## &eature#
he follo)ing are class features of the fighter.
Aeapon and .rmor ProficiencyB " fighter is proficient
)ith all simple and martial )eapons and )ith all armor
7hea*y, light, and medium9 and shields 7including to)er
shields9.
onu# &eat#B "t 1st le*el, and at e*ery e*en le*el thereafter,
a fighter gains a #onus feat in addition to those gained from
normal ad*ancement 7meaning that the fighter gains a feat at
e*ery le*el9. hese #onus feats must #e selected from those
listed as com#at feats, sometimes also called Dfighter #onus
feats.F
5pon reaching /th le*el, and e*ery four le*els thereafter
7%th, 1&th, and so on9, a fighter can choose to learn a ne)
#onus feat in place of a #onus feat he has already learned. :n
effect, the fighter loses the #onus feat in exchange for the
ne) one. he old feat cannot #e one that )as used as a
prere6uisite for another feat, prestige class, or other a#ility. "
fighter can only change one feat at any gi*en le*el and must
choose )hether or not to s)ap the feat at the time he gains a
ne) #onus feat for the le*el.
ravery /230B $tarting at &nd le*el, a fighter gains a G1
#onus on 4ill sa*es against fear. his #onus increases #y G1
for e*ery four le*els #eyond &nd.
.rmor ,raining /230B $tarting at ,rd le*el, a fighter learns
to #e more maneu*era#le )hile )earing armor. 4hene*er he
is )earing armor, he reduces the armor check penalty #y 1
7to a minimum of ;9 and increases the maximum (exterity
#onus allo)ed #y his armor #y 1. +*ery four le*els thereafter
7!th, 11th, and 15th9, these #onuses increase #y G1 each time,
to a maximum H/ reduction of the armor check penalty and a
G/ increase of the maximum (exterity #onus allo)ed.
:n addition, a fighter can also mo*e at his normal speed
)hile )earing medium armor. "t !th le*el, a fighter can
mo*e at his normal speed )hile )earing hea*y armor.
Aeapon ,raining /230B $tarting at 5th le*el, a fighter can
select one group of )eapons, as noted #elo). 4hene*er he
attacks )ith a )eapon from this group, he gains a G1 #onus
on attack and damage rolls.
+*ery four le*els thereafter 72th, 1,th, and 1!th9, a fighter
#ecomes further trained in another group of )eapons. -e
gains a G1 #onus on attack and damage rolls )hen using a
)eapon from this group. :n addition, the #onuses granted #y
pre*ious )eapon groups increase #y G1 each. 3or example,
Page /,
Table 3-B: )ihter
1evel a#e .ttac" onu# &ort 'ave Ref 'ave Aill 'ave 'pecial
1st G1 G& G; G; 1onus feat
&nd G& G, G; G; 1onus feat, #ra*ery G1
,rd G, G, G1 G1 "rmor training 1
/th G/ G/ G1 G1 1onus feat
5th G5 G/ G1 G1 4eapon training 1
0th G0@G1 G5 G& G& 1onus feat, #ra*ery G&
!th G!@G& G5 G& G& "rmor training &
%th G%@G, G0 G& G& 1onus feat
2th G2@G/ G0 G, G, 4eapon training &
1;th G1;@G5 G! G, G, 1onus feat, #ra*ery G,
11th G11@G0@G1 G! G, G, "rmor training ,
1&th G1&@G!@G& G% G/ G/ 1onus feat
1,th G1,@G%@G, G% G/ G/ 4eapon training ,
1/th G1/@G2@G/ G2 G/ G/ 1onus feat, #ra*ery G/
15th G15@G1;@G5 G2 G5 G5 "rmor training /
10th G10@G11@G0@G1 G1; G5 G5 1onus feat
1!th G1!@G1&@G!@G& G1; G5 G5 4eapon training /
1%th G1%@G1,@G%@G, G11 G0 G0 1onus feat, #ra*ery G5
12th G12@G1/@G2@G/ G11 G0 G0 "rmor mastery
&;th G&;@G15@G1;@G5 G1& G0 G0 1onus feat, )eapon mastery
)hen a fighter reaches 2th le*el, he recei*es a G1 #onus on
attack and damage rolls )ith one )eapon group and a G&
#onus on attack and damage rolls )ith the )eapon group
selected at 5th le*el. 1onuses granted from o*erlapping
groups do not stack. ake the highest #onus granted for a
)eapon if it resides in t)o or more groups.
" fighter also adds this #onus to any com#at maneu*er
checks made )ith )eapons from this group. his #onus also
applies to the fighterCs Com#at Maneu*er (efense )hen
defending against disarm and sunder attempts made against
)eapons from this group.
4eapon groups are defined as follo)s 7GMs may add other
)eapons to these groups, or add entirely ne) groups9B
A,esB #attleaxe, d)ar*en )araxe, greataxe, handaxe, hea*y
pick, light pick, orc dou#le axe, and thro)ing axe.
Blades, 5ea%yB #astard s)ord, el*en cur*e #lade, falchion,
greats)ord, longs)ord, scimitar, scythe, and t)o.#laded
s)ord.
Blades, &ihtB dagger, kama, kukri, rapier, sickle, starknife,
and short s)ord.
Bo#sB composite long#o), composite short#o), long#o),
and short#o).
CloseB gauntlet, hea*y shield, light shield, punching dagger,
sap, spiked armor, spiked gauntlet, spiked shield, and
unarmed strike.
Crossbo#sB hand cross#o), hea*y cross#o), light cross#o),
hea*y repeating cross#o), and light repeating cross#o).
'oubleB dire flail, d)ar*en urgrosh, gnome hooked hammer,
orc dou#le axe, 6uarterstaff, and t)o.#laded s)ord.
)lailsB dire flail, flail, hea*y flail, morningstar, nunchaku,
spiked chain, and )hip.
5a!!ersB clu#, greatclu#, hea*y mace, light hammer, light
mace, and )arhammer.
Mon"B kama, nunchaku, 6uarterstaff, sai, shuriken, siangham,
and unarmed strike.
3aturalB unarmed strike and all natural )eapons, such as
#ite, cla), gore, tail, and )ing.
Pole Ar!sB glai*e, guisarme, hal#erd, and ranseur.
SpearsB ?a*elin, lance, longspear, shortspear, spear, and
trident.
Thro#nB #lo)gun, #olas, clu#, dagger, dart, halfling sling
staff, ?a*elin, light hammer, net, shortspear, shuriken, sling,
spear, starknife, thro)ing axe, and trident.
.rmor !a#tery /230B "t 12th le*el, a fighter gains (' 5@K
)hene*er he is )earing armor or using a shield.
Aeapon !a#tery /230B "t &;th le*el, a fighter chooses one
)eapon, such as the longs)ord, greataxe, or long#o). "ny
attacks made )ith that )eapon automatically confirm all
critical threats and ha*e their damage multiplier increased #y
1 7L& #ecomes L,, for example9. :n addition, he cannot #e
disarmed )hile )ielding a )eapon of this type.
)on*
3or the truly exemplary, martial skill transcends the
#attlefieldKit is a lifestyle, a doctrine, a state of mind. hese
)arrior.artists search out methods of #attle #eyond s)ords
and shields, finding )eapons )ithin themsel*es ?ust as
capa#le of crippling or killing as any #lade. hese monks 7so
called since they adhere to ancient philosophies and strict
martial disciplines9 ele*ate their #odies to #ecome )eapons
of )ar, from #attle.minded ascetics to self.taught #ra)lers.
Monks tread the path of discipline, and those )ith the )ill to
endure that path disco*er )ithin themsel*es not )hat they
are, #ut )hat they are meant to #e.
RoleB Monks excel at o*ercoming e*en the most daunting
perils, striking )here itCs least expected, and taking
ad*antage of enemy *ulnera#ilities. 3leet of foot and skilled
in com#at, monks can na*igate any #attlefield )ith ease,
aiding allies )here*er they are needed most.
.lignmentB "ny la)ful.
5it DieB d%.
Cla## '"ill#
he monkCs class skills are "cro#atics 7(ex9, Clim# 7$tr9,
Craft 7:nt9, +scape "rtist 7(ex9, :ntimidate 7Cha9,
<no)ledge 7history9 7:nt9, <no)ledge 7religion9 7:nt9,
Perception 74is9, Perform 7Cha9, Profession 74is9, 'ide
7(ex9, $ense Moti*e 74is9, $tealth 7(ex9, and $)im 7$tr9.
'"ill Ran"# per 1evelB / G :nt modifier.
Cla## &eature#
"ll of the follo)ing are class features of the monk.
Aeapon and .rmor ProficiencyB Monks are proficient )ith
the clu#, cross#o) 7light or hea*y9, dagger, handaxe, ?a*elin,
kama, nunchaku, 6uarterstaff, sai, shortspear, short s)ord,
shuriken, siangham, sling, and spear.
Monks are not proficient )ith any armor or shields.
4hen )earing armor, using a shield, or carrying a medium
or hea*y load, a monk loses his "C #onus, as )ell as his fast
mo*ement and flurry of #lo)s a#ilities.
Page //
.C onu# /230B 4hen unarmored and unencum#ered, the
monk adds his 4isdom #onus 7if any9 to his "C and his
CM(. :n addition, a monk gains a G1 #onus to "C and CM(
at /th le*el. his #onus increases #y 1 for e*ery four monk
le*els thereafter, up to a maximum of G5 at &;th le*el.
hese #onuses to "C apply e*en against touch attacks or
)hen the monk is flat.footed. -e loses these #onuses )hen
he is immo#ilized or helpless, )hen he )ears any armor,
)hen he carries a shield, or )hen he carries a medium or
hea*y load.
&lurry of lo6# /230B $tarting at 1st le*el, a monk can make
a flurry of #lo)s as a full.attack action. 4hen doing so he
may make one additional attack using any com#ination of
unarmed strikes or attacks )ith a special monk )eapon
7kama, nunchaku, 6uarterstaff, sai, shuriken, and siangham9
as if using the )o.4eapon 3ighting feat 7e*en if the monk
does not meet the prere6uisites for the feat9. 3or the purpose
of these attacks, the monkCs #ase attack #onus is e6ual to his
monk le*el. 3or all other purposes, such as 6ualifying for a
feat or a prestige class, the monk uses his normal #ase attack
#onus.
"t %th le*el, the monk can make t)o additional attacks )hen
he uses flurry of #lo)s, as if using :mpro*ed )o.4eapon
3ighting 7e*en if the monk does not meet the prere6uisites
for the feat9.
"t 15th le*el, the monk can make three additional attacks
using flurry of #lo)s, as if using Greater )o.4eapon
3ighting 7e*en if the monk does not meet the prere6uisites
for the feat9.
" monk applies his full $trength #onus to his damage rolls
for all successful attacks made )ith flurry of #lo)s, )hether
the attacks are made )ith an off.hand or )ith a )eapon
)ielded in #oth hands. " monk may su#stitute disarm,
sunder, and trip com#at maneu*ers for unarmed attacks as
part of a flurry of #lo)s. " monk cannot use any )eapon
other than an unarmed strike or a special monk )eapon as
part of a flurry of #lo)s. " monk )ith natural )eapons
cannot use such )eapons as part of a flurry of #lo)s, nor can
he make natural attacks in addition to his flurry of #lo)s
attacks.
Page /5
Table 3-C: Mon"
1evel
a#e .ttac"
onu#
&ort
'ave
Ref
'ave
Aill
'ave
'pecial
&lurry of lo6# .ttac"
onu#
Hnarmed
Damage
.C
onu#
&a#t
!ovement
1st G; G& G& G&
1onus feat, flurry of #lo)s,
stunning fist, unarmed strike
H1@H1 1d0 G; G; ft.
&nd G1 G, G, G, 1onus feat, e*asion G;@G; 1d0 G; G; ft.
,rd G& G, G, G,
3ast mo*ement, maneu*er
training, still mind
G1@G1 1d0 G; G1; ft.
/th G, G/ G/ G/ 1i pool 7magic9, slo) fall &; ft. G&@G& 1d% G1 G1; ft.
5th G, G/ G/ G/ -igh ?ump, purity of #ody G,@G, 1d% G1 G1; ft.
0th G/ G5 G5 G5 1onus feat, slo) fall ,; ft. G/@G/@H1 1d% G1 G&; ft.
!th G5 G5 G5 G5 4holeness of #ody G5@G5@G; 1d% G1 G&; ft.
%th G0@G1 G0 G0 G0 $lo) fall /; ft. G0@G0@G1@G1 1d1; G& G&; ft.
2th G0@G1 G0 G0 G0 :mpro*ed e*asion G!@G!@G&@G& 1d1; G& G,; ft.
1;th G!@G& G! G! G!
1onus feat, "i pool 7la)ful9,
slo) fall 5; ft.
G%@G%@G,@G, 1d1; G& G,; ft.
11th G%@G, G! G! G! (iamond #ody G2@G2@G/@G/@H1 1d1; G& G,; ft.
1&th G2@G/ G% G% G% "#undant step, slo) fall 0; ft. G1;@G1;@G5@G5@G; &d0 G, G/; ft.
1,th G2@G/ G% G% G% (iamond soul G11@G11@G0@G0@G1 &d0 G, G/; ft.
1/th G1;@G5 G2 G2 G2 1onus feat, slo) fall !; ft. G1&@G1&@G!@G!@G& &d0 G, G/; ft.
15th G11@G0@G1 G2 G2 G2 Qui*ering palm G1,@G1,@G%@G%@G,@G, &d0 G, G5; ft.
10th G1&@G!@G& G1; G1; G1;
1i pool 7adamantine9, slo) fall
%; ft.
G1/@G1/@G2@G2@G/@G/@H1 &d% G/ G5; ft.
1!th G1&@G!@G& G1; G1; G1;
imeless #ody, tongue of the
sun and moon
G15@G15@G1;@G1;@G5@G5@G; &d% G/ G5; ft.
1%th G1,@G%@G, G11 G11 G11 1onus feat, slo) fall 2; ft. G10@G10@G11@G11@G0@G0@G1 &d% G/ G0; ft.
12th G1/@G2@G/ G11 G11 G11 +mpty #ody G1!@G1!@G1&@G1&@G!@G!@G& &d% G/ G0; ft.
&;th G15@G1;@G5 G1& G1& G1&
Perfect self, slo) fall any
distance
G1%@G1%@G1,@G1,@G%@G%@G, &d1; G5 G0; ft.
Hnarmed 'tri"eB "t 1st le*el, a monk gains :mpro*ed
5narmed $trike as a #onus feat. " monkCs attacks may #e
)ith fist, el#o)s, knees, and feet. his means that a monk
may make unarmed strikes )ith his hands full. here is no
such thing as an off.hand attack for a monk striking
unarmed. " monk may thus apply his full $trength #onus on
damage rolls for all his unarmed strikes.
5sually a monkCs unarmed strikes deal lethal damage, #ut he
can choose to deal nonlethal damage instead )ith no penalty
on his attack roll. -e has the same choice to deal lethal or
nonlethal damage )hile grappling.
" monkCs unarmed strike is treated as #oth a manufactured
)eapon and a natural )eapon for the purpose of spells and
effects that enhance or impro*e either manufactured )eapons
or natural )eapons.
" monk also deals more damage )ith his unarmed strikes
than a normal person )ould, as sho)n a#o*e on a#leB
Monk. he unarmed damage *alues listed on a#leB Monk is
for Medium monks. " $mall monk deals less damage than
the amount gi*en there )ith his unarmed attacks, )hile a
=arge monk deals more damage8 see $mall or =arge Monk
5narmed (amage on the ta#le gi*en #elo).
Table 3-1D: S!all or &are Mon" 6nar!ed
'a!ae
1evel Damage /'mall !on"0 Damage /1arge !on"0
1stH,rd 1d/ 1d%
/thH!th 1d0 &d0
%thH11th 1d% &d%
1&thH15th 1d1; ,d0
10thH12th &d0 ,d%
&;th &d% /d%
onu# &eat( "t 1st le*el, &nd le*el, and e*ery / le*els
thereafter, a monk may select a #onus feat. hese feats must
#e taken from the follo)ing listB Catch Off.Guard, Com#at
'eflexes, (eflect "rro)s, (odge, :mpro*ed Grapple,
$corpion $tyle, and hro) "nything. "t 0th le*el, the
follo)ing feats are added to the listB GorgonCs 3ist, :mpro*ed
1ull 'ush, :mpro*ed (isarm, :mpro*ed 3eint, :mpro*ed
rip, and Mo#ility. "t 1;th le*el, the follo)ing feats are
added to the listB :mpro*ed Critical, MedusaCs 4rath, $natch
"rro)s, and $pring "ttack. " monk need not ha*e any of the
prere6uisites normally re6uired for these feats to select them.
'tunning &i#t /230B "t 1st le*el, the monk gains $tunning
3ist as a #onus feat, e*en if he does not meet the
prere6uisites. "t /th le*el, and e*ery / le*els thereafter, the
monk gains the a#ility to apply a ne) condition to the target
of his $tunning 3ist. his condition replaces stunning the
target for 1 round, and a successful sa*ing thro) still negates
the effect. "t /th le*el, he can choose to make the target
fatigued. "t %th le*el, he can make the target sickened for 1
minute. "t 1&th le*el, he can make the target staggered for
1d0G1 rounds. "t 10th le*el, he can permanently #lind or
deafen the target. "t &;th le*el, he can paralyze the target for
1d0G1 rounds. he monk must choose )hich condition )ill
apply #efore the attack roll is made. hese effects do not
stack )ith themsel*es 7a creature sickened #y $tunning 3ist
cannot #ecome nauseated if hit #y $tunning 3ist again9, #ut
additional hits do increase the duration.
2va#ion /230B "t &nd le*el or higher, a monk can a*oid
damage from many area.effect attacks. :f a monk makes a
successful 'eflex sa*ing thro) against an attack that
normally deals half damage on a successful sa*e, he instead
takes no damage. +*asion can #e used only if a monk is
)earing light armor or no armor. " helpless monk does not
gain the #enefit of e*asion.
&a#t !ovement /230B "t ,rd le*el, a monk gains an
enhancement #onus to his land speed, as sho)n on a#leB
Monk. " monk in armor or carrying a medium or hea*y load
loses this extra speed.
!aneuver ,raining /230B "t ,rd le*el, a monk uses his
monk le*el in place of his #ase attack #onus )hen
calculating his Com#at Maneu*er 1onus. 1ase attack
#onuses granted from other classes are unaffected and are
added normally.
'till !ind /230B " monk of ,rd le*el or higher gains a G&
#onus on sa*ing thro)s against enchantment spells and
effects.
+i Pool /'u0B "t /th le*el, a monk gains a pool of "i points,
supernatural energy he can use to accomplish amazing feats.
he num#er of points in a monkCs "i pool is e6ual to 1@& his
monk le*el G his 4isdom modifier. "s long as he has at least
1 point in his "i pool, he can make a "i strike. "t /th le*el, "i
strike allo)s his unarmed attacks to #e treated as magic
)eapons for the purpose of o*ercoming damage reduction.
1i strike impro*es )ith the characterCs monk le*el. "t 1;th
le*el, his unarmed attacks are also treated as la)ful )eapons
for the purpose of o*ercoming damage reduction. "t 10th
le*el, his unarmed attacks are treated as adamantine )eapons
for the purpose of o*ercoming damage reduction and
#ypassing hardness.
1y spending 1 point from his "i pool, a monk can make one
additional attack at his highest attack #onus )hen making a
flurry of #lo)s attack. :n addition, he can spend 1 point to
increase his speed #y &; feet for 1 round. 3inally, a monk can
spend 1 point from his "i pool to gi*e himself a G/ dodge
#onus to "C for 1 round. +ach of these po)ers is acti*ated as
a s)ift action. " monk gains additional po)ers that consume
points from his "i pool as he gains le*els.
he "i pool is replenished each morning after % hours of rest
or meditation8 these hours do not need to #e consecuti*e.
'lo6 &all /230B "t /th le*el or higher, a monk )ithin armCs
Page /0
reach of a )all can use it to slo) his descent. 4hen first
gaining this a#ility, he takes damage as if the fall )ere &;
feet shorter than it actually is. he monkCs a#ility to slo) his
fall 7that is, to reduce the effecti*e distance of the fall )hen
next to a )all9 impro*es )ith his monk le*el until at &;th
le*el he can use a near#y )all to slo) his descent and fall
any distance )ithout harm.
5igh Iump /230B "t 5th le*el, a monk adds his le*el to all
"cro#atics checks made to ?ump, #oth for *ertical ?umps and
horizontal ?umps. :n addition, he al)ays counts as ha*ing a
running start )hen making ?ump checks using "cro#atics. 1y
spending 1 point from his "i pool as a s)ift action, a monk
gains a G&; #onus on "cro#atics checks made to ?ump for 1
round.
Purity of ody /230B "t 5th le*el, a monk gains immunity to
all diseases, including supernatural and magical diseases.
Aholene## of ody /'u0B "t !th le*el or higher, a monk can
heal his o)n )ounds as a standard action. -e can heal a
num#er of hit points of damage e6ual to his monk le*el #y
using & points from his "i pool.
-mproved 2va#ion /230B "t 2th le*el, a monkCs e*asion
a#ility impro*es. -e still takes no damage on a successful
'eflex sa*ing thro) against attacks, #ut henceforth he takes
only half damage on a failed sa*e. " helpless monk does not
gain the #enefit of impro*ed e*asion.
Diamond ody /'u0B "t 11th le*el, a monk gains immunity
to poisons of all kinds.
.bundant 'tep /'u0B "t 1&th le*el or higher, a monk can
slip magically #et)een spaces, as if using the spell
di!ension door. 5sing this a#ility is a mo*e action that
consumes & points from his "i pool. -is caster le*el for this
effect is e6ual to his monk le*el. -e cannot take other
creatures )ith him )hen he uses this a#ility.
Diamond 'oul /230B "t 1,th le*el, a monk gains spell
resistance e6ual to his current monk le*el G 1;. :n order to
affect the monk )ith a spell, a spellcaster must get a result on
a caster le*el check 71d&; G caster le*el9 that e6uals or
exceeds the monkCs spell resistance.
Juivering Palm /'u0B $tarting at 15th le*el, a monk can set
up *i#rations )ithin the #ody of another creature that can
thereafter #e fatal if the monk so desires. -e can use this
6ui*ering palm attack once per day, and he must announce
his intent #efore making his attack roll. Creatures immune to
critical hits cannot #e affected. Other)ise, if the monk strikes
successfully and the target takes damage from the #lo), the
6ui*ering palm attack succeeds. hereafter, the monk can try
to slay the *ictim at any later time, as long as the attempt is
made )ithin a num#er of days e6ual to his monk le*el. o
make such an attempt, the monk merely )ills the target to die
7a free action9, and unless the target makes a 3ortitude sa*ing
thro) 7(C 1; G 1@& the monkCs le*el G the monkCs 4is
modifier9, it dies. :f the sa*ing thro) is successful, the target
is no longer in danger from that particular 6ui*ering palm
attack, #ut it may still #e affected #y another one at a later
time. " monk can ha*e no more than 1 6ui*ering palm in
effect at one time. :f a monk uses 6ui*ering palm )hile
another is still in effect, the pre*ious effect is negated.
,imele## ody /230B "t 1!th le*el, a monk no longer takes
penalties to his a#ility scores for aging and cannot #e
magically aged. "ny such penalties that he has already taken,
ho)e*er, remain in place. "ge #onuses still accrue, and the
monk still dies of old age )hen his time is up.
,ongue of the 'un and !oon /230B " monk of 1!th le*el or
higher can speak )ith any li*ing creature.
2mpty ody /'u0B "t 12th le*el, a monk gains the a#ility to
assume an ethereal state for 1 minute as though using the
spell etherealness$ 5sing this a#ility is a mo*e action that
consumes , points from his "i pool. his a#ility only affects
the monk and cannot #e used to make other creatures
ethereal.
Perfect 'elfB "t &;th le*el, a monk #ecomes a magical
creature. -e is fore*ermore treated as an outsider rather than
as a humanoid 7or )hate*er the monkCs creature type )as9
for the purpose of spells and magical effects. "dditionally,
the monk gains damage reduction 1;@chaotic, )hich allo)s
him to ignore the first 1; points of damage from any attack
made #y a nonchaotic )eapon or #y any natural attack made
#y a creature that doesnCt ha*e similar damage reduction.
5nlike other outsiders, the monk can still #e #rought #ack
from the dead as if he )ere a mem#er of his pre*ious
creature type.
237!on"#
" monk )ho #ecomes nonla)ful cannot gain ne) le*els as a
monk #ut retains all monk a#ilities.
Paladin
hrough a select, )orthy fe) shines the po)er of the di*ine.
Called paladins, these no#le souls dedicate their s)ords and
li*es to the #attle against e*il. <nights, crusaders, and la).
#ringers, paladins seek not ?ust to spread di*ine ?ustice #ut to
em#ody the teachings of the *irtuous deities they ser*e. :n
pursuit of their lofty goals, they adhere to ironclad la)s of
morality and discipline. "s re)ard for their righteousness,
these holy champions are #lessed )ith #oons to aid them in
their 6uestsB po)ers to #anish e*il, heal the innocent, and
inspire the faithful. "lthough their con*ictions might lead
Page /!
them into conflict )ith the *ery souls they )ould sa*e,
paladins )eather endless challenges of faith and dark
temptations, risking their li*es to do right and fighting to
#ring a#out a #righter future.
RoleB Paladins ser*e as #eacons for their allies )ithin the
chaos of #attle. 4hile deadly opponents of e*il, they can also
empo)er goodly souls to aid in their crusades. heir magic
and martial skills also make them )ell suited to defending
others and #lessing the fallen )ith the strength to continue
fighting.
.lignmentB =a)ful good.
5it DieB d1;.
Cla## '"ill#
he paladinCs class skills are Craft 7:nt9, (iplomacy 7Cha9,
-andle "nimal 7Cha9, -eal 74is9, <no)ledge 7no#ility9
7:nt9, <no)ledge 7religion9 7:nt9, Profession 74is9, 'ide
7(ex9, $ense Moti*e 74is9, and $pellcraft 7:nt9.
'"ill Ran"# per 1evelB & G :nt modifier.
Cla## &eature#
"ll of the follo)ing are class features of the paladin.
Aeapon and .rmor ProficiencyB Paladins are proficient
)ith all simple and martial )eapons, )ith all types of armor
7hea*y, medium, and light9, and )ith shields 7except to)er
shields9.
.ura of Good /230B he po)er of a paladinCs aura of good
7see the detect ood spell9 is e6ual to her paladin le*el.
Detect 2vil /'p0B "t )ill, a paladin can use detect e%il, as the
spell. " paladin can, as a mo*e action, concentrate on a
single item or indi*idual )ithin 0; feet and determine if it is
e*il, learning the strength of its aura as if ha*ing studied it
for , rounds. 4hile focusing on one indi*idual or o#?ect, the
paladin does not detect e*il in any other o#?ect or indi*idual
)ithin range.
'mite 2vil /'u0B Once per day, a paladin can call out to the
po)ers of good to aid her in her struggle against e*il. "s a
s)ift action, the paladin chooses one target )ithin sight to
smite. :f this target is e*il, the paladin adds her Charisma
#onus 7if any9 to her attack rolls and adds her paladin le*el to
all damage rolls made against the target of her smite. :f the
Page /%
Table 3-11: Paladin
1evel a#e .ttac" onu# &ort 'ave Ref 'ave Aill 'ave 'pecial
'pell# per Day
8#t 2nd ;rd <th
1st G1 G& G; G& "ura of good, detect e*il, smite e*il 1@day K K K K
&nd G& G, G; G, (i*ine grace, lay on hands K K K K
,rd G, G, G1 G, "ura of courage, di*ine health, mercy K K K K
/th G/ G/ G1 G/ Channel positi*e energy, smite e*il &@day ; K K K
5th G5 G/ G1 G/ (i*ine #ond 1 K K K
0th G0@G1 G5 G& G5 Mercy 1 K K K
!th G!@G& G5 G& G5 $mite e*il ,@day 1 ; K K
%th G%@G, G0 G& G0 "ura of resol*e 1 1 K K
2th G2@G/ G0 G, G0 Mercy & 1 K K
1;th G1;@G5 G! G, G! $mite e*il /@day & 1 ; K
11th G11@G0@G1 G! G, G! "ura of ?ustice & 1 1 K
1&th G1&@G!@G& G% G/ G% Mercy & & 1 K
1,th G1,@G%@G, G% G/ G% $mite e*il 5@day , & 1 ;
1/th G1/@G2@G/ G2 G/ G2 "ura of faith , & 1 1
15th G15@G1;@G5 G2 G5 G2 Mercy , & & 1
10th G10@G11@G0@G1 G1; G5 G1; $mite e*il 0@day , , & 1
1!th G1!@G1&@G!@G& G1; G5 G1; "ura of righteousness / , & 1
1%th G1%@G1,@G%@G, G11 G0 G11 Mercy / , & &
12th G12@G1/@G2@G/ G11 G0 G11 $mite e*il !@day / , , &
&;th G&;@G15@G1;@G5 G1& G0 G1& -oly champion / / , ,
target of smite e*il is an outsider )ith the e*il su#type, an
e*il.aligned dragon, or an undead creature, the #onus to
damage increases to & points of damage per le*el the paladin
possesses. 'egardless of the target, smite e*il attacks
automatically #ypass any (' the creature might possess.
:n addition, )hile smite e*il is in effect, the paladin gains a
deflection #onus e6ual to her Charisma modifier 7if any9 to
her "C against attacks made #y the target of the smite. :f the
paladin targets a creature that is not e*il, the smite is )asted
)ith no effect.
he smite e*il effect remains until the target of the smite is
dead or the next time the paladin rests and regains her uses of
this a#ility. "t /th le*el, and at e*ery three le*els thereafter,
the paladin may smite e*il one additional time per day, as
indicated on a#leB Paladin, to a maximum of se*en times
per day at 12th le*el.
Divine Grace /'u0B "t &nd le*el, a paladin gains a #onus
e6ual to her Charisma #onus 7if any9 on all sa*ing thro)s.
1ay Fn 5and# /'u0B 1eginning at &nd le*el, a paladin can
heal )ounds 7her o)n or those of others9 #y touch. +ach day
she can use this a#ility a num#er of times e6ual to 1@& her
paladin le*el plus her Charisma modifier. 4ith one use of
this a#ility, a paladin can heal 1d0 hit points of damage for
e*ery t)o paladin le*els she possesses. 5sing this a#ility is a
standard action, unless the paladin targets herself, in )hich
case it is a s)ift action. (espite the name of this a#ility, a
paladin only needs one free hand to use this a#ility.
"lternati*ely, a paladin can use this healing po)er to deal
damage to undead creatures, dealing 1d0 points of damage
for e*ery t)o le*els the paladin possesses. 5sing lay on
hands in this )ay re6uires a successful melee touch attack
and doesnCt pro*oke an attack of opportunity. 5ndead do not
recei*e a sa*ing thro) against this damage.
.ura of Courage /'u0B "t ,rd le*el, a paladin is immune to
fear 7magical or other)ise9. +ach ally )ithin 1; feet of her
gains a G/ morale #onus on sa*ing thro)s against fear
effects. his a#ility functions only )hile the paladin is
conscious, not if she is unconscious or dead.
Divine 5ealth /230B "t ,rd le*el, a paladin is immune to all
diseases, including supernatural and magical diseases.
!ercy /'u0B "t ,rd le*el, and e*ery three le*els thereafter, a
paladin can select one mercy. +ach mercy adds an effect to
the paladinCs lay on hands a#ility. 4hene*er the paladin uses
lay on hands to heal damage to one target, the target also
recei*es the additional effects from all of the mercies
possessed #y the paladin. " mercy can remo*e a condition
caused #y a curse, disease, or poison )ithout curing the
affliction. $uch conditions return after 1 hour unless the
mercy actually remo*es the affliction that causes the
condition.
"t ,rd le*el, the paladin can select from the follo)ing initial
mercies.
R )atiuedB he target is no longer fatigued.
R Sha"enB he target is no longer shaken.
R Sic"enedB he target is no longer sickened.
"t 0th le*el, a paladin adds the follo)ing mercies to the list
of those that can #e selected.
R 'a<edB he target is no longer dazed.
R 'iseasedB he paladinCs lay on hands a#ility also acts as
re!o%e disease, using the paladinCs le*el as the caster le*el.
R StaeredB he target is no longer staggered, unless the
target is at exactly ; hit points.
"t 2th le*el, a paladin adds the follo)ing mercies to the list
of those that can #e selected.
R CursedB he paladinCs lay on hands a#ility also acts as
re!o%e curse, using the paladinCs le*el as the caster le*el.
R +,haustedB he target is no longer exhausted. he paladin
must ha*e the fatigue mercy #efore selecting this mercy.
R )rihtenedB he target is no longer frightened. he paladin
must ha*e the shaken mercy #efore selecting this mercy.
R 3auseatedB he target is no longer nauseated. he paladin
must ha*e the sickened mercy #efore selecting this mercy.
R PoisonedB he paladinCs lay on hands a#ility also acts as
neutrali<e poison, using the paladinCs le*el as the caster le*el.
"t 1&th le*el, a paladin adds the follo)ing mercies to the list
of those that can #e selected.
R BlindedB he target is no longer #linded.
R 'eafenedB he target is no longer deafened.
R Paraly<edB he target is no longer paralyzed.
R StunnedB he target is no longer stunned.
hese a#ilities are cumulati*e. 3or example, a 1&th.le*el
paladinCs lay on hands a#ility heals 0d0 points of damage and
might also cure fatigued and exhausted conditions as )ell as
remo*ing diseases and neutralizing poisons$ Once a
condition or spell effect is chosen, it canCt #e changed.
Channel Po#itive 2nergy /'u0B 4hen a paladin reaches /th
le*el, she gains the supernatural a#ility to channel positi*e
energy like a cleric. 5sing this a#ility consumes t)o uses of
her lay on hands a#ility. " paladin uses her le*el as her
effecti*e cleric le*el )hen channeling positi*e energy. his
is a Charisma.#ased a#ility.
'pell#B 1eginning at /th le*el, a paladin gains the a#ility to
cast a small num#er of di*ine spells )hich are dra)n from
the paladin spell list presented in $pell =ists. " paladin must
choose and prepare her spells in ad*ance.
Page /2
o prepare or cast a spell, a paladin must ha*e a Charisma
score e6ual to at least 1; G the spell le*el. he (ifficulty
Class for a sa*ing thro) against a paladinCs spell is 1; G the
spell le*el G the paladinCs Charisma modifier.
=ike other spellcasters, a paladin can cast only a certain
num#er of spells of each spell le*el per day. -er #ase daily
spell allotment is gi*en on a#leB Paladin. :n addition, she
recei*es #onus spells per day if she has a high Charisma
score 7see a#leB "#ility Modifiers and 1onus $pells9. 4hen
a#leB Paladin indicates that the paladin gets ; spells per day
of a gi*en spell le*el, she gains only the #onus spells she
)ould #e entitled to #ased on her Charisma score for that
spell le*el.
" paladin must spend 1 hour each day in 6uiet prayer and
meditation to regain her daily allotment of spells. " paladin
may prepare and cast any spell on the paladin spell list,
pro*ided that she can cast spells of that le*el, #ut she must
choose )hich spells to prepare during her daily meditation.
hrough ,rd le*el, a paladin has no caster le*el. "t /th le*el
and higher, her caster le*el is e6ual to her paladin le*el H ,.
Divine ond /'p0B 5pon reaching 5th le*el, a paladin forms
a di*ine #ond )ith her god. his #ond can take one of t)o
forms. Once the form is chosen, it cannot #e changed.
he first type of #ond allo)s the paladin to enhance her
)eapon as a standard action #y calling upon the aid of a
celestial spirit for 1 minute per paladin le*el. 4hen called,
the spirit causes the )eapon to shed light as a torch. "t 5th
le*el, this spirit grants the )eapon a G1 enhancement #onus.
3or e*ery three le*els #eyond 5th, the )eapon gains another
G1 enhancement #onus, to a maximum of G0 at &;th le*el.
hese #onuses can #e added to the )eapon, stacking )ith
existing )eapon #onuses to a maximum of G5, or they can #e
used to add any of the follo)ing )eapon propertiesB
a,io!atic, brilliant enery, defendin, disruption, fla!in,
fla!in burst, holy, "een, !erciful, and speed. "dding these
properties consumes an amount of #onus e6ual to the
propertyCs cost 7see a#leB Melee 4eapon $pecial "#ilities9.
hese #onuses are added to any properties the )eapon
already has, #ut duplicate a#ilities do not stack. :f the
)eapon is not magical, at least a G1 enhancement #onus must
#e added #efore any other properties can #e added. he
#onus and properties granted #y the spirit are determined
)hen the spirit is called and cannot #e changed until the
spirit is called again. he celestial spirit imparts no #onuses
if the )eapon is held #y anyone other than the paladin #ut
resumes gi*ing #onuses if returned to the paladin. hese
#onuses apply to only one end of a dou#le )eapon. " paladin
can use this a#ility once per day at 5th le*el, and one
additional time per day for e*ery four le*els #eyond 5th, to a
total of four times per day at 1!th le*el.
:f a )eapon #onded )ith a celestial spirit is destroyed, the
paladin loses the use of this a#ility for ,; days, or until she
gains a le*el, )hiche*er comes first. (uring this ,;.day
period, the paladin takes a H1 penalty on attack and )eapon
damage rolls.
he second type of #ond allo)s a paladin to gain the ser*ice
of an unusually intelligent, strong, and loyal steed to ser*e
her in her crusade against e*il. his mount is usually a hea*y
horse 7for a Medium paladin9 or a pony 7for a $mall paladin9,
although more exotic mounts, such as a #oar, camel, or dog
are also suita#le. his mount functions as a druidCs animal
companion, using the paladinCs le*el as her effecti*e druid
le*el. 1onded mounts ha*e an :ntelligence of at least 0.
Once per day, as a full.round action, a paladin may magically
call her mount to her side. his a#ility is the e6ui*alent of a
spell of a le*el e6ual to one.third the paladinCs le*el. he
mount immediately appears ad?acent to the paladin. "
paladin can use this a#ility once per day at 5th le*el, and one
additional time per day for e*ery / le*els thereafter, for a
total of four times per day at 1!th le*el.
"t 11th le*el, the mount gains the celestial template and
#ecomes a magical #east for the purposes of determining
)hich spells affect it. "t 15th le*el, a paladinCs mount gains
spell resistance e6ual to the paladinCs le*el G 11.
$hould the paladinCs mount die, the paladin may not summon
another mount for ,; days or until she gains a paladin le*el,
)hiche*er comes first. (uring this ,;.day period, the paladin
takes a H1 penalty on attack and )eapon damage rolls.
.ura of Re#olve /'u0B "t %th le*el, a paladin is immune to
charm spells and spell.like a#ilities. +ach ally )ithin 1; feet
of her gains a G/ morale #onus on sa*ing thro)s against
charm effects.
his a#ility functions only )hile the paladin is conscious, not
if she is unconscious or dead.
.ura of Iu#tice /'u0B "t 11th le*el, a paladin can expend
t)o uses of her smite e*il a#ility to grant the a#ility to smite
e*il to all allies )ithin 1; feet, using her #onuses. "llies must
use this smite e*il a#ility #y the start of the paladinCs next
turn and the #onuses last for 1 minute. 5sing this a#ility is a
free action. +*il creatures gain no #enefit from this a#ility.
.ura of &aith /'u0B "t 1/th le*el, a paladinCs )eapons are
treated as good.aligned for the purposes of o*ercoming
damage reduction. "ny attack made against an enemy )ithin
1; feet of her is treated as good.aligned for the purposes of
o*ercoming damage reduction.
his a#ility functions only )hile the paladin is conscious, not
if she is unconscious or dead.
.ura of Righteou#ne## /'u0B "t 1!th le*el, a paladin gains
(' 5@e*il and immunity to compulsion spells and spell.like
a#ilities. +ach ally )ithin 1; feet of her gains a G/ morale
#onus on sa*ing thro)s against compulsion effects.
his a#ility functions only )hile the paladin is conscious, not
if she is unconscious or dead.
Page 5;
5oly Champion /'u0B "t &;th le*el, a paladin #ecomes a
conduit for the po)er of her god. -er (' increases to
1;@e*il. 4hene*er she uses smite e*il and successfully
strikes an e*il outsider, the outsider is also su#?ect to a
banish!ent, using her paladin le*el as the caster le*el 7her
)eapon and holy sym#ol automatically count as o#?ects that
the su#?ect hates9. "fter the banish!ent effect and the
damage from the attack is resol*ed, the smite immediately
ends. :n addition, )hene*er she channels positi*e energy or
uses lay on hands to heal a creature, she heals the maximum
possi#le amount.
Code of ConductB " paladin must #e of la)ful good
alignment and loses all class features except proficiencies if
she e*er )illingly commits an e*il act.
"dditionally, a paladinCs code re6uires that she respect
legitimate authority, act )ith honor 7not lying, not cheating,
not using poison, and so forth9, help those in need 7pro*ided
they do not use the help for e*il or chaotic ends9, and punish
those )ho harm or threaten innocents.
.##ociate#B 4hile she may ad*enture )ith good or neutral
allies, a paladin a*oids )orking )ith e*il characters or )ith
anyone )ho consistently offends her moral code. 5nder
exceptional circumstances, a paladin can ally )ith e*il
associates, #ut only to defeat )hat she #elie*es to #e a
greater e*il. " paladin should seek an atone!ent spell
periodically during such an unusual alliance, and should end
the alliance immediately should she feel it is doing more
harm than good. " paladin may accept only henchmen,
follo)ers, or cohorts )ho are la)ful good.
237Paladin#
" paladin )ho ceases to #e la)ful good, )ho )illfully
commits an e*il act, or )ho *iolates the code of conduct
loses all paladin spells and class features 7including the
ser*ice of the paladinCs mount, #ut not )eapon, armor, and
shield proficiencies9. $he may not progress any further in
le*els as a paladin. $he regains her a#ilities and ad*ancement
potential if she atones for her *iolations 7see the atone!ent
spell description in $pell =ists9, as appropriate.
Ranger
3or those )ho relish the thrill of the hunt, there are only
predators and prey. 1e they scouts, trackers, or #ounty
hunters, rangers share much in commonB uni6ue mastery of
specialized )eapons, skill at stalking e*en the most elusi*e
game, and the expertise to defeat a )ide range of 6uarries.
<no)ledgea#le, patient, and skilled hunters, these rangers
hound man, #east, and monster alike, gaining insight into the
)ay of the predator, skill in *aried en*ironments, and e*er
more lethal martial pro)ess. 4hile some track man.eating
creatures to protect the frontier, others pursue more cunning
gameKe*en fugiti*es among their o)n people.
RoleB 'angers are deft skirmishers, either in melee or at
range, capa#le of skillfully dancing in and out of #attle. heir
a#ilities allo) them to deal significant harm to specific types
of foes, #ut their skills are *alua#le against all manner of
enemies.
.lignmentB "ny.
5it DieB d1;.
Cla## '"ill#
he rangerCs class skills are Clim# 7$tr9, Craft 7:nt9, -andle
"nimal 7Cha9, -eal 74is9, :ntimidate 7Cha9, <no)ledge
7dungeoneering9 7:nt9, <no)ledge 7geography9 7:nt9,
<no)ledge 7nature9 7:nt9, Perception 74is9, Profession
74is9, 'ide 7(ex9, $pellcraft 7:nt9, $tealth 7(ex9, $ur*i*al
74is9, and $)im 7$tr9.
'"ill Ran"# per 1evelB 0 G :nt modifier.
Cla## &eature#
"ll of the follo)ing are class features of the ranger.
Aeapon and .rmor ProficiencyB " ranger is proficient )ith
all simple and martial )eapons and )ith light armor, medium
armor, and shields 7except to)er shields9.
&avored 2nemy /230B "t 1st le*el, a ranger selects a
creature type from the ranger fa*ored enemies ta#le. -e
gains a G& #onus on 1luff, <no)ledge, Perception, $ense
Moti*e, and $ur*i*al checks against creatures of his selected
type. =ike)ise, he gets a G& #onus on )eapon attack and
damage rolls against them. " ranger may make <no)ledge
skill checks untrained )hen attempting to identify these
creatures.
"t 5th le*el and e*ery fi*e le*els thereafter 71;th, 15th, and
&;th le*el9, the ranger may select an additional fa*ored
enemy. :n addition, at each such inter*al, the #onus against
any one fa*ored enemy 7including the one ?ust selected, if so
desired9 increases #y G&.
:f the ranger chooses humanoids or outsiders as a fa*ored
enemy, he must also choose an associated su#type, as
indicated on the ta#le #elo). 7Aote that there are other types
of humanoid to choose fromKthose called out specifically
on the ta#le #elo) are merely the most common.9 :f a
specific creature falls into more than one category of fa*ored
enemy, the rangerCs #onuses do not stack8 he simply uses
Page 51
)hiche*er #onus is higher.
Table 3-12: .aner )a%ored +ne!ies
,ype /'ubtype0 ,ype /'ubtype0
"#erration -umanoid 7other su#type9
"nimal Magical #east
Construct Monstrous humanoid
(ragon Ooze
3ey Outsider 7air9
-umanoid 7a6uatic9 Outsider 7chaotic9
-umanoid 7d)arf9 Outsider 7earth9
-umanoid 7elf9 Outsider 7e*il9
-umanoid 7giant9 Outsider 7fire9
-umanoid 7go#linoid9 Outsider 7good9
-umanoid 7gnoll9 Outsider 7la)ful9
-umanoid 7gnome9 Outsider 7nati*e9
-umanoid 7halfling9 Outsider 7)ater9
-umanoid 7human9 Plant
-umanoid 7orc9 5ndead
-umanoid 7reptilian9 >ermin
,rac" /230B " ranger adds half his le*el 7minimum 19 to
$ur*i*al skill checks made to follo) or identify tracks.
Aild 2mpathy /230B " ranger can impro*e the initial
attitude of an animal. his a#ility functions ?ust like a
(iplomacy check to impro*e the attitude of a person 7see
5sing $kills9. he ranger rolls 1d&; and adds his ranger le*el
and his Charisma #onus to determine the )ild empathy check
result. he typical domestic animal has a starting attitude of
indifferent, )hile )ild animals are usually unfriendly.
o use )ild empathy, the ranger and the animal must #e
)ithin ,; feet of one another under normal *isi#ility
conditions. Generally, influencing an animal in this )ay
takes 1 minute, #ut, as )ith influencing people, it might take
more or less time.
he ranger can also use this a#ility to influence a magical
#east )ith an :ntelligence score of 1 or &, #ut he takes a H/
penalty on the check.
Combat 'tyle &eat /230B "t &nd le*el, a ranger must select
one of t)o com#at styles to pursueB archery or t)o.)eapon
com#at. he rangerCs expertise manifests in the form of
#onus feats at &nd, 0th, 1;th, 1/th, and 1%th le*el. -e can
choose feats from his selected com#at style, e*en if he does
Page 5&
Table 3-13: .aner
1evel a#e .ttac" onu# &ort 'ave Ref 'ave Aill 'ave
'pecial 'pell# per Day
8#t 2nd ;rd <th
1st G1 G& G& G; 1st fa*ored enemy, track, )ild empathy K K K K
&nd G& G, G, G; Com#at style feat K K K K
,rd G, G, G, G1 +ndurance, 1st fa*ored terrain K K K K
/th G/ G/ G/ G1 -unterCs #ond ; K K K
5th G5 G/ G/ G1 &nd fa*ored enemy 1 K K K
0th G0@G1 G5 G5 G& Com#at style feat 1 K K K
!th G!@G& G5 G5 G& 4oodland stride 1 ; K K
%th G%@G, G0 G0 G& $)ift tracker, &nd fa*ored terrain 1 1 K K
2th G2@G/ G0 G0 G, +*asion & 1 K K
1;th G1;@G5 G! G! G, ,rd fa*ored enemy, com#at style feat & 1 ; K
11th G11@G0@G1 G! G! G, Quarry & 1 1 K
1&th G1&@G!@G& G% G% G/ Camouflage & & 1 K
1,th G1,@G%@G, G% G% G/ ,rd fa*ored terrain , & 1 ;
1/th G1/@G2@G/ G2 G2 G/ Com#at style feat , & 1 1
15th G15@G1;@G5 G2 G2 G5 /th fa*ored enemy , & & 1
10th G10@G11@G0@G1 G1; G1; G5 :mpro*ed e*asion , , & 1
1!th G1!@G1&@G!@G& G1; G1; G5 -ide in plain sight / , & 1
1%th G1%@G1,@G%@G, G11 G11 G0 /th fa*ored terrain, com#at style feat / , & &
12th G12@G1/@G2@G/ G11 G11 G0 :mpro*ed 6uarry / , , &
&;th G&;@G15@G1;@G5 G1& G1& G0 5th fa*ored enemy, master hunter / / , ,
not ha*e the normal prere6uisites.
:f the ranger selects archery, he can choose from the
follo)ing list )hene*er he gains a com#at style featB 3ar
$hot, Point 1lank $hot, Precise $hot, and 'apid $hot. "t 0th
le*el, he adds :mpro*ed Precise $hot and Manyshot to the
list. "t 1;th le*el, he adds Pinpoint argeting and $hot on the
'un to the list.
:f the ranger selects t)o.)eapon com#at, he can choose from
the follo)ing list )hene*er he gains a com#at style featB
(ou#le $lice, :mpro*ed $hield 1ash, Quick (ra), and )o.
4eapon 3ighting. "t 0th le*el, he adds :mpro*ed )o.
4eapon 3ighting and )o.4eapon (efense to the list. "t
1;th le*el, he adds Greater )o.4eapon 3ighting and )o.
4eapon 'end to the list.
he #enefits of the rangerCs chosen style feats apply only
)hen he )ears light, medium, or no armor. -e loses all
#enefits of his com#at style feats )hen )earing hea*y armor.
Once a ranger selects a com#at style, it cannot #e changed.
2nduranceB " ranger gains +ndurance as a #onus feat at ,rd
le*el.
&avored ,errain /230B "t ,rd le*el, a ranger may select a
type of terrain from the 3a*ored errains ta#le. he ranger
gains a G& #onus on initiati*e checks and <no)ledge
7geography9, Perception, $tealth, and $ur*i*al skill checks
)hen he is in this terrain. " ranger tra*eling through his
fa*ored terrain normally lea*es no trail and cannot #e tracked
7though he may lea*e a trail if he so chooses9.
"t %th le*el and e*ery fi*e le*els thereafter, the ranger may
select an additional fa*ored terrain. :n addition, at each such
inter*al, the skill #onus and initiati*e #onus in any one
fa*ored terrain 7including the one ?ust selected, if so desired9,
increases #y G&.
:f a specific terrain falls into more than one category of
fa*ored terrain, the rangerCs #onuses do not stack8 he simply
uses )hiche*er #onus is higher.
Table 3-17: )a%ored Terrains
Cold 7ice, glaciers, sno), and tundra9
(esert 7sand and )astelands9
3orest 7coniferous and deciduous9
Oungle
Mountain 7including hills9
Plains
Planes 7pick one, other than Material Plane9
$)amp
5nderground 7ca*es and dungeons9
5r#an 7#uildings, streets, and se)ers9
4ater 7a#o*e and #elo) the surface9
5unter%# ond /230B "t /th le*el, a ranger forms a #ond
)ith his hunting companions. his #ond can take one of t)o
forms. Once the form is chosen, it cannot #e changed. he
first is a #ond to his companions. his #ond allo)s him to
spend a mo*e action to grant half his fa*ored enemy #onus
against a single target of the appropriate type to all allies
)ithin ,; feet )ho can see or hear him. his #onus lasts for a
num#er of rounds e6ual to the rangerCs 4isdom modifier
7minimum 19. his #onus does not stack )ith any fa*ored
enemy #onuses possessed #y his allies8 they use )hiche*er
#onus is higher.
he second option is to form a close #ond )ith an animal
companion. " ranger )ho selects an animal companion can
choose from the follo)ing listB #adger, #ird, camel, cat
7small9, dire rat, dog, horse, pony, snake 7*iper or
constrictor9, or )olf. :f the campaign takes place )holly or
partly in an a6uatic en*ironment, the ranger may choose a
shark instead. his animal is a loyal companion that
accompanies the ranger on his ad*entures as appropriate for
its kind. " rangerCs animal companion shares his fa*ored
enemy and fa*ored terrain #onuses.
his a#ility functions like the druid animal companion a#ility
7)hich is part of the Aature 1ond class feature9, except that
the rangerCs effecti*e druid le*el is e6ual to his ranger le*el H
,.
'pell#B 1eginning at /th le*el, a ranger gains the a#ility to
cast a small num#er of di*ine spells, )hich are dra)n from
the ranger spell list presented in $pell =ists. " ranger must
choose and prepare his spells in ad*ance.
o prepare or cast a spell, a ranger must ha*e a 4isdom
score e6ual to at least 1; G the spell le*el. he (ifficulty
Class for a sa*ing thro) against a rangerCs spell is 1; G the
spell le*el G the rangerCs 4isdom modifier.
=ike other spellcasters, a ranger can cast only a certain
num#er of spells of each spell le*el per day. -is #ase daily
spell allotment is gi*en on a#leB 'anger. :n addition, he
recei*es #onus spells per day if he has a high 4isdom score
7see a#leB "#ility Modifiers and 1onus $pells9. 4hen
a#leB 'anger indicates that the ranger gets ; spells per day
of a gi*en spell le*el, he gains only the #onus spells he
)ould #e entitled to #ased on his 4isdom score for that spell
le*el.
" ranger must spend 1 hour per day in 6uiet meditation to
regain his daily allotment of spells. " ranger may prepare and
cast any spell on the ranger spell list, pro*ided that he can
cast spells of that le*el, #ut he must choose )hich spells to
prepare during his daily meditation.
hrough ,rd le*el, a ranger has no caster le*el. "t /th le*el
and higher, his caster le*el is e6ual to his ranger le*el H ,.
Aoodland 'tride /230B $tarting at !th le*el, a ranger may
mo*e through any sort of undergro)th 7such as natural
thorns, #riars, o*ergro)n areas, and similar terrain9 at his
Page 5,
normal speed and )ithout taking damage or suffering any
other impairment.
horns, #riars, and o*ergro)n areas that are enchanted or
magically manipulated to impede motion, ho)e*er, still
affect him.
'6ift ,rac"er /230B 1eginning at %th le*el, a ranger can
mo*e at his normal speed )hile using $ur*i*al to follo)
tracks )ithout taking the normal H5 penalty. -e takes only a
H1; penalty 7instead of the normal H&;9 )hen mo*ing at up
to t)ice normal speed )hile tracking.
2va#ion /230B 4hen he reaches 2th le*el, a ranger can a*oid
e*en magical and unusual attacks )ith great agility. :f he
makes a successful 'eflex sa*ing thro) against an attack that
normally deals half damage on a successful sa*e, he instead
takes no damage. +*asion can #e used only if the ranger is
)earing light armor, medium armor, or no armor. " helpless
ranger does not gain the #enefit of e*asion.
Juarry /230B "t 11th le*el, a ranger can, as a standard
action, denote one target )ithin his line of sight as his 6uarry.
4hene*er he is follo)ing the tracks of his 6uarry, a ranger
can take 1; on his $ur*i*al skill checks )hile mo*ing at
normal speed, )ithout penalty. :n addition, he recei*es a G&
insight #onus on attack rolls made against his 6uarry, and all
critical threats are automatically confirmed. " ranger can
ha*e no more than one 6uarry at a time and the creatureCs
type must correspond to one of his fa*ored enemy types. -e
can dismiss this effect at any time as a free action, #ut he
cannot select a ne) 6uarry for &/ hours. :f the ranger sees
proof that his 6uarry is dead, he can select a ne) 6uarry after
)aiting 1 hour.
Camouflage /230B " ranger of 1&th le*el or higher can use
the $tealth skill to hide in any of his fa*ored terrains, e*en if
the terrain doesnCt grant co*er or concealment.
-mproved 2va#ion /230B "t 10th le*el, a rangerCs e*asion
impro*es. his a#ility )orks like e*asion, except that )hile
the ranger still takes no damage on a successful 'eflex
sa*ing thro) against attacks, he henceforth takes only half
damage on a failed sa*e. " helpless ranger does not gain the
#enefit of impro*ed e*asion.
5ide in Plain 'ight /230B 4hile in any of his fa*ored
terrains, a ranger of 1!th le*el or higher can use the $tealth
skill e*en )hile #eing o#ser*ed.
-mproved Juarry /230B "t 12th le*el, the rangerCs a#ility to
hunt his 6uarry impro*es. -e can no) select a 6uarry as a
free action, and can no) take &; )hile using $ur*i*al to
track his 6uarry, )hile mo*ing at normal speed )ithout
penalty. -is insight #onus to attack his 6uarry increases to
G/. :f his 6uarry is killed or dismissed, he can select a ne)
one after 1; minutes ha*e passed.
!a#ter 5unter /230B " ranger of &;th le*el #ecomes a
master hunter. -e can al)ays mo*e at full speed )hile using
$ur*i*al to follo) tracks )ithout penalty. -e can, as a
standard action, make a single attack against a fa*ored
enemy at his full attack #onus. :f the attack hits, the target
takes damage normally and must make a 3ortitude sa*e or
die. he (C of this sa*e is e6ual to 1; G 1@& the rangerCs
le*el G the rangerCs 4isdom modifier. " ranger can choose
instead to deal an amount of nonlethal damage e6ual to the
creatureCs current hit points. " successful sa*e negates this
damage. " ranger can use this a#ility once per day against
each fa*ored enemy type he possesses, #ut not against the
same creature more than once in a &/.hour period.
Rog%e
=ife is an endless ad*enture for those )ho li*e #y their )its.
+*er ?ust one step ahead of danger, rogues #ank on their
cunning, skill, and charm to #end fate to their fa*or. Ae*er
kno)ing )hat to expect, they prepare for e*erything,
#ecoming masters of a )ide *ariety of skills, training
themsel*es to #e adept manipulators, agile acro#ats, shado)y
stalkers, or masters of any of dozens of other professions or
talents. hie*es and gam#lers, fast talkers and diplomats,
#andits and #ounty hunters, and explorers and in*estigators
all might #e considered rogues, as )ell as countless other
professions that rely upon )its, pro)ess, or luck. "lthough
many rogues fa*or cities and the innumera#le opportunities
of ci*ilization, some em#race li*es on the road, ?ourneying
far, meeting exotic people, and facing fantastic danger in
pursuit of e6ually fantastic riches. :n the end, any )ho desire
to shape their fates and li*e life on their o)n terms might
come to #e called rogues.
RoleB 'ogues excel at mo*ing a#out unseen and catching
foes una)are, and tend to a*oid head.to.head com#at. heir
*aried skills and a#ilities allo) them to #e highly *ersatile,
)ith great *ariations in expertise existing #et)een different
rogues. Most, ho)e*er, excel in o*ercoming hindrances of
all types, from unlocking doors and disarming traps to
out)itting magical hazards and conning dull.)itted
opponents.
.lignmentB "ny.
5it DieB d%.
Cla## '"ill#
he rogueCs class skills are "cro#atics 7(ex9, "ppraise 7:nt9,
1luff 7Cha9, Clim# 7$tr9, Craft 7:nt9, (iplomacy 7Cha9,
(isa#le (e*ice 7(ex9, (isguise 7Cha9, +scape "rtist 7(ex9,
:ntimidate 7Cha9, <no)ledge 7dungeoneering9 7:nt9,
Page 5/
<no)ledge 7local9 7:nt9, =inguistics 7:nt9, Perception 74is9,
Perform 7Cha9, Profession 74is9, $ense Moti*e 74is9,
$leight of -and 7(ex9, $tealth 7(ex9, $)im 7$tr9, and 5se
Magic (e*ice 7Cha9.
'"ill Ran"# per 1evelB % G :nt modifier.
Cla## &eature#
he follo)ing are class features of the rogue.
Aeapon and .rmor ProficiencyB 'ogues are proficient
)ith all simple )eapons, plus the hand cross#o), rapier, sap,
short#o), and short s)ord. hey are proficient )ith light
armor, #ut not )ith shields.
'nea" .ttac"B :f a rogue can catch an opponent )hen he is
una#le to defend himself effecti*ely from her attack, she can
strike a *ital spot for extra damage.
he rogueCs attack deals extra damage anytime her target
)ould #e denied a (exterity #onus to "C 7)hether the target
actually has a (exterity #onus or not9, or )hen the rogue
flanks her target. his extra damage is 1d0 at 1st le*el, and
increases #y 1d0 e*ery t)o rogue le*els thereafter. $hould
the rogue score a critical hit )ith a sneak attack, this extra
damage is not multiplied. 'anged attacks can count as sneak
attacks only if the target is )ithin ,; feet.
4ith a )eapon that deals nonlethal damage 7like a sap, )hip,
or an unarmed strike9, a rogue can make a sneak attack that
deals nonlethal damage instead of lethal damage. $he cannot
use a )eapon that deals lethal damage to deal nonlethal
damage in a sneak attack, not e*en )ith the usual H/ penalty.
he rogue must #e a#le to see the target )ell enough to pick
out a *ital spot and must #e a#le to reach such a spot. "
rogue cannot sneak attack )hile striking a creature )ith
concealment.
,rapfindingB " rogue adds 1@& her le*el to Perception skill
checks made to locate traps and to (isa#le (e*ice skill
checks 7minimum G19. " rogue can use (isa#le (e*ice to
disarm magic traps.
2va#ion /230B "t &nd le*el and higher, a rogue can a*oid
e*en magical and unusual attacks )ith great agility. :f she
makes a successful 'eflex sa*ing thro) against an attack that
normally deals half damage on a successful sa*e, she instead
takes no damage. +*asion can #e used only if the rogue is
)earing light armor or no armor. " helpless rogue does not
gain the #enefit of e*asion.
Page 55
Table 3-18: .oue
1evel a#e .ttac" onu# &ort 'ave Ref 'ave Aill 'ave 'pecial
1st G; G; G& G; $neak attack G1d0, trapfinding
&nd G1 G; G, G; +*asion, rogue talent
,rd G& G1 G, G1 $neak attack G&d0, trap sense G1
/th G, G1 G/ G1 'ogue talent, uncanny dodge
5th G, G1 G/ G1 $neak attack G,d0
0th G/ G& G5 G& 'ogue talent, trap sense G&
!th G5 G& G5 G& $neak attack G/d0
%th G0@G1 G& G0 G& :mpro*ed uncanny dodge, rogue talent
2th G0@G1 G, G0 G, $neak attack G5d0, trap sense G,
1;th G!@G& G, G! G, "d*anced talents, rogue talent
11th G%@G, G, G! G, $neak attack G0d0
1&th G2@G/ G/ G% G/ 'ogue talent, trap sense G/
1,th G2@G/ G/ G% G/ $neak attack G!d0
1/th G1;@G5 G/ G2 G/ 'ogue talent
15th G11@G0@G1 G5 G2 G5 $neak attack G%d0, trap sense G5
10th G1&@G!@G& G5 G1; G5 'ogue talent
1!th G1&@G!@G& G5 G1; G5 $neak attack G2d0
1%th G1,@G%@G, G0 G11 G0 'ogue talent, trap sense G0
12th G1/@G2@G/ G0 G11 G0 $neak attack G1;d0
&;th G15@G1;@G5 G0 G1& G0 Master strike, rogue talent
Rogue ,alent#B "s a rogue gains experience, she learns a
num#er of talents that aid her and confound her foes. $tarting
at &nd le*el, a rogue gains one rogue talent. $he gains an
additional rogue talent for e*ery & le*els of rogue attained
after &nd le*el. " rogue cannot select an indi*idual talent
more than once.
alents marked )ith an asterisk add effects to a rogueCs sneak
attack. Only one of these talents can #e applied to an
indi*idual attack and the decision must #e made #efore the
attack roll is made.
Bleedin Attac"E *+,-B " rogue )ith this a#ility can cause
li*ing opponents to #leed #y hitting them )ith a sneak attack.
his attack causes the target to take 1 additional point of
damage each round for each die of the rogueCs sneak attack
7e.g., /d0 e6uals / points of #leed9. 1leeding creatures take
that amount of damage e*ery round at the start of each of
their turns. he #leeding can #e stopped #y a (C 15 -eal
check or the application of any effect that heals hit point
damage. 1leeding damage from this a#ility does not stack
)ith itself. 1leeding damage #ypasses any damage reduction
the creature might possess.
Co!bat Tric"B " rogue that selects this talent gains a #onus
com#at feat 7see 3eats9.
)ast Stealth *+,-B his a#ility allo)s a rogue to mo*e at full
speed using the $tealth skill )ithout penalty.
)inesse .oueB " rogue that selects this talent gains 4eapon
3inesse as a #onus feat.
&ede 9al"er *+,-B his a#ility allo)s a rogue to mo*e along
narro) surfaces at full speed using the "cro#atics skill
)ithout penalty. :n addition, a rogue )ith this talent is not
flat.footed )hen using "cro#atics to mo*e along narro)
surfaces.
Ma:or Maic *Sp-B " rogue )ith this talent gains the a#ility
to cast a 1st.le*el spell from the sorcerer@)izard spell list t)o
times a day as a spell.like a#ility. he caster le*el for this
a#ility is e6ual to the rogueCs le*el. he sa*e (C for this spell
is 11 G the rogueCs :ntelligence modifier. he rogue must
ha*e an :ntelligence of at least 11 to select this talent. "
rogue must ha*e the minor magic rogue talent #efore
choosing this talent.
Minor Maic *Sp-B " rogue )ith this talent gains the a#ility
to cast a ;.le*el spell from the sorcerer@)izard spell list. his
spell can #e cast three times a day as a spell.like a#ility. he
caster le*el for this a#ility is e6ual to the rogueCs le*el. he
sa*e (C for this spell is 1; G the rogueCs :ntelligence
modifier. he rogue must ha*e an :ntelligence of at least 1;
to select this talent.
4uic" 'isable *+,-B :t takes a rogue )ith this a#ility half the
normal amount of time to disa#le a trap using the (isa#le
(e*ice skill 7minimum 1 round9.
.esiliency *+,-B Once per day, a rogue )ith this a#ility can
gain a num#er of temporary hit points e6ual to the rogueCs
le*el. "cti*ating this a#ility is an immediate action that can
only #e performed )hen she is #rought to #elo) ; hit points.
his a#ility can #e used to pre*ent her from dying. hese
temporary hit points last for 1 minute. :f the rogueCs hit
points drop #elo) ; due to the loss of these temporary hit
points, she falls unconscious and is dying as normal.
.oue Cra#l *+,-B 4hile prone, a rogue )ith this a#ility can
mo*e at half speed. his mo*ement pro*okes attacks of
opportunity as normal. " rogue )ith this talent can take a 5.
foot step )hile cra)ling.
Slo# .eactionsE *+,-B Opponents damaged #y the rogueCs
sneak attack canCt make attacks of opportunity for 1 round.
Stand 6p *+,-B " rogue )ith this a#ility can stand up from a
prone position as a free action. his still pro*okes attacks of
opportunity for standing up )hile threatened #y a foe.
Surprise Attac" *+,-B (uring the surprise round, opponents
are al)ays considered flat.footed to a rogue )ith this a#ility,
e*en if they ha*e already acted.
Trap Spotter *+,-B 4hene*er a rogue )ith this talent comes
)ithin 1; feet of a trap, she recei*es an immediate
Perception skill check to notice the trap. his check should
#e made in secret #y the GM.
9eapon TraininB " rogue that selects this talent gains
4eapon 3ocus as a #onus feat.
,rap 'en#e /230B "t ,rd le*el, a rogue gains an intuiti*e
sense that alerts her to danger from traps, gi*ing her a G1
#onus on 'eflex sa*es made to a*oid traps and a G1 dodge
#onus to "C against attacks made #y traps. hese #onuses
rise to G& )hen the rogue reaches 0th le*el, to G, )hen she
reaches 2th le*el, to G/ )hen she reaches 1&th le*el, to G5 at
15th, and to G0 at 1%th le*el.
rap sense #onuses gained from multiple classes stack.
Hncanny Dodge /230B $tarting at /th le*el, a rogue can react
to danger #efore her senses )ould normally allo) her to do
so. $he cannot #e caught flat.footed, e*en if the attacker is
in*isi#le. $he still loses her (exterity #onus to "C if
immo#ilized. " rogue )ith this a#ility can still lose her
(exterity #onus to "C if an opponent successfully uses the
feint action 7see Com#at9 against her.
:f a rogue already has uncanny dodge from a different class,
she automatically gains impro*ed uncanny dodge 7see
#elo)9 instead.
-mproved Hncanny Dodge /230B " rogue of %th le*el or
higher can no longer #e flanked.
his defense denies another rogue the a#ility to sneak attack
the character #y flanking her, unless the attacker has at least
four more rogue le*els than the target does.
:f a character already has uncanny dodge 7see a#o*e9 from
Page 50
another class, the le*els from the classes that grant uncanny
dodge stack to determine the minimum rogue le*el re6uired
to flank the character.
.dvanced ,alent#B "t 1;th le*el, and e*ery t)o le*els
thereafter, a rogue can choose one of the follo)ing ad*anced
talents in place of a rogue talent.
Cripplin Stri"eE *+,-B " rogue )ith this a#ility can sneak
attack opponents )ith such precision that her #lo)s )eaken
and hamper them. "n opponent damaged #y one of her sneak
attacks also takes & points of $trength damage.
'efensi%e .oll *+,-B 4ith this ad*anced talent, the rogue can
roll )ith a potentially lethal #lo) to take less damage from it
than she other)ise )ould. Once per day, )hen she )ould #e
reduced to ; or fe)er hit points #y damage in com#at 7from a
)eapon or other #lo), not a spell or special a#ility9, the
rogue can attempt to roll )ith the damage. o use this a#ility,
the rogue must attempt a 'eflex sa*ing thro) 7(C S damage
dealt9. :f the sa*e succeeds, she takes only half damage from
the #lo)8 if it fails, she takes full damage. $he must #e a)are
of the attack and a#le to react to it in order to execute her
defensi*e rollKif she is denied her (exterity #onus to "C,
she canCt use this a#ility. $ince this effect )ould not normally
allo) a character to make a 'eflex sa*e for half damage, the
rogueCs e*asion a#ility does not apply to the defensi*e roll.
'ispellin Attac"E *Su-B Opponents that are dealt sneak
attack damage #y a rogue )ith this a#ility are affected #y a
targeted dispel !aic, targeting the lo)est.le*el spell effect
acti*e on the target. he caster le*el for this a#ility is e6ual
to the rogueCs le*el. " rogue must ha*e the ma?or magic
rogue talent #efore choosing dispelling attack.
0!pro%ed +%asion *+,-B his )orks like e*asion, except that
)hile the rogue still takes no damage on a successful 'eflex
sa*ing thro) against attacks, she henceforth takes only half
damage on a failed sa*e. " helpless rogue does not gain the
#enefit of impro*ed e*asion.
?pportunist *+,-B Once per round, the rogue can make an
attack of opportunity against an opponent )ho has ?ust #een
struck for damage in melee #y another character. his attack
counts as an attack of opportunity for that round. +*en a
rogue )ith the Com#at 'eflexes feat canCt use the opportunist
a#ility more than once per round.
S"ill MasteryB he rogue #ecomes so confident in the use of
certain skills that she can use them relia#ly e*en under
ad*erse conditions.
5pon gaining this a#ility, she selects a num#er of skills e6ual
to , G her :ntelligence modifier. 4hen making a skill check
)ith one of these skills, she may take 1; e*en if stress and
distractions )ould normally pre*ent her from doing so. "
rogue may gain this special a#ility multiple times, selecting
additional skills for skill mastery to apply to each time.
Slippery Mind *+,-B his a#ility represents the rogueCs a#ility
to )riggle free from magical effects that )ould other)ise
control or compel her. :f a rogue )ith slippery mind is
affected #y an enchantment spell or effect and fails her
sa*ing thro), she can attempt it again 1 round later at the
same (C. $he gets only this one extra chance to succeed on
her sa*ing thro).
)eatB " rogue may gain any feat that she 6ualifies for in
place of a rogue talent.
!a#ter 'tri"e *+,-B 5pon reaching &;th le*el, a rogue
#ecomes incredi#ly deadly )hen dealing sneak attack
damage. +ach time the rogue deals sneak attack damage, she
can choose one of the follo)ing three effectsB the target can
#e put to sleep for 1d/ hours, paralyzed for &d0 rounds, or
slain. 'egardless of the effect chosen, the target recei*es a
3ortitude sa*e to negate the additional effect. he (C of this
sa*e is e6ual to 1; G 1@& the rogueCs le*el G the rogueCs
:ntelligence modifier. Once a creature has #een the target of a
master strike, regardless of )hether or not the sa*e is made,
that creature is immune to that rogueCs master strike for &/
hours. Creatures that are immune to sneak attack damage are
also immune to this a#ility.
Sorcerer
$cions of innately magical #loodlines, the chosen of deities,
the spa)n of monsters, pa)ns of fate and destiny, or simply
flukes of fickle magic, sorcerers look )ithin themsel*es for
arcane pro)ess and dra) forth might fe) mortals can
imagine. +m#oldened #y li*es e*er threatening to #e
consumed #y their innate po)ers, these magic.touched souls
endlessly indulge in and refine their mysterious a#ilities,
gradually learning ho) to harness their #irthright and coax
forth e*er greater arcane feats. Oust as *aried as these
innately po)erful spellcastersC a#ilities and inspirations are
the )ays in )hich they choose to utilize their gifts. 4hile
some seek to control their a#ilities through meditation and
discipline, #ecoming masters of their fantastic #irthright,
others gi*e in to their magic, letting it rule their li*es )ith
often explosi*e results. 'egardless, sorcerers li*e and #reathe
that )hich other spellcasters de*ote their li*es to mastering,
and for them magic is more than a #oon or a field of study8 it
is life itself.
RoleB $orcerers excel at casting a selection of fa*ored spells
fre6uently, making them po)erful #attle mages. "s they
#ecome familiar )ith a specific and e*er.)idening set of
spells, sorcerers often disco*er ne) and *ersatile )ays of
making use of magics other spellcasters might o*erlook.
heir #loodlines also grant them additional a#ilities, assuring
Page 5!
that no t)o sorcerers are e*er 6uite alike.
.lignmentB "ny.
5it DieB d0.
Cla## '"ill#
he sorcererCs class skills are "ppraise 7:nt9, 1luff 7Cha9,
Craft 7:nt9, 3ly 7(ex9, :ntimidate 7Cha9, <no)ledge 7arcana9
7:nt9, Profession 74is9, $pellcraft 7:nt9, and 5se Magic
(e*ice 7Cha9.
'"ill Ran"# per 1evelB & G :nt modifier.
Cla## &eature#
"ll of the follo)ing are class features of the sorcerer.
Aeapon and .rmor ProficiencyB $orcerers are proficient
)ith all simple )eapons. hey are not proficient )ith any
type of armor or shield. "rmor interferes )ith a sorcererCs
gestures, )hich can cause her spells )ith somatic
components to fail 7see "rcane $pells and "rmor9.
'pell#B " sorcerer casts arcane spells dra)n primarily from
the sorcerer@)izard spell list presented in $pell =ists. $he can
cast any spell she kno)s )ithout preparing it ahead of time.
o learn or cast a spell, a sorcerer must ha*e a Charisma
score e6ual to at least 1; G the spell le*el. he (ifficulty
Class for a sa*ing thro) against a sorcererCs spell is 1; G the
spell le*el G the sorcererCs Charisma modifier.
=ike other spellcasters, a sorcerer can cast only a certain
num#er of spells of each spell le*el per day. -er #ase daily
spell allotment is gi*en on a#leB $orcerer. :n addition, she
recei*es #onus spells per day if she has a high Charisma
score 7see a#leB "#ility Modifiers and 1onus $pells9.
" sorcererCs selection of spells is extremely limited. "
sorcerer #egins play kno)ing four ;.le*el spells and t)o 1st.
le*el spells of her choice. "t each ne) sorcerer le*el, she
gains one or more ne) spells, as indicated on a#leB $orcerer
$pells <no)n. 75nlike spells per day, the num#er of spells a
sorcerer kno)s is not affected #y her Charisma score8 the
num#ers on a#leB $orcerer $pells <no)n are fixed.9 hese
ne) spells can #e common spells chosen from the
sorcerer@)izard spell list, or they can #e unusual spells that
the sorcerer has gained some understanding of through study.
Table 3-1@: Sorcerer Spells 1no#n
1evel
'pell# Eno6n
0 8#t 2nd ;rd <th =th 6th ?th @th 9th
1st / & K K K K K K K K
&nd 5 & K K K K K K K K
,rd 5 , K K K K K K K K
/th 0 , 1 K K K K K K K
5th 0 / & K K K K K K K
0th ! / & 1 K K K K K K
!th ! 5 , & K K K K K K
%th % 5 , & 1 K K K K K
2th % 5 / , & K K K K K
1;th 2 5 / , & 1 K K K K
11th 2 5 5 / , & K K K K
1&th 2 5 5 / , & 1 K K K
1,th 2 5 5 / / , & K K K
1/th 2 5 5 / / , & 1 K K
15th 2 5 5 / / / , & K K
10th 2 5 5 / / / , & 1 K
1!th 2 5 5 / / / , , & K
1%th 2 5 5 / / / , , & 1
12th 2 5 5 / / / , , , &
&;th 2 5 5 / / / , , , ,
5pon reaching /th le*el, and at e*ery e*en.num#ered
sorcerer le*el after that 70th, %th, and so on9, a sorcerer can
choose to learn a ne) spell in place of one she already
kno)s. :n effect, the sorcerer loses the old spell in exchange
for the ne) one. he ne) spellCs le*el must #e the same as
that of the spell #eing exchanged. " sorcerer may s)ap only
a single spell at any gi*en le*el, and must choose )hether or
not to s)ap the spell at the same time that she gains ne)
spells kno)n for the le*el.
5nlike a )izard or a cleric, a sorcerer need not prepare her
spells in ad*ance. $he can cast any spell she kno)s at any
time, assuming she has not yet used up her spells per day for
that spell le*el.
loodlineB +ach sorcerer has a source of magic some)here
in her heritage that grants her spells, #onus feats, an
additional class skill, and other special a#ilities. his source
can represent a #lood relation or an extreme e*ent in*ol*ing
a creature some)here in the familyCs past. 3or example, a
sorcerer might ha*e a dragon as a distant relati*e or her
grandfather might ha*e signed a terri#le contract )ith a
de*il. 'egardless of the source, this influence manifests in a
num#er of )ays as the sorcerer gains le*els. " sorcerer must
pick one #loodline upon taking her first le*el of sorcerer.
Once made, this choice cannot #e changed.
Page 5%
"t ,rd le*el, and e*ery t)o le*els thereafter, a sorcerer learns
an additional spell, deri*ed from her #loodline. hese spells
are in addition to the num#er of spells gi*en on a#leB
$orcerer $pells <no)n. hese spells cannot #e exchanged
for different spells at higher le*els.
"t !th le*el, and e*ery six le*els thereafter, a sorcerer
recei*es one #onus feat, chosen from a list specific to each
#loodline. he sorcerer must meet the prere6uisites for these
#onus feats.
Cantrip#B $orcerers learn a num#er of cantrips, or ;.le*el
spells, as noted on a#leB $orcerer $pells <no)n under
D$pells <no)n.F hese spells are cast like any other spell,
#ut they do not consume any slots and may #e used again.
2#che6 !aterial#B " sorcerer gains +sche) Materials as a
#onus feat at 1st le*el.
'orcerer loodline#
he follo)ing #loodlines represent only some of the possi#le
sources of po)er that a sorcerer can dra) upon. 5nless
other)ise noted, most sorcerers are assumed to ha*e the
arcane #loodline.
.berrant
here is a taint in your #lood, one that is alien and #izarre.
Jou tend to think in odd )ays, approaching pro#lems from
an angle that most )ould not expect. O*er time, this taint
manifests itself in your physical form.
Cla## '"illB <no)ledge 7dungeoneering9.
onu# 'pell#B enlare person 7,rd9, see in%isibility 75th9,
tonues 7!th9, blac" tentacles 72th9, feeble!ind 711th9, %eil
71,th9, plane shift 715th9, !ind blan" 71!th9, shapechane
712th9.
onu# &eat#B Com#at Casting, :mpro*ed (isarm, :mpro*ed
Grapple, :mpro*ed :nitiati*e, :mpro*ed 5narmed $trike, :ron
4ill, $ilent $pell, $kill 3ocus 7<no)ledge TdungeoneeringU9.
loodline .rcanaB 4hene*er you cast a spell of the
polymorph su#school, increase the duration of the spell #y
5;I 7minimum 1 round9. his #onus does not stack )ith the
increase granted #y the +xtend $pell feat.
loodline Po6er#B "#errant sorcerers sho) increasing signs
of their tainted heritage as they increase in le*el, although
they are only *isi#le )hen used.
Page 52
Table 3-1A: Sorcerer
1evel
a#e .ttac"
onu#
&ort
'ave
Ref
'ave
Aill
'ave
'pecial 'pell# per Day
8#t 2nd ;rd <th =th 6th ?th @th 9th
1st G; G; G; G&
1loodline po)er, cantrips, esche)
materials
, K K K K K K K
K
&nd G1 G; G; G, / K K K K K K K K
,rd G1 G1 G1 G, 1loodline po)er, #loodline spell 5 K K K K K K K K
/th G& G1 G1 G/ 0 , K K K K K K K
5th G& G1 G1 G/ 1loodline spell 0 / K K K K K K K
0th G, G& G& G5 0 5 , K K K K K K
!th G, G& G& G5 1loodline feat, #loodline spell 0 0 / K K K K K K
%th G/ G& G& G0 0 0 5 , K K K K K
2th G/ G, G, G0 1loodline po)er, #loodline spell 0 0 0 / K K K K K
1;th G5 G, G, G! 0 0 0 5 , K K K K
11th G5 G, G, G! 1loodline spell 0 0 0 0 / K K K K
1&th G0@G1 G/ G/ G% 0 0 0 0 5 , K K K
1,th G0@G1 G/ G/ G% 1loodline feat, #loodline spell 0 0 0 0 0 / K K K
1/th G!@G& G/ G/ G2 0 0 0 0 0 5 , K K
15th G!@G& G5 G5 G2 1loodline po)er, #loodline spell 0 0 0 0 0 0 / K K
10th G%@G, G5 G5 G1; 0 0 0 0 0 0 5 , K
1!th G%@G, G5 G5 G1; 1loodline spell 0 0 0 0 0 0 0 / K
1%th G2@G/ G0 G0 G11 0 0 0 0 0 0 0 5 ,
12th G2@G/ G0 G0 G11 1loodline feat, #loodline spell 0 0 0 0 0 0 0 0 /
&;th G1;@G5 G0 G0 G1& 1loodline po)er 0 0 0 0 0 0 0 0 0
Acidic .ay *Sp-B $tarting at 1st le*el, you can fire an acidic
ray as a standard action, targeting any foe )ithin ,; feet as a
ranged touch attack. he acidic ray deals 1d0 points of acid
damage G 1 for e*ery t)o sorcerer le*els you possess. Jou
can use this a#ility a num#er of times per day e6ual to , G
your Charisma modifier.
&on &i!bs *+,-B "t ,rd le*el, your reach increases #y 5 feet
)hene*er you are making a melee touch attack. his a#ility
does not other)ise increase your threatened area. "t 11th
le*el, this #onus to your reach increases to 1; feet. "t 1!th
le*el, this #onus to your reach increases to 15 feet.
6nusual Anato!y *+,-B "t 2th le*el, your anatomy changes,
gi*ing you a &5I chance to ignore any critical hit or sneak
attack scored against you. his chance increases to 5;I at
1,th le*el.
Alien .esistance *Su-B "t 15th le*el, you gain spell resistance
e6ual to your sorcerer le*el G 1;.
Aberrant )or! *+,-B "t &;th le*el, your #ody #ecomes truly
unnatural. Jou are immune to critical hits and sneak attacks.
:n addition, you gain #lindsight )ith a range of 0; feet and
damage reduction 5@K.
.by##al
Generations ago, a demon spread its filth into your heritage.
4hile it does not manifest in all of your kin, for you it is
particularly strong. Jou might sometimes ha*e urges to chaos
or e*il, #ut your destiny 7and alignment9 is up to you.
Cla## '"illB <no)ledge 7planes9.
onu# 'pell#B cause fear 7,rd9, bull(s strenth 75th9, rae
7!th9, stones"in 72th9, dis!issal 711th9, transfor!ation
71,th9, reater teleport 715th9, unholy aura 71!th9, su!!on
!onster 0; 712th9.
onu# &eat#B "ugment $ummoning, Clea*e, +mpo)er
$pell, Great 3ortitude, :mpro*ed 1ull 'ush, :mpro*ed
$under, Po)er "ttack, $kill 3ocus 7<no)ledge TplanesU9.
loodline .rcanaB 4hene*er you cast a spell of the
summoning su#school, the creatures summoned gain
('@good e6ual to 1@& your sorcerer le*el 7minimum 19. his
does not stack )ith any (' the creature might ha*e.
loodline Po6er#B 4hile some )ould say that you are
possessed, you kno) #etter. he demonic influence in your
#lood gro)s as you gain po)er.
Cla#s *+,-B "t 1st le*el, you can gro) cla)s as a free action.
hese cla)s are treated as natural )eapons, allo)ing you to
make t)o cla) attacks as a full attack action using your full
#ase attack #onus. hese attacks deal 1d/ points of damage
each 71d, if you are $mall9 plus your $trength modifier. "t
5th le*el, these cla)s are considered magic )eapons for the
purpose of o*ercoming ('. "t !th le*el, the damage
increases #y one step to 1d0 points of damage 71d/ if you are
$mall9. "t 11th le*el, these cla)s #ecome fla!in #eapons,
each dealing an additional 1d0 points of fire damage on a
successful hit. his is a supernatural a#ility. Jou can use your
cla)s for a num#er of rounds per day e6ual to , G your
Charisma modifier.
'e!on .esistances *+,-B "t ,rd le*el, you gain resist
electricity 5 and a G& #onus on sa*ing thro)s made against
poison. "t 2th le*el, your resistance to electricity increases to
1; and your #onus on poison sa*ing thro)s increases to G/.
Strenth of the Abyss *+,-B "t 2th le*el, you gain a G&
inherent #onus to your $trength. his #onus increases to G/
at 1,th le*el, and to G0 at 1!th le*el.
Added Su!!onins *Su-B "t 15th le*el, )hene*er you
summon a creature )ith the demon su#type or the fiendish
template using a su!!on !onster spell, you summon one
additional creature of the same kind.
'e!onic Miht *Su-B "t &;th le*el, the po)er of the "#yss
flo)s through you. Jou gain immunity to electricity and
poison. Jou also gain resistance to acid 1;, cold 1;, and fire
1;, and gain telepathy )ith a range of 0; feet 7allo)ing you
to communicate )ith any creature that can speak a
language9.
.rcane
Jour family has al)ays #een skilled in the eldritch art of
magic. 4hile many of your relati*es )ere accomplished
)izards, your po)ers de*eloped )ithout the need for study
and practice.
Cla## '"illB <no)ledge 7any one9.
onu# 'pell#B identify 7,rd9, in%isibility 75th9, dispel !aic
7!th9, di!ension door 72th9, o%erland fliht 711th9, true
seein 71,th9, reater teleport 715th9, po#er #ord stun
71!th9, #ish 712th9.
onu# &eat#B Com#at Casting, :mpro*ed Counterspell,
:mpro*ed :nitiati*e, :ron 4ill, $cri#e $croll, $kill 3ocus
7<no)ledge TarcanaU9, $pell 3ocus, $till $pell.
loodline .rcanaB 4hene*er you apply a metamagic feat to
a spell that increases the slot used #y at least one le*el,
increase the spellCs (C #y G1. his #onus does not stack )ith
itself and does not apply to spells modified #y the -eighten
$pell feat.
loodline Po6er#B Magic comes naturally to you, #ut as you
gain le*els you must take care to pre*ent the po)er from
o*er)helming you.
Arcane Bond *Su-B "t 1st le*el, you gain an arcane #ond, as a
)izard e6ual to your sorcerer le*el. Jour sorcerer le*els
stack )ith any )izard le*els you possess )hen determining
the po)ers of your familiar or #onded o#?ect. his a#ility
Page 0;
does not allo) you to ha*e #oth a familiar and a #onded
item.
Meta!aic Adept *+,-B "t ,rd le*el, you can apply any one
metamagic feat you kno) to a spell you are a#out to cast
)ithout increasing the casting time. Jou must still expend a
higher.le*el spell slot to cast this spell. Jou can use this
a#ility once per day at ,rd le*el and one additional time per
day for e*ery four sorcerer le*els you possess #eyond ,rd, up
to fi*e times per day at 12th le*el. "t &;th le*el, this a#ility
is replaced #y arcane apotheosis.
3e# Arcana *+,-B "t 2th le*el, you can add any one spell
from the sorcerer@)izard spell list to your list of spells
kno)n. his spell must #e of a le*el that you are capa#le of
casting. Jou can also add one additional spell at 1,th le*el
and 1!th le*el.
School Po#er *+,-B "t 15th le*el, pick one school of magic.
he (C for any spells you cast from that school increases #y
G&. his #onus stacks )ith the #onus granted #y $pell 3ocus.
Arcane Apotheosis *+,-B "t &;th le*el, your #ody surges )ith
arcane po)er. Jou can add any metamagic feats that you
kno) to your spells )ithout increasing their casting time,
although you must still expend higher.le*el spell slots.
4hene*er you use magic items that re6uire charges, you can
instead expend spell slots to po)er the item. 3or e*ery three
le*els of spell slots that you expend, you consume one less
charge )hen using a magic item that expends charges.
Cele#tial
Jour #loodline is #lessed #y a celestial po)er, either from a
celestial ancestor or through di*ine inter*ention. "lthough
this po)er dri*es you along the path of good, your fate 7and
alignment9 is your o)n to determine.
Cla## '"illB -eal.
onu# 'pell#B bless 7,rd9, resist enery 75th9, !aic circle
aainst e%il 7!th9, re!o%e curse 72th9, fla!e stri"e 711th9,
reater dispel !aic 71,th9, banish!ent 715th9, sunburst
71!th9, ate 712th9.
onu# &eat#B (odge, +xtend $pell, :ron 4ill, Mo#ility,
Mounted Com#at, 'ide.1y "ttack, $kill 3ocus 7<no)ledge
TreligionU9, 4eapon 3inesse.
loodline .rcanaB 4hene*er you cast a spell of the
summoning su#school, the creatures summoned gain ('@e*il
e6ual to 1@& your sorcerer le*el 7minimum 19. his does not
stack )ith any (' the creature might ha*e.
loodline Po6er#B Jour celestial heritage grants you a great
many po)ers, #ut they come at a price. he lords of the
higher planes are )atching you and your actions closely.
5ea%enly )ire *Sp-B $tarting at 1st le*el, you can unleash a
ray of hea*enly fire as a standard action, targeting any foe
)ithin ,; feet as a ranged touch attack. "gainst e*il
creatures, this ray deals 1d/ points of damage G 1 for e*ery
t)o sorcerer le*els you possess. his damage is di*ine and
not su#?ect to energy resistance or immunity. his ray heals
good creatures of 1d/ points of damage G 1 for e*ery t)o
sorcerer le*els you possess. " good creature cannot #enefit
from your hea*enly fire more than once per day. Aeutral
creatures are neither harmed nor healed #y this effect. Jou
can use this a#ility a num#er of times per day e6ual to , G
your Charisma modifier.
Celestial .esistances *+,-B "t ,rd le*el, you gain resist acid
5 and resist cold 5. "t 2th le*el, your resistances increase to
1;.
9ins of 5ea%en *Su-B "t 2th le*el, you can sprout feathery
)ings and fly for a num#er of minutes per day e6ual to your
sorcerer le*el, )ith a speed of 0; feet and good
maneu*era#ility. his duration does not need to #e
consecuti*e, #ut it must #e used in 1 minute increments.
Con%iction *Su-B "t 15th le*el, you can reroll any one a#ility
check, attack roll, skill check, or sa*ing thro) you ?ust made.
Jou must decide to use this a#ility after the die is rolled, #ut
#efore the results are re*ealed #y the GM. Jou must take the
second result, e*en if it is )orse. Jou can use this a#ility
once per day.
Ascension *Su-B "t &;th le*el, you #ecome infused )ith the
po)er of the hea*ens. Jou gain immunity to acid, cold, and
petrification. Jou also gain resist electricity 1;, resist fire 1;,
and a G/ racial #onus on sa*es against poison. 3inally, you
gain unlimited use of the )ings of hea*en a#ility. 3inally,
you gain the a#ility to speak )ith any creature that has a
language 7as per the tonues spell9.
De#tined
Jour family is destined for greatness in some )ay. Jour #irth
could ha*e #een foretold in prophecy, or perhaps it occurred
during an especially auspicious e*ent, such as a solar eclipse.
'egardless of your #loodlineCs origin, you ha*e a great future
ahead.
Cla## '"illB <no)ledge 7history9.
onu# 'pell#B alar! 7,rd9, blur 75th9, protection fro!
enery 7!th9, freedo! of !o%e!ent 72th9, brea" enchant!ent
711th9, !islead 71,th9, spell turnin 715th9, !o!ent of
prescience 71!th9, foresiht 712th9.
onu# &eat#B "rcane $trike, (iehard, +ndurance,
=eadership, =ightning 'eflexes, Maximize $pell, $kill 3ocus
7<no)ledge ThistoryU9, 4eapon 3ocus.
loodline .rcanaB 4hene*er you cast a spell )ith a range
of Dpersonal,F you gain a luck #onus e6ual to the spellCs le*el
on all your sa*ing thro)s for 1 round.
Page 01
loodline Po6er#B Jou are destined for great things, and the
po)ers that you gain ser*e to protect you.
Touch of 'estiny *Sp-B "t 1st le*el, you can touch a creature
as a standard action, gi*ing it an insight #onus on attack
rolls, skill checks, a#ility checks, and sa*ing thro)s e6ual to
1@& your sorcerer le*el 7minimum 19 for 1 round. Jou can use
this a#ility a num#er of times per day e6ual to , G your
Charisma modifier.
)ated *Su-B $tarting at ,rd le*el, you gain a G1 luck #onus on
all of your sa*ing thro)s and to your "C during surprise
rounds 7see Com#at9 and )hen you are other)ise una)are of
an attack. "t !th le*el and e*ery four le*els thereafter, this
#onus increases #y G1, to a maximum of G5 at 12th le*el.
0t 9as Meant To Be *Su-B "t 2th le*el, you may reroll any
one attack roll, critical hit confirmation roll, or le*el check
made to o*ercome spell resistance. Jou must decide to use
this a#ility after the first roll is made #ut #efore the results
are re*ealed #y the GM. Jou must take the second result,
e*en if it is )orse. "t 2th le*el, you can use this a#ility once
per day. "t 1!th le*el, you can use this a#ility t)ice per day.
9ithin .each *Su-B "t 15th le*el, your ultimate destiny is
dra)ing near. Once per day, )hen an attack or spell that
causes damage )ould result in your death, you may attempt a
(C &; 4ill sa*e. :f successful, you are instead reduced to H1
hit points and are automatically sta#ilized. he #onus from
your fated a#ility applies to this sa*e.
'estiny .eali<ed *Su-B "t &;th le*el, your moment of destiny
is at hand. "ny critical threats made against you only confirm
if the second roll results in a natural &; on the die. "ny
critical threats you score )ith a spell are automatically
confirmed. Once per day, you can automatically succeed at
one caster le*el check made to o*ercome spell resistance.
Jou must use this a#ility #efore making the roll.
Draconic
"t some point in your familyCs history, a dragon inter#red
)ith your #loodline, and no) its ancient po)er flo)s
through your *eins.
Cla## '"illB Perception.
onu# 'pell#B !ae ar!or 7,rd9, resist enery 75th9, fly
7!th9, fear 72th9, spell resistance 711th9, for! of the draon 0
71,th9, for! of the draon 00 715th9, for! of the draon 000
71!th9, #ish 712th9.
onu# &eat#B 1lind.3ight, Great 3ortitude, :mpro*ed
:nitiati*e, Po)er "ttack, Quicken $pell, $kill 3ocus 73ly9,
$kill 3ocus 7<no)ledge TarcanaU9, oughness.
loodline .rcanaB 4hene*er you cast a spell )ith an energy
descriptor that matches your draconic #loodlineCs energy
type, that spell deals G1 point of damage per die rolled.
loodline Po6er#B he po)er of dragons flo)s through you
and manifests in a num#er of )ays. "t 1st le*el, you must
select one of the chromatic or metallic dragon types. his
choice cannot #e changed. " num#er of your a#ilities grant
resistances and deal damage #ased on your dragon type, as
noted on the follo)ing ta#le.
Table 3-1B: 'raconic Bloodline Po#ers
Dragon ,ype 2nergy ,ype reath 'hape
1lack "cid 0;.foot line
1lue +lectricity 0;.foot line
Green "cid ,;.foot cone
'ed 3ire ,;.foot cone
4hite Cold ,;.foot cone
1rass 3ire 0;.foot line
1ronze +lectricity 0;.foot line
Copper "cid 0;.foot line
Gold 3ire ,;.foot cone
$il*er Cold ,;.foot cone
Cla#s *+,-B $tarting at 1st le*el, you can gro) cla)s as a
free action. hese cla)s are treated as natural )eapons,
allo)ing you to make t)o cla) attacks as a full attack action
using your full #ase attack #onus. +ach of these attacks deals
1d/ points of damage plus your $trength modifier 71d, if
you are $mall9. "t 5th le*el, these cla)s are considered
magic )eapons for the purpose of o*ercoming ('. "t !th
le*el, the damage increases #y one step to 1d0 points of
damage 71d/ if you are $mall9. "t 11th le*el, these cla)s
deal an additional 1d0 points of damage of your energy type
on a successful hit. his is a supernatural a#ility. Jou can use
your cla)s for a num#er of rounds per day e6ual to , G your
Charisma modifier.
'raon .esistances *+,-B "t ,rd le*el, you gain resist 5
against your energy type and a G1 natural armor #onus. "t
2th le*el, your energy resistance increases to 1; and natural
armor #onus increases to G&. "t 15th le*el, your natural
armor #onus increases to G/.
Breath 9eapon *Su-B "t 2th le*el, you gain a #reath )eapon.
his #reath )eapon deals 1d0 points of damage of your
energy type per sorcerer le*el. hose caught in the area of
the #reath recei*e a 'eflex sa*e for half damage. he (C of
this sa*e is e6ual to 1; G 1@& your sorcerer le*el G your
Charisma modifier. he shape of the #reath )eapon depends
on your dragon type 7as indicated on the a#o*e chart9. "t 2th
le*el, you can use this a#ility once per day. "t 1!th le*el, you
can use this a#ility t)ice per day. "t &;th le*el, you can use
this a#ility three times per day.
9ins *Su-B "t 15th le*el, leathery dragon )ings gro) from
your #ack as a standard action, gi*ing you a fly speed of 0;
Page 0&
feet )ith a*erage maneu*era#ility. Jou can dismiss the
)ings as a free action.
Po#er of 9yr!s *Su-B "t &;th le*el, your draconic heritage
#ecomes manifest. Jou gain immunity to paralysis, sleep,
and damage of your energy type. Jou also gain #lindsense 0;
feet.
2lemental
he po)er of the elements resides in you, and at times you
can hardly control its fury. his influence comes from an
elemental outsider in your family history or a time )hen you
or your relati*es )ere exposed to a po)erful elemental force.
Cla## '"illB <no)ledge 7planes9.
onu# 'pell#B burnin handsP 7,rd9, scorchin rayP 75th9,
protection fro! enery 7!th9, ele!ental body 0 72th9,
ele!ental body 00 711th9, ele!ental body 000 71,th9,
ele!ental body 02 715th9, su!!on !onster 2000 7elementals
only9 71!th9, ele!ental s#ar! 712th9.
Phese spells al)ays deal a type of damage determined #y
your element. :n addition, the su#type of these spells changes
to match the energy type of your element.
onu# &eat#B (odge, +mpo)er $pell, Great 3ortitude,
:mpro*ed :nitiati*e, =ightning 'eflexes, Po)er "ttack, $kill
3ocus 7<no)ledge TplanesU9, 4eapon 3inesse.
loodline .rcanaB 4hene*er you cast a spell that deals
energy damage, you can change the type of damage to match
the type of your #loodline. his also changes the spellCs type
to match the type of your #loodline.
loodline Po6er#B One of the four elements infuses your
#eing, and you can dra) upon its po)er in times of need. "t
first le*el, you must select one of the four elementsB air,
earth, fire, or )ater. his choice cannot #e changed. "
num#er of your a#ilities grant resistances and deal damage
#ased on your element, as noted #elo).
Table 3-1C: +le!ental Bloodline Po#ers
2lement 2nergy ,ype 2lemental !ovement
"ir +lectricity 3ly 0; feet 7a*erage9
+arth "cid 1urro) ,; feet
3ire 3ire G,; feet #ase speed
4ater Cold $)im 0; feet
+le!ental .ay *Sp-B $tarting at 1st le*el, you can unleash an
elemental ray as a standard action, targeting any foe )ithin
,; feet as a ranged touch attack. his ray deals 1d0 points of
damage of your energy type G 1 for e*ery t)o sorcerer le*els
you possess. Jou can use this a#ility a num#er of times per
day e6ual to , G your Charisma modifier.
+le!ental .esistance *+,-B "t ,rd le*el, you gain energy
resistance 1; against your energy type. "t 2th le*el, your
energy resistance increases to &;.
+le!ental Blast *Sp-B "t 2th le*el, you can unleash a #last of
elemental po)er once per day. his &;.foot.radius #urst does
1d0 points of damage of your energy type per sorcerer le*el.
hose caught in the area of your #last recei*e a 'eflex sa*e
for half damage. Creatures that fail their sa*es gain
*ulnera#ility to your energy type until the end of your next
turn. he (C of this sa*e is e6ual to 1; G 1@& your sorcerer
le*el G your Charisma modifier. "t 2th le*el, you can use this
a#ility once per day. "t 1!th le*el, you can use this a#ility
t)ice per day. "t &;th le*el, you can use this a#ility three
times per day. his po)er has a range of 0; feet.
+le!ental Mo%e!ent *Su-B "t 15th le*el, you gain a special
mo*ement type or #onus. his a#ility is #ased on your
chosen element, as indicated on the a#o*e chart.
+le!ental Body *Su-B "t &;th le*el, elemental po)er surges
through your #ody. Jou gain immunity to sneak attacks,
critical hits, and damage from your energy type.
&ey
he capricious nature of the fey runs in your family due to
some intermingling of fey #lood or magic. Jou are more
emotional than most, prone to #outs of ?oy and rage.
Cla## '"illB <no)ledge 7nature9.
onu# 'pell#B entanle 7,rd9, hideous lauhter 75th9, deep
slu!ber 7!th9, poison 72th9, tree stride 711th9, !islead 71,th9,
phase door 715th9, irresistible dance 71!th9, shapechane
712th9.
onu# &eat#B (odge, :mpro*ed :nitiati*e, =ightning
'eflexes, Mo#ility, Point 1lank $hot, Precise $hot, Quicken
$pell, $kill 3ocus 7<no)ledge TnatureU9.
loodline .rcanaB 4hene*er you cast a spell of the
compulsion su#school, increase the spellCs (C #y G&.
loodline Po6er#B Jou ha*e al)ays had a tie to the natural
)orld, and as your po)er increases, so does the influence of
the fey o*er your magic.
&auhin Touch *Sp-B "t 1st le*el, you can cause a creature
to #urst out laughing for 1 round as a melee touch attack. "
laughing creature can only take a mo*e action #ut can defend
itself normally. Once a creature has #een affected #y
laughing touch, it is immune to its effects for &/ hours. Jou
can use this a#ility a num#er of times per day e6ual to , G
your Charisma modifier.
9oodland Stride *+,-B "t ,rd le*el, you can mo*e through
any sort of undergro)th 7such as natural thorns, #riars,
o*ergro)n areas, and similar terrain9 at your normal speed
and )ithout taking damage or suffering any other
Page 0,
impairment. horns, #riars, and o*ergro)n areas that ha*e
#een magically manipulated to impede motion, ho)e*er, still
affect you.
)leetin /lance *Sp-B "t 2th le*el, you can turn in*isi#le for
a num#er of rounds per day e6ual to your sorcerer le*el. his
a#ility functions as reater in%isibility$ hese rounds need
not #e consecuti*e.
)ey Maic *Su-B "t 15th le*el, you may reroll any caster
le*el check made to o*ercome spell resistance. Jou must
decide to use this a#ility #efore the results are re*ealed #y
the GM. Jou must take the second result, e*en if it is )orse.
Jou can use this a#ility at )ill.
Soul of the )ey *Su-B "t &;th le*el, your soul #ecomes one
)ith the )orld of the fey. Jou gain immunity to poison and
(' 1;@cold iron. Creatures of the animal type do not attack
you unless compelled to do so through magic. Once per day,
you can cast shado# #al" as a spell.like a#ility using your
sorcerer le*el as your caster le*el.
-nfernal
$ome)here in your familyCs history, a relati*e made a deal
)ith a de*il, and that pact has influenced your family line
e*er since. :n you, it manifests in direct and o#*ious )ays,
granting you po)ers and a#ilities. 4hile your fate is still
your o)n, you canCt help #ut )onder if your ultimate re)ard
is #ound to the Pit.
Cla## '"illB (iplomacy.
onu# 'pell#B protection fro! ood 7,rd9, scorchin ray
75th9, suestion 7!th9, char! !onster 72th9, do!inate
person 711th9, planar bindin 7de*ils and creatures )ith the
fiendish template only9 71,th9, reater teleport 715th9, po#er
#ord stun 71!th9, !eteor s#ar! 712th9.
onu# &eat#B 1lind.3ight, Com#at +xpertise, (eceitful,
+xtend $pell, :mpro*ed (isarm, :ron 4ill, $kill 3ocus
7<no)ledge TplanesU9, $pell Penetration.
loodline .rcanaB 4hene*er you cast a spell of the charm
su#school, increase the spellCs (C #y G&.
loodline Po6er#B Jou can dra) upon the po)er of -ell,
although you must #e )ary of its corrupting influence. $uch
po)er does not come )ithout a price.
Corruptin Touch *Sp-B "t 1st le*el, you can cause a creature
to #ecome shaken as a melee touch attack. his effect
persists for a num#er of rounds e6ual to 1@& your sorcerer
le*el 7minimum 19. Creatures shaken #y this a#ility radiate
an aura of e*il, as if they )ere an e*il outsider 7see detect
e%il9. Multiple touches do not stack, #ut they do add to the
duration. Jou can use this a#ility a num#er of times per day
e6ual to , G your Charisma modifier.
0nfernal .esistances *+,-B "t ,rd le*el, you gain resist fire 5
and a G& #onus on sa*ing thro)s made against poison. "t 2th
le*el, your resistance to fire increases to 1; and your #onus
on poison sa*ing thro)s increases to G/.
5ellfire *Sp-B "t 2th le*el, you can call do)n a column of
hellfire. his 1;.foot.radius #urst does 1d0 points of fire
damage per sorcerer le*el. hose caught in the area of your
#last recei*e a 'eflex sa*e for half damage. Good creatures
that fail their sa*es are shaken for a num#er of rounds e6ual
to your sorcerer le*el. he (C of this sa*e is e6ual to 1; G
1@& your sorcerer le*el G your Charisma modifier. "t 2th
le*el, you can use this a#ility once per day. "t 1!th le*el, you
can use this a#ility t)ice per day. "t &;th le*el, you can use
this a#ility three times per day. his po)er has a range of 0;
feet.
?n 'ar" 9ins *Su-B "t 15th le*el, you can gro) fearsome
#at )ings as a standard action, gi*ing you a fly speed of 0;
feet )ith a*erage maneu*era#ility. he )ings can #e
dismissed as a free action.
Po#er of the Pit *Su-B "t &;th le*el, your form #ecomes
infused )ith *ile po)er. Jou gain immunity to fire and
poison. Jou also gain resistance to acid 1; and cold 1;, and
the a#ility to see perfectly in darkness of any kind to a range
of 0; feet.
Hndead
he taint of the gra*e runs through your family. Perhaps one
of your ancestors #ecame a po)erful lich or *ampire, or
may#e you )ere #orn dead #efore suddenly returning to life.
+ither )ay, the forces of death mo*e through you and touch
your e*ery action.
Cla## '"illB <no)ledge 7religion9.
onu# 'pell#B chill touch 7,rd9, false life 75th9, %a!piric
touch 7!th9, ani!ate dead 72th9, #a%es of fatiue 711th9,
undeath to death 71,th9, finer of death 715th9, horrid
#iltin 71!th9, enery drain 712th9.
onu# &eat#B Com#at Casting, (iehard, +ndurance, :ron
4ill, $kill 3ocus 7<no)ledge TreligionU9, $pell 3ocus, $till
$pell, oughness.
loodline .rcanaB $ome undead are suscepti#le to your
mind.affecting spells. Corporeal undead that )ere once
humanoids are treated as humanoids for the purposes of
determining )hich spells affect them.
loodline Po6er#B Jou can call upon the foul po)ers of the
afterlife. 5nfortunately, the more you dra) upon them, the
closer you come to ?oining them.
/ra%e Touch *Sp-B $tarting at 1st le*el, you can make a
melee touch attack as a standard action that causes a li*ing
creature to #ecome shaken for a num#er of rounds e6ual to
1@& your sorcerer le*el 7minimum 19. :f you touch a shaken
Page 0/
creature )ith this a#ility, it #ecomes frightened for 1 round if
it has fe)er -it (ice than your sorcerer le*el. Jou can use
this a#ility a num#er of times per day e6ual to , G your
Charisma modifier.
'eath(s /ift *Su-B "t ,rd le*el, you gain resist cold 5 and ('
5@K against nonlethal damage. "t 2th le*el, your resistance
to cold increases to 1; and your (' increases to 1;@K
against nonlethal damage.
/rasp of the 'ead *Sp-B "t 2th le*el, you can cause a s)arm
of skeletal arms to #urst from the ground to rip and tear at
your foes. he skeletal arms erupt from the ground in a &;.
foot.radius #urst. "nyone in this area takes 1d0 points of
slashing damage per sorcerer le*el. hose caught in the area
recei*e a 'eflex sa*e for half damage. hose )ho fail the
sa*e are una#le to mo*e for 1 round. he (C of this sa*e is
e6ual to 1; G 1@& your sorcerer le*el G your Charisma
modifier. he skeletal arms disappear after 1 round. he
arms must #urst up from a solid surface. "t 2th le*el, you
can use this a#ility once per day. "t 1!th le*el, you can use
this a#ility t)ice per day. "t &;th le*el, you can use this
a#ility three times per day. his po)er has a range of 0; feet.
0ncorporeal )or! *Sp-B "t 15th le*el, you can #ecome
incorporeal for 1 round per sorcerer le*el. 4hile in this form,
you gain the incorporeal su#type. Jou only take half damage
from corporeal sources as long as they are magic 7you take
no damage from non.magic )eapons and o#?ects9. =ike)ise,
your spells deal only half damage to corporeal creatures.
$pells and other effects that do not deal damage function
normally. Jou can use this a#ility once per day.
?ne of 6s *+,-B "t &;th le*el, your form #egins to rot 7the
appearance of this decay is up to you9 and undead see you as
one of them. Jou gain immunity to cold, nonlethal damage,
paralysis, and sleep. Jou also gain (' 5@K. 5nintelligent
undead do not notice you unless you attack them. Jou
recei*e a G/ morale #onus on sa*ing thro)s made against
spells and spell.like a#ilities cast #y undead.
+i,ard
1eyond the *eil of the mundane hide the secrets of a#solute
po)er. he )orks of #eings #eyond mortals, the legends of
realms )here gods and spirits tread, the lore of creations #oth
)ondrous and terri#leKsuch mysteries call to those )ith the
am#ition and the intellect to rise a#o*e the common folk to
grasp true might. $uch is the path of the )izard. hese
shre)d magic.users seek, collect, and co*et esoteric
kno)ledge, dra)ing on cultic arts to )ork )onders #eyond
the a#ilities of mere mortals. 4hile some might choose a
particular field of magical study and #ecome masters of such
po)ers, others em#race *ersatility, re*eling in the un#ounded
)onders of all magic. :n either case, )izards pro*e a cunning
and potent lot, capa#le of smiting their foes, empo)ering
their allies, and shaping the )orld to their e*ery desire.
RoleB 4hile uni*ersalist )izards might study to prepare
themsel*es for any manner of danger, specialist )izards
research schools of magic that make them exceptionally
skilled )ithin a specific focus. Jet no matter their specialty,
all )izards are masters of the impossi#le and can aid their
allies in o*ercoming any danger.
.lignmentB "ny.
5it DieB d0.
Cla## '"ill#
he )izardCs class skills are "ppraise 7:nt9, Craft 7:nt9, 3ly
7(ex9, <no)ledge 7all9 7:nt9, =inguistics 7:nt9, Profession
74is9, and $pellcraft 7:nt9.
'"ill Ran"# per 1evelB & G :nt modifier.
Cla## &eature#
he follo)ing are the class features of the )izard.
Aeapon and .rmor ProficiencyB 4izards are proficient
)ith the clu#, dagger, hea*y cross#o), light cross#o), and
6uarterstaff, #ut not )ith any type of armor or shield. "rmor
interferes )ith a )izardCs mo*ements, )hich can cause his
spells )ith somatic components to fail.
'pell#B " )izard casts arcane spells dra)n from the
sorcerer@)izard spell list presented in $pell =ists. " )izard
must choose and prepare his spells ahead of time.
o learn, prepare, or cast a spell, the )izard must ha*e an
:ntelligence score e6ual to at least 1; G the spell le*el. he
(ifficulty Class for a sa*ing thro) against a )izardCs spell is
1; G the spell le*el G the )izardCs :ntelligence modifier.
" )izard can cast only a certain num#er of spells of each
spell le*el per day. -is #ase daily spell allotment is gi*en on
a#leB 4izard. :n addition, he recei*es #onus spells per day
if he has a high :ntelligence score 7see a#leB "#ility
Modifiers and 1onus $pells9.
" )izard may kno) any num#er of spells. -e must choose
and prepare his spells ahead of time #y getting % hours of
sleep and spending 1 hour studying his spell#ook. 4hile
studying, the )izard decides )hich spells to prepare.
onu# 1anguage#B " )izard may su#stitute (raconic for
one of the #onus languages a*aila#le to the character #ecause
of his race.
.rcane ond /23 or 'p0B "t 1st le*el, )izards form a
po)erful #ond )ith an o#?ect or a creature. his #ond can
take one of t)o formsB a familiar or a #onded o#?ect. "
Page 05
familiar is a magical pet that enhances the )izardCs skills and
senses and can aid him in magic, )hile a #onded o#?ect is an
item a )izard can use to cast additional spells or to ser*e as a
magical item. Once a )izard makes this choice, it is
permanent and cannot #e changed. 'ules for #onded items
are gi*en #elo), )hile rules for familiars are at the end of
this section.
4izards )ho select a #onded o#?ect #egin play )ith one at
no cost. O#?ects that are the su#?ect of an arcane #ond must
fall into one of the follo)ing categoriesB amulet, ring, staff,
)and, or )eapon. hese o#?ects are al)ays master)ork
6uality. 4eapons ac6uired at 1st le*el are not made of any
special material. :f the o#?ect is an amulet or ring, it must #e
)orn to ha*e effect, )hile sta*es, )ands, and )eapons must
#e )ielded. :f a )izard attempts to cast a spell )ithout his
#onded o#?ect )orn or in hand, he must make a
concentration check or lose the spell. he (C for this check
is e6ual to &; G the spellCs le*el. :f the o#?ect is a ring or
amulet, it occupies the ring or neck slot accordingly.
" #onded o#?ect can #e used once per day to cast any one
spell that the )izard has in his spell#ook and is capa#le of
casting, e*en if the spell is not prepared. his spell is treated
like any other spell cast #y the )izard, including casting
time, duration, and other effects dependent on the )izardCs
le*el. his spell cannot #e modified #y metamagic feats or
other a#ilities. he #onded o#?ect cannot #e used to cast
spells from the )izardCs opposition schools 7see arcane
school9.
" )izard can add additional magic a#ilities to his #onded
o#?ect as if he has the re6uired item creation feats and if he
meets the le*el prere6uisites of the feat. 3or example, a
)izard )ith a #onded dagger must #e at least 5th le*el to add
magic a#ilities to the dagger 7see the Craft Magic "rms and
"rmor feat in 3eats9. :f the #onded o#?ect is a )and, it loses
its )and a#ilities )hen its last charge is consumed, #ut it is
not destroyed and it retains all of its #onded o#?ect properties
and can #e used to craft a ne) )and. he magic properties of
a #onded o#?ect, including any magic a#ilities added to the
o#?ect, only function for the )izard )ho o)ns it. :f a #onded
o#?ectCs o)ner dies, or the item is replaced, the o#?ect re*erts
to #eing an ordinary master)ork item of the appropriate
type.
:f a #onded o#?ect is damaged, it is restored to full hit points
the next time the )izard prepares his spells. :f the o#?ect of
an arcane #ond is lost or destroyed, it can #e replaced after 1
)eek in a special ritual that costs &;; gp per )izard le*el
Page 00
Table 3-2D: 9i<ard
1evel
a#e .ttac"
onu#
&ort
'ave
Ref
'ave
Aill
'ave
'pecial 'pell# per Day
0 8#t 2nd ;rd <th =th 6th ?th @th 9th
1st G; G; G; G&
"rcane #ond, arcane school,
cantrips, $cri#e $croll
, 1 K K K K K K K
K
&nd G1 G; G; G, / & K K K K K K K K
,rd G1 G1 G1 G, / & 1 K K K K K K K
/th G& G1 G1 G/ / , & K K K K K K K
5th G& G1 G1 G/ 1onus feat / , & 1 K K K K K K
0th G, G& G& G5 / , , & K K K K K K
!th G, G& G& G5 / / , & 1 K K K K K
%th G/ G& G& G0 / / , , & K K K K K
2th G/ G, G, G0 / / / , & 1 K K K K
1;th G5 G, G, G! 1onus feat / / / , , & K K K K
11th G5 G, G, G! / / / / , & 1 K K K
1&th G0@G1 G/ G/ G% / / / / , , & K K K
1,th G0@G1 G/ G/ G% / / / / / , & 1 K K
1/th G!@G& G/ G/ G2 / / / / / , , & K K
15th G!@G& G5 G5 G2 1onus feat / / / / / / , & 1 K
10th G%@G, G5 G5 G1; / / / / / / , , & K
1!th G%@G, G5 G5 G1; / / / / / / / , & 1
1%th G2@G/ G0 G0 G11 / / / / / / / , , &
12th G2@G/ G0 G0 G11 / / / / / / / / , ,
&;th G1;@G5 G0 G0 G1& 1onus feat / / / / / / / / / /
plus the cost of the master)ork item. his ritual takes %
hours to complete. :tems replaced in this )ay do not possess
any of the additional enchantments of the pre*ious #onded
item. " )izard can designate an existing magic item as his
#onded item. his functions in the same )ay as replacing a
lost or destroyed item except that the ne) magic item retains
its a#ilities )hile gaining the #enefits and dra)#acks of
#ecoming a #onded item.
.rcane 'choolB " )izard can choose to specialize in one
school of magic, gaining additional spells and po)ers #ased
on that school. his choice must #e made at 1st le*el, and
once made, it cannot #e changed. " )izard that does not
select a school recei*es the uni*ersalist school instead.
" )izard that chooses to specialize in one school of magic
must select t)o other schools as his opposition schools,
representing kno)ledge sacrificed in one area of arcane lore
to gain mastery in another. " )izard )ho prepares spells
from his opposition schools must use t)o spell slots of that
le*el to prepare the spell. 3or example, a )izard )ith
e*ocation as an opposition school must expend t)o of his
a*aila#le ,rd.le*el spell slots to prepare a fireball. :n
addition, a specialist takes a H/ penalty on any skill checks
made )hen crafting a magic item that has a spell from one of
his opposition schools as a prere6uisite. " uni*ersalist )izard
can prepare spells from any school )ithout restriction.
+ach arcane school gi*es the )izard a num#er of school
po)ers. :n addition, specialist )izards recei*e an additional
spell slot of each spell le*el he can cast, from 1st on up. +ach
day, a )izard can prepare a spell from his specialty school in
that slot. his spell must #e in the )izardCs spell#ook. "
)izard can select a spell modified #y a metamagic feat to
prepare in his school slot, #ut it uses up a higher.le*el spell
slot. 4izards )ith the uni*ersalist school do not recei*e a
school slot.
Cantrip#( 4izards can prepare a num#er of cantrips, or ;.
le*el spells, each day, as noted on a#leB 4izard under
D$pells per (ay.F hese spells are cast like any other spell,
#ut they are not expended )hen cast and may #e used again.
" )izard can prepare a cantrip from an opposition school,
#ut it uses up t)o of his a*aila#le slots 7see #elo)9.
'cribe 'crollB "t 1st le*el, a )izard gains $cri#e $croll as a
#onus feat.
onu# &eat#B "t 5th, 1;th, 15th, and &;th le*el, a )izard
gains a #onus feat. "t each such opportunity, he can choose a
metamagic feat, an item creation feat, or $pell Mastery. he
)izard must still meet all prere6uisites for a #onus feat,
including caster le*el minimums. hese #onus feats are in
addition to the feats that a character of any class gets from
ad*ancing le*els. he )izard is not limited to the categories
of item creation feats, metamagic feats, or $pell Mastery
)hen choosing those feats.
'pellboo"#B " )izard must study his spell#ook each day to
prepare his spells. -e cannot prepare any spell not recorded
in his spell#ook, except for read !aic, )hich all )izards
can prepare from memory.
" )izard #egins play )ith a spell#ook containing all ;.le*el
)izard spells 7except those from his prohi#ited schools, if
any8 see "rcane $chools9 plus three 1st.le*el spells of his
choice. he )izard also selects a num#er of additional 1st.
le*el spells e6ual to his :ntelligence modifier to add to the
spell#ook. "t each ne) )izard le*el, he gains t)o ne) spells
of any spell le*el or le*els that he can cast 7#ased on his ne)
)izard le*el9 for his spell#ook. "t any time, a )izard can
also add spells found in other )izardsC spell#ooks to his o)n
7see Magic9.
.rcane 'chool#
he follo)ing descriptions detail each arcane school and its
corresponding po)ers.
.bKuration 'chool
he a#?urer uses magic against itself, and masters the art of
defensi*e and )arding magics.
.esistance *+,-B Jou gain resistance 5 to an energy type of
your choice, chosen )hen you prepare spells. his resistance
can #e changed each day. "t 11th le*el, this resistance
increases to 1;. "t &;th le*el, this resistance changes to
immunity to the chosen energy type.
Protecti%e 9ard *Su-B "s a standard action, you can create a
1;.foot.radius field of protecti*e magic centered on you that
lasts for a num#er of rounds e6ual to your :ntelligence
modifier. "ll allies in this area 7including you9 recei*e a G1
deflection #onus to their "C for 1 round. his #onus
increases #y G1 for e*ery fi*e )izard le*els you possess. Jou
can use this a#ility a num#er of times per day e6ual to , G
your :ntelligence modifier.
+nery Absorption *Su-B "t 0th le*el, you gain an amount of
energy a#sorption e6ual to , times your )izard le*el per day.
4hene*er you take energy damage, apply immunity,
*ulnera#ility 7if any9, and resistance first and apply the rest
to this a#sorption, reducing your daily total #y that amount.
"ny damage in excess of your a#sorption is applied to you
normally.
ConKuration 'chool
he con?urer focuses on the study of summoning monsters
and magic alike to #end to his )ill.
Su!!oner(s Char! *Su-B 4hene*er you cast a con?uration
7summoning9 spell, increase the duration #y a num#er of
rounds e6ual to 1@& your )izard le*el 7minimum 19. "t &;th
Page 0!
le*el, you can change the duration of all su!!on !onster
spells to permanent. Jou can ha*e no more than one su!!on
!onster spell made permanent in this )ay at one time. :f you
designate another su!!on !onster spell as permanent, the
pre*ious spell immediately ends.
Acid 'art *Sp-B "s a standard action you can unleash an acid
dart targeting any foe )ithin ,; feet as a ranged touch attack.
he acid dart deals 1d0 points of acid damage G 1 for e*ery
t)o )izard le*els you possess. Jou can use this a#ility a
num#er of times per day e6ual to , G your :ntelligence
modifier. his attack ignores spell resistance.
'i!ensional Steps *Sp-B "t %th le*el, you can use this a#ility
to teleport up to ,; feet per )izard le*el per day as a
standard action. his teleportation must #e used in 5.foot
increments and such mo*ement does not pro*oke an attack
of opportunity. Jou can #ring other )illing creatures )ith
you, #ut you must expend an e6ual amount of distance for
each additional creature #rought )ith you.
Divination 'chool
(i*iners are masters of remote *ie)ing, prophecies, and
using magic to explore the )orld.
)ore#arned *Su-B Jou can al)ays act in the surprise round
e*en if you fail to make a Perception roll to notice a foe, #ut
you are still considered flat.footed until you take an action.
:n addition, you recei*e a #onus on initiati*e checks e6ual to
1@& your )izard le*el 7minimum G19. "t &;th le*el, anytime
you roll initiati*e, assume the roll resulted in a natural &;.
'i%iner(s )ortune *Sp-B 4hen you acti*ate this school po)er,
you can touch any creature as a standard action to gi*e it an
insight #onus on all of its attack rolls, skill checks, a#ility
checks, and sa*ing thro)s e6ual to 1@& your )izard le*el
7minimum G19 for 1 round. Jou can use this a#ility a num#er
of times per day e6ual to , G your :ntelligence modifier.
Scryin Adept *Su-B "t %th le*el, you are al)ays a)are )hen
you are #eing o#ser*ed *ia magic, as if you had a permanent
detect scryin. :n addition, )hene*er you scry on a su#?ect,
treat the su#?ect as one step more familiar to you. >ery
familiar su#?ects get a H1; penalty on their sa*e to a*oid
your scrying attempts.
2nchantment 'chool
he enchanter uses magic to control and manipulate the
minds of his *ictims.
+nchantin S!ile *Su-B Jou gain a G& enhancement #onus on
1luff, (iplomacy, and :ntimidate skill checks. his #onus
increases #y G1 for e*ery fi*e )izard le*els you possess, up
to a maximum of G0 at &;th le*el. "t &;th le*el, )hene*er
you succeed at a sa*ing thro) against a spell of the
enchantment school, that spell is reflected #ack at its caster,
as per spell turnin.
'a<in Touch *Sp-B Jou can cause a li*ing creature to
#ecome dazed for 1 round as a melee touch attack. Creatures
)ith more -it (ice than your )izard le*el are unaffected.
Jou can use this a#ility a num#er of times per day e6ual to ,
G your :ntelligence modifier.
Aura of 'espair *Su-B "t %th le*el, you can emit a ,;.foot
aura of despair for a num#er of rounds per day e6ual to your
)izard le*el. +nemies )ithin this aura take a H& penalty on
a#ility checks, attack rolls, damage rolls, sa*ing thro)s, and
skill checks. hese rounds do not need to #e consecuti*e.
2vocation 'chool
+*okers re*el in the ra) po)er of magic, and can use it to
create and destroy )ith shocking ease.
0ntense Spells *Su-B 4hene*er you cast an e*ocation spell
that deals hit point damage, add 1@& your )izard le*el to the
damage 7minimum G19. his #onus only applies once to a
spell, not once per missile or ray, and cannot #e split #et)een
multiple missiles or rays. his damage is of the same type as
the spell. "t &;th le*el, )hene*er you cast an e*ocation spell
you can roll t)ice to penetrate a creatureCs spell resistance
and take the #etter result.
)orce Missile *Sp-B "s a standard action you can unleash a
force missile that automatically strikes a foe, as !aic
!issile. he force missile deals 1d/ points of damage plus
the damage from your intense spells e*ocation po)er. his is
a force effect. Jou can use this a#ility a num#er of times per
day e6ual to , G your :ntelligence modifier.
+le!ental 9all *Sp-B "t %th le*el, you can create a )all of
energy that lasts for a num#er of rounds per day e6ual to
your )izard le*el. hese rounds do not need to #e
consecuti*e. his )all deals acid, cold, electricity, or fire
damage, determined )hen you create it. he elemental )all
other)ise functions like #all of fire.
-llu#ion 'chool
:llusionists use magic to )ea*e confounding images,
figments, and phantoms to #affle and *ex their foes.
+,tended 0llusions *Su-B "ny illusion spell you cast )ith a
duration of DconcentrationF lasts a num#er of additional
rounds e6ual to 1@& your )izard le*el after you stop
maintaining concentration 7minimum G1 round9. "t &;th
le*el, you can make one illusion spell )ith a duration of
DconcentrationF #ecome permanent. Jou can ha*e no more
than one illusion made permanent in this )ay at one time. :f
you designate another illusion as permanent, the pre*ious
permanent illusion ends.
Page 0%
Blindin .ay *Sp-B "s a standard action you can fire a
shimmering ray at any foe )ithin ,; feet as a ranged touch
attack. he ray causes creatures to #e #linded for 1 round.
Creatures )ith more -it (ice than your )izard le*el are
dazzled for 1 round instead. Jou can use this a#ility a
num#er of times per day e6ual to , G your :ntelligence
modifier.
0n%isibility )ield *Sp-B "t %th le*el, you can make yourself
in*isi#le as a s)ift action for a num#er of rounds per day
e6ual to your )izard le*el. hese rounds do not need to #e
consecuti*e. his other)ise functions as reater in%isibility$
Necromancy 'chool
he dread and feared necromancer commands undead and
uses the foul po)er of unlife against his enemies.
Po#er o%er 6ndead *Su-B Jou recei*e Command 5ndead or
urn 5ndead as a #onus feat. Jou can channel energy a
num#er of times per day e6ual to , G your :ntelligence
modifier, #ut only to use the selected feat. Jou can take other
feats to add to this a#ility, such as +xtra Channel and
:mpro*ed Channel, #ut not feats that alter this a#ility, such as
+lemental Channel and "lignment Channel. he (C to sa*e
against these feats is e6ual to 1; G 1@& your )izard le*el G
your Charisma modifier. "t &;th le*el, undead cannot add
their channel resistance to the sa*e against this a#ility.
/ra%e Touch *Sp-B "s a standard action, you can make a
melee touch attack that causes a li*ing creature to #ecome
shaken for a num#er of rounds e6ual to 1@& your )izard le*el
7minimum 19. :f you touch a shaken creature )ith this a#ility,
it #ecomes frightened for 1 round if it has fe)er -it (ice
than your )izard le*el. Jou can use this a#ility a num#er of
times per day e6ual to , G your :ntelligence modifier.
&ife Siht *Su-B "t %th le*el, you gain #lindsight to a range of
1; feet for a num#er of rounds per day e6ual to your )izard
le*el. his a#ility only allo)s you to detect li*ing creatures
and undead creatures. his sight also tells you )hether a
creature is li*ing or undead. Constructs and other creatures
that are neither li*ing nor undead cannot #e seen )ith this
a#ility. he range of this a#ility increases #y 1; feet at 1&th
le*el, and #y an additional 1; feet for e*ery four le*els
#eyond 1&th.
,ran#mutation 'chool
ransmuters use magic to change the )orld around them.
Physical +nhance!ent *Su-B Jou gain a G1 enhancement
#onus to one physical a#ility score 7$trength, (exterity, or
Constitution9. his #onus increases #y G1 for e*ery fi*e
)izard le*els you possess to a maximum of G5 at &;th le*el.
Jou can change this #onus to a ne) a#ility score )hen you
prepare spells. "t &;th le*el, this #onus applies to t)o
physical a#ility scores of your choice.
Tele"inetic )ist *Sp-B "s a standard action you can strike )ith
a telekinetic fist, targeting any foe )ithin ,; feet as a ranged
touch attack. he telekinetic fist deals 1d/ points of
#ludgeoning damage G 1 for e*ery t)o )izard le*els you
possess. Jou can use this a#ility a num#er of times per day
e6ual to , G your :ntelligence modifier.
Chane Shape *Sp-B "t %th le*el, you can change your shape
for a num#er of rounds per day e6ual to your )izard le*el.
hese rounds do not need to #e consecuti*e. his a#ility
other)ise functions like beast shape 00 or ele!ental body 0$
"t 1&th le*el, this a#ility functions like beast shape 000 or
ele!ental body 00.
Hniver#ali#t 'chool
4izards )ho do not specialize 7kno)n as as uni*ersalists9
ha*e the most di*ersity of all arcane spellcasters.
5and of the Apprentice *Su-B Jou cause your melee )eapon
to fly from your grasp and strike a foe #efore instantly
returning to you. "s a standard action, you can make a single
attack using a melee )eapon at a range of ,; feet. his attack
is treated as a ranged attack )ith a thro)n )eapon, except
that you add your :ntelligence modifier on the attack roll
instead of your (exterity modifier 7damage still relies on
$trength9. his a#ility cannot #e used to perform a com#at
maneu*er. Jou can use this a#ility a num#er of times per day
e6ual to , G your :ntelligence modifier.
Meta!aic Mastery *Su-B "t %th le*el, you can apply any one
metamagic feat that you kno) to a spell you are a#out to
cast. his does not alter the le*el of the spell or the casting
time. Jou can use this a#ility once per day at %th le*el and
one additional time per day for e*ery t)o )izard le*els you
possess #eyond %th. "ny time you use this a#ility to apply a
metamagic feat that increases the spell le*el #y more than 1,
you must use an additional daily usage for each le*el a#o*e 1
that the feat adds to the spell. +*en though this a#ility does
not modify the spellCs actual le*el, you cannot use this a#ility
to cast a spell )hose modified spell le*el )ould #e a#o*e the
le*el of the highest.le*el spell that you are capa#le of
casting.
&amiliar#
" familiar is an animal chosen #y a spellcaster to aid him in
his study of magic. :t retains the appearance, -it (ice, #ase
attack #onus, #ase sa*e #onuses, skills, and feats of the
normal animal it once )as, #ut is no) a magical #east for the
purpose of effects that depend on its type. Only a normal,
unmodified animal may #ecome a familiar. "n animal
companion cannot also function as a familiar.
" familiar grants special a#ilities to its master, as gi*en on
Page 02
the ta#le #elo). hese special a#ilities apply only )hen the
master and familiar are )ithin 1 mile of each other.
=e*els of different classes that are entitled to familiars stack
for the purpose of determining any familiar a#ilities that
depend on the masterCs le*el.
:f a familiar is lost or dies, it can #e replaced 1 )eek later
through a specialized ritual that costs &;; gp per )izard
le*el. he ritual takes % hours to complete.
&amiliar 'pecial .bility
1at Master gains a G, #onus on 3ly checks
Cat Master gains a G, #onus on $tealth checks
-a)k Master gains a G, #onus on sight.#ased and opposed Perception checks in #right light
=izard Master gains a G, #onus on Clim# checks
Monkey Master gains a G, #onus on "cro#atics checks
O)l Master gains a G, #onus on sight.#ased and opposed Perception checks in shado)s or darkness
'at Master gains a G& #onus on 3ortitude sa*es
'a*enP Master gains a G, #onus on "ppraise checks
>iper Master gains a G, #onus on 1luff checks
oad Master gains G, hit points
4easel Master gains a G& #onus on 'eflex sa*es
P" ra*en familiar can speak one language of its masterCs choice as a supernatural a#ility.
&amiliar a#ic#B 5se the #asic statistics for a creature of the
familiarCs kind, #ut )ith the follo)ing changes.
5it 'iceB 3or the purpose of effects related to num#er of -it
(ice, use the masterCs character le*el or the familiarCs normal
-( total, )hiche*er is higher.
5it PointsB he familiar has half the masterCs total hit points
7not including temporary hit points9, rounded do)n,
regardless of its actual -it (ice.
Attac"sB 5se the masterCs #ase attack #onus, as calculated
from all his classes. 5se the familiarCs (exterity or $trength
modifier, )hiche*er is greater, to calculate the familiarCs
melee attack #onus )ith natural )eapons.
(amage e6uals that of a normal creature of the familiarCs
kind.
Sa%in Thro#sB 3or each sa*ing thro), use either the
familiarCs #ase sa*e #onus 73ortitude G&, 'eflex G&, 4ill G;9
or the masterCs 7as calculated from all his classes9, )hiche*er
is #etter. he familiar uses its o)n a#ility modifiers to sa*es,
and it doesnCt share any of the other #onuses that the master
might ha*e on sa*es.
S"illsB 3or each skill in )hich either the master or the
familiar has ranks, use either the normal skill ranks for an
animal of that type or the masterCs skill ranks, )hiche*er is
#etter. :n either case, the familiar uses its o)n a#ility
modifiers. 'egardless of a familiarCs total skill modifiers,
some skills may remain #eyond the familiarCs a#ility to use.
3amiliars treat "cro#atics, Clim#, 3ly, Perception, $tealth,
and $)im as class skills.
&amiliar .bility De#cription#B "ll familiars ha*e special
a#ilities 7or impart a#ilities to their masters9 depending on
the masterCs com#ined le*el in classes that grant familiars, as
sho)n on the ta#le #elo). he a#ilities are cumulati*e.
!a#ter Cla## 1evel Natural .rmor .dK* -nt 'pecial
1stH&nd G1 0 "lertness, impro*ed e*asion, share spells, empathic link
,rdH/th G& ! (eli*er touch spells
5thH0th G, % $peak )ith master
!thH%th G/ 2 $peak )ith animals of its kind
2thH1;th G5 1; K
11thH1&th G0 11 $pell resistance
1,thH1/th G! 1& $cry on familiar
15thH10th G% 1, K
1!thH1%th G2 1/ K
12thH&;th G1; 15 K
Page !;
3atural Ar!or Ad:$B he num#er noted here is in addition to
the familiarCs existing natural armor #onus.
0ntB he familiarCs :ntelligence score.
Alertness *+,-B 4hile a familiar is )ithin armCs reach, the
master gains the "lertness feat.
0!pro%ed +%asion *+,-B 4hen su#?ected to an attack that
normally allo)s a 'eflex sa*ing thro) for half damage, a
familiar takes no damage if it makes a successful sa*ing
thro) and half damage e*en if the sa*ing thro) fails.
Share SpellsB he )izard may cast a spell )ith a target of
DJouF on his familiar 7as a touch spell9 instead of on himself.
" )izard may cast spells on his familiar e*en if the spells do
not normally affect creatures of the familiarCs type 7magical
#east9.
+!pathic &in" *Su-B he master has an empathic link )ith
his familiar to a 1 mile distance. he master can
communicate empathically )ith the familiar, #ut cannot see
through its eyes. 1ecause of the linkCs limited nature, only
general emotions can #e shared. he master has the same
connection to an item or place that his familiar does.
'eli%er Touch Spells *Su-B :f the master is ,rd le*el or higher,
a familiar can deli*er touch spells for him. :f the master and
the familiar are in contact at the time the master casts a touch
spell, he can designate his familiar as the Dtoucher.F he
familiar can then deli*er the touch spell ?ust as the master
)ould. "s usual, if the master casts another spell #efore the
touch is deli*ered, the touch spell dissipates.
Spea" #ith Master *+,-B :f the master is 5th le*el or higher, a
familiar and the master can communicate *er#ally as if they
)ere using a common language. Other creatures do not
understand the communication )ithout magical help.
Spea" #ith Ani!als of 0ts 1ind *+,-B :f the master is !th le*el
or higher, a familiar can communicate )ith animals of
approximately the same kind as itself 7including dire
*arieties9B #ats )ith #ats, cats )ith felines, ha)ks and o)ls
and ra*ens )ith #irds, lizards and snakes )ith reptiles,
monkeys )ith other simians, rats )ith rodents, toads )ith
amphi#ians, and )easels )ith ermines and minks. $uch
communication is limited #y the :ntelligence of the
con*ersing creatures.
Spell .esistance *+,-B :f the master is 11th le*el or higher, a
familiar gains spell resistance e6ual to the masterCs le*el G 5.
o affect the familiar )ith a spell, another spellcaster must
get a result on a caster le*el check 71d&; G caster le*el9 that
e6uals or exceeds the familiarCs spell resistance.
Scry on )a!iliar *Sp-B :f the master is 1,th le*el or higher,
he may scry on his familiar 7as if casting the scryin spell9
once per day.
.rcane 'pell# and .rmor
"rmor restricts the complicated gestures re6uired )hile
casting any spell that has a somatic component. he armor
and shield descriptions list the arcane spell failure chance for
different armors and shields.
:f a spell doesnCt ha*e a somatic component, an arcane
spellcaster can cast it )ith no arcane spell failure chance
)hile )earing armor. $uch spells can also #e cast e*en if the
casterCs hands are #ound or he is grappling 7although
concentration checks still apply normally9. he metamagic
feat $till $pell allo)s a spellcaster to prepare or cast a spell
)ithout the somatic component at one spell le*el higher than
normal. his also pro*ides a )ay to cast a spell )hile
)earing armor )ithout risking arcane spell failure.
Page !1
-. S*ills
.sing S*ills
$kills represent some of the most #asic and yet most
fundamental a#ilities your character possesses. "s your
character ad*ances in le*el, he can gain ne) skills and
impro*e his existing skills dramatically.
Ac/%iring S*ills
+ach le*el, your character gains a num#er of skill ranks
dependent upon your class plus your :ntelligence modifier.
:n*esting a rank in a skill represents a measure of training in
that skill. Jou can ne*er ha*e more ranks in a skill than your
total num#er of -it (ice. :n addition, each class has a
num#er of fa*ored skills, called class skills. :t is easier for
your character to #ecome more proficient in these skills, as
they represent part of his professional training and constant
practice. Jou gain a G, #onus on all class skills that you put
ranks into. :f you ha*e more than one class and #oth grant
you a class skill #onus, these #onuses do not stack.
Table 7-1: S"ill .an"s
Cla## '"ill Ran"# per 1evel
1ar#arian / G :nt modifier
1ard 0 G :nt modifier
Cleric & G :nt modifier
(ruid / G :nt modifier
3ighter & G :nt modifier
Monk / G :nt modifier
Paladin & G :nt modifier
'anger 0 G :nt modifier
'ogue % G :nt modifier
$orcerer & G :nt modifier
4izard & G :nt modifier
he num#er of skill ranks you gain )hen taking a le*el in
one of the #ase classes is sho)n on a#leB $kill 'anks.
-umans gain 1 additional skill rank per class le*el.
Characters )ho take a le*el in a fa*ored class ha*e the
option of gaining 1 additional skill rank or an additional hit
point . :f you select a le*el in a ne) class, all of its class
skills are automatically added to your list of class skills, and
you gain a G, #onus on these skills if you ha*e ranks in
them.
'"ill Chec"#
4hen your character uses a skill, he isnCt guaranteed success.
:n order to determine success, )hene*er you attempt to use a
skill, you must make a skill check.
Table 7-2: S"ill Chec" Bonuses
'"ill '"ill Chec" i# 2>ual ,oL
5ntrained
1d&; G a#ility modifier G racial
modifier
rained
1d&; G skill ranks G a#ility modifier G
racial modifier
rained Class $kill
1d&; G skill ranks G a#ility modifier G
racial modifier G ,
P "rmor check penalty applies to all $trength. and
(exterity.#ased skill checks.
+ach skill rank grants a G1 #onus on checks made using that
skill. 4hen you make a skill check, you roll 1d&; and then
add your ranks and the appropriate a#ility score modifier to
the result of this check. :f the skill youCre using is a class skill
7and you ha*e in*ested ranks into that skill9, you gain a G,
#onus on the check. :f you are not trained in the skill 7and if
the skill may #e used untrained9, you may still attempt the
skill, #ut you use only the #onus 7or penalty9 pro*ided #y the
associated a#ility score modifier to modify the check. $kills
can #e further modified #y a )ide *ariety of sourcesK#y
your race, #y a class a#ility, #y e6uipment, #y spell effects or
magic items, and so on. $ee a#leB $kill Check 1onuses for a
summary of skill check #onuses.
:f the result of your skill check is e6ual to or greater than the
difficulty class 7or (C9 of the task you are attempting to
accomplish, you succeed. :f it is less than the (C, you fail.
$ome tasks ha*e *arying le*els of success and failure
depending on ho) much your check is a#o*e or #elo) the
re6uired (C. $ome skill checks are opposed #y the targetCs
skill check. 4hen making an opposed skill check, the
attempt is successful if your check result exceeds the result
of the target.
,a"ing 80 and ,a"ing 20
" skill check represents an attempt to accomplish some goal,
usually )hile under some sort of time pressure or distraction.
$ometimes, though, a character can use a skill under more
fa*ora#le conditions, increasing the odds of success.
,a"ing 80B 4hen your character is not in immediate danger
or distracted, you may choose to take 1;. :nstead of rolling
1d&; for the skill check, calculate your result as if you had
rolled a 1;. 3or many routine tasks, taking 1; makes them
Page !&
automatically successful. (istractions or threats 7such as
com#at9 make it impossi#le for a character to take 1;. :n
most cases, taking 1; is purely a safety measureKyou kno)
7or expect9 that an a*erage roll )ill succeed #ut fear that a
poor roll might fail, so you elect to settle for the a*erage roll
7a 1;9. aking 1; is especially useful in situations )here a
particularly high roll )ouldnCt help.
,a"ing 20B 4hen you ha*e plenty of time, you are faced
)ith no threats or distractions, and the skill #eing attempted
carries no penalties for failure, you can take &;. :n other
)ords, if you a d&; roll enough times, e*entually you )ill
get a &;. :nstead of rolling 1d&; for the skill check, ?ust
calculate your result as if you had rolled a &;.
aking &; means you are trying until you get it right, and it
assumes that you fail many times #efore succeeding. aking
&; takes &; times as long as making a single check )ould
take 7usually & minutes for a skill that takes 1 round or less to
perform9.
$ince taking &; assumes that your character )ill fail many
times #efore succeeding, your character )ould automatically
incur any penalties for failure #efore he or she could
complete the task 7hence )hy it is generally not allo)ed )ith
skills that carry such penalties9. Common Dtake &;F skills
include (isa#le (e*ice 7)hen used to open locks9, +scape
"rtist, and Perception 7)hen attempting to find traps9.
.bility Chec"# and Ca#ter 1evel Chec"#B he normal take
1; and take &; rules apply for a#ility checks. Aeither rule
applies to concentration checks or caster le*el checks.
.id .nother
Jou can help someone achie*e success on a skill check #y
making the same kind of skill check in a cooperati*e effort.
:f you roll a 1; or higher on your check, the character youCre
helping gets a G& #onus on his or her check. 7Jou canCt take
1; on a skill check to aid another.9 :n many cases, a
characterCs help )onCt #e #eneficial, or only a limited num#er
of characters can help at once.
:n cases )here the skill restricts )ho can achie*e certain
results, such as trying to open a lock using (isa#le (e*ice,
you canCt aid another to grant a #onus to a task that your
character couldnCt achie*e alone. he GM might impose
further restrictions to aiding another on a case.#y.case #asis
as )ell.
S*ill Descri0tions
his section descri#es each skill, including common uses and
typical modifiers. Characters can sometimes use skills for
purposes other than those noted here, at the GMCs discretion.
3or a complete summary of all of the skills, see a#leB $kill
$ummary.
$kill descriptions adhere to the follo)ing guidelines.
'"ill NameB he skill name line includes 7in addition to the
name of the skill9 the follo)ing information.
1ey AbilityB he a##re*iation of the a#ility )hose modifier
applies to the skill check.
Trained ?nlyB :f this notation is included in the skill name
line, you must ha*e at least 1 rank in the skill to use it. :f this
notation is omitted, the skill can #e used untrained 7)ith a
rank of ;9. :f any special notes apply to trained or untrained
use, they are co*ered in the 5ntrained section 7see #elo)9.
Ar!or Chec" PenaltyB :f this notation is included in the skill
name line, an armor check penalty applies 7see +6uipment9
to checks using this skill. :f this entry is a#sent, an armor
check penalty does not apply.
De#criptionB he skill name line is follo)ed #y a general
description of )hat using the skill represents.
Chec"B 4hat a character 7DyouF in the skill description9 can
do )ith a successful skill check and the checkCs (ifficulty
Class 7(C9.
.ctionB he type of action using the skill re6uires, or the
amount of time re6uired for a check.
,ry .gainB "ny conditions that apply to successi*e attempts
to use the skill successfully. :f the skill doesnCt allo) you to
attempt the same task more than once, or if failure carries an
inherent penalty 7such as )ith the Clim# skill9, you canCt take
&;. :f this paragraph is omitted, the skill can #e retried
)ithout any inherent penalty other than the additional time
re6uired.
'pecialB "ny extra facts that apply to the skill, such as
special effects deri*ing from its use or #onuses that certain
characters recei*e #ecause of class, feat choices, or race.
Re#trictionB he full utility of certain skills is restricted to
characters of certain classes. his entry indicates )hether
any such restrictions exist for the skill.
HntrainedB his entry indicates )hat a character )ithout at
least 1 rank in the skill can do )ith it. :f this entry doesnCt
appear, it means that the skill functions normally for
untrained characters 7if it can #e used untrained9 or that an
untrained character canCt attempt checks )ith this skill 7for
skills that are designated Drained OnlyF9.
Page !,
Acrobatics 1Dex2 Armor Chec*
Penalty3
Jou can keep your #alance )hile tra*ersing narro) or
treacherous surfaces. Jou can also di*e, flip, ?ump, and roll
to a*oid attacks and o*ercome o#stacles.
Chec"B Jou can use "cro#atics to mo*e on narro) surfaces
and une*en ground )ithout falling. " successful check
allo)s you to mo*e at half speed across such surfacesKonly
one check is needed per round. 5se the follo)ing ta#le to
Page !/
Table 7-3: S"ill Su!!ary
'"ill bn rd Clr Drd &tr !n" Pal Rgr Rog 'or Ai$ Hntrained .bility
"cro#atics C C K K K C K K C K K Jes (exP
"ppraise K C C K K K K K C C C Jes :nt
1luff K C K K K K K K C C K Jes Cha
Clim# C C K C C C K C C K K Jes $trP
Craft C C C C C C C C C C C Jes :nt
(iplomacy K C C K K K C K C K K Jes Cha
(isa#le (e*ice K K K K K K K K C K K Ao (exP
(isguise K C K K K K K K C K K Jes Cha
+scape "rtist K C K K K C K K C K K Jes (exP
3ly K K K C K K K K K C C Jes (exP
-andle "nimal C K K C C K C C K K K Ao Cha
-eal K K C C K K C C K K K Jes 4is
:ntimidate C C K K C C K C C C K Jes Cha
<no)ledge 7arcana9 K C C K K K K K K C C Ao :nt
<no)ledge 7dungeoneering9 K C K K C K K C C K C Ao :nt
<no)ledge 7engineering9 K C K K C K K K K K C Ao :nt
<no)ledge 7geography9 K C K C K K K C K K C Ao :nt
<no)ledge 7history9 K C C K K C K K K K C Ao :nt
<no)ledge 7local9 K C K K K K K K C K C Ao :nt
<no)ledge 7nature9 C C K C K K K C K K C Ao :nt
<no)ledge 7no#ility9 K C C K K K C K K K C Ao :nt
<no)ledge 7planes9 K C C K K K K K K K C Ao :nt
<no)ledge 7religion9 K C C K K C C K K K C Ao :nt
=inguistics K C C K K K K K C K C Ao :nt
Perception C C K C K C K C C K K Jes 4is
Perform K C K K K C K K C K K Jes Cha
Profession K C C C C C C C C C C Ao 4is
'ide C K K C C C C C K K K Jes (exP
$ense Moti*e K C C K K C C K C K K Jes 4is
$leight of -and K C K K K K K K C K K Ao (exP
$pellcraft K C C C K K C C K C C Ao :nt
$tealth K C K K K C K C C K K Jes (exP
$ur*i*al C K K C C K K C K K K Jes 4is
$)im C K K C C C K C C K K Jes $trP
5se Magic (e*ice K C K K K K K K C C K Ao Cha
C S Class $kill8 P "rmor check penalty applies
determine the #ase (C, )hich is then modified #y the
"cro#atics skill modifiers noted #elo). 4hile you are using
"cro#atics in this )ay, you are considered flat.footed and
lose your (exterity #onus to your "C 7if any9. :f you take
damage )hile using "cro#atics, you must immediately make
another "cro#atics check at the same (C to a*oid falling or
#eing knocked prone.
'urface Aidth a#e .crobatic# DC
Greater than , feet )ide ;P
1H, feet )ide 5P
!H11 inches )ide 1;
&H0 inches )ide 15
=ess than & inches )ide &;
P Ao "cro#atics check is needed to mo*e across these
surfaces unless the modifiers to the surface 7#elo)9 increase
the (C to 1; or higher.
:n addition, you can mo*e through a threatened s6uare
)ithout pro*oking an attack of opportunity from an enemy
#y using "cro#atics. 4hen mo*ing in this )ay, you mo*e at
half speed. Jou can mo*e at full speed #y increasing the (C
of the check #y 1;. Jou cannot use "cro#atics to mo*e past
foes if your speed is reduced due to carrying a medium or
hea*y load or )earing medium or hea*y armor. :f an a#ility
allo)s you to mo*e at full speed under such conditions, you
can use "cro#atics to mo*e past foes. Jou can use "cro#atics
in this )ay )hile prone, #ut doing so re6uires a full.round
action to mo*e 5 feet, and the (C is increased #y 5.
'ituation a#e .crobatic# DCL
Mo*e through a threatened area
OpponentCs Com#at
Maneu*er (efense
Mo*e through an enemyCs space
5 G opponentCs Com#at
Maneu*er (efense
P his (C is used to a*oid an attack of opportunity due to
mo*ement. his (C increases #y & for each additional
opponent a*oided in 1 round.
3inally, you can use the "cro#atics skill to make ?umps or to
soften a fall. he #ase (C to make a ?ump is e6ual to the
distance to #e crossed 7if horizontal9 or four times the height
to #e reached 7if *ertical9. hese (Cs dou#le if you do not
ha*e at least 1; feet of space to get a running start. he only
"cro#atics modifiers that apply are those concerning the
surface you are ?umping from. :f you fail this check #y / or
less, you can attempt a (C &; 'eflex sa*e to gra# hold of the
other side after ha*ing missed the ?ump. :f you fail #y 5 or
more, you fail to make the ?ump and fall 7or land prone, in
the case of a *ertical ?ump9. Creatures )ith a #ase land speed
a#o*e ,; feet recei*e a G/ racial #onus on "cro#atics checks
made to ?ump for e*ery 1; feet of their speed a#o*e ,; feet.
Creatures )ith a #ase land speed #elo) ,; feet recei*e a H/
racial #onus on "cro#atics checks made to ?ump for e*ery 1;
feet of their speed #elo) ,; feet. Ao ?ump can allo) you to
exceed your maximum mo*ement for the round. 3or a
running ?ump, the result of your "cro#atics check indicates
the distance tra*eled in the ?ump 7and if the check fails, the
distance at )hich you actually land and fall prone9. -al*e
this result for a standing long ?ump to determine )here you
land.
1ong Iump .crobatic# DC
5 feet 5
1; feet 1;
15 feet 15
&; feet &;
Greater than &; feet G5 per 5 feet
& feet %
, feet 1&
/ feet 10
Greater than / feet G/ per foot
4hen you deli#erately fall any distance, e*en as a result of a
missed ?ump, a (C 15 "cro#atics skill check allo)s you to
ignore the first 1; feet fallen, although you still end up prone
if you take damage from a fall. $ee the falling rules for
further details.
5igh Iump .crobatic# DC
1 foot /
& feet %
, feet 1&
/ feet 10
Greater than / feet G/ per foot
Many conditions can affect your chances of success )ith
"cro#atics checks. he follo)ing modifiers to target (Cs
apply to all "cro#atics skill checks. he modifiers stack )ith
one another, #ut only the most se*ere modifier for any one
condition applies.
.crobatic# !odifier# DC !odifier
$lightly o#structed 7gra*el, sand9 G&
$e*erely o#structed 7ca*ern, ru##le9 G5
$lightly slippery 7)et9 G&
$e*erely slippery 7icy9 G5
$lightly sloped 7V/5W9 G&
$e*erely sloped 7X/5W9 G5
$lightly unsteady 7#oat in rough )ater9 G&
Moderately unsteady 7#oat in a storm9 G5
Page !5
.crobatic# !odifier# DC !odifier
$e*erely unsteady 7earth6uake9 G1;
Mo*e at full speed on narro) or
une*en surfaces
G5P
P his does not apply to checks made to ?ump.
.ctionB Aone. "n "cro#atics check is made as part of
another action or as a reaction to a situation.
'pecialB :f you ha*e , or more ranks in "cro#atics, you gain
a G, dodge #onus to "C )hen fighting defensi*ely instead of
the usual G&, and a G0 dodge #onus to "C )hen taking the
total defense action instead of the usual G/.
:f you ha*e the "cro#atic feat, you get a #onus on "cro#atics
checks 7see 3eats9.
A00raise 1Int3
Jou can e*aluate the monetary *alue of an o#?ect.
Chec"B " (C &; "ppraise check determines the *alue of a
common item. :f you succeed #y 5 or more, you also
determine if the item has magic properties, although this
success does not grant kno)ledge of the magic itemCs
a#ilities. :f your fail the check #y less than 5, you determine
the price of that item to )ithin &;I of its actual *alue. :f you
fail this check #y 5 or more, the price is )ildly inaccurate,
su#?ect to GM discretion. Particularly rare or exotic items
might increase the (C of this check #y 5 or more.
Jou can also use this check to determine the most *alua#le
item in a treasure hoard. he (C of this check is generally &;
#ut can increase to as high as ,; for a particularly large
hoard.
.ctionB "ppraising an item takes 1 standard action.
(etermining the most *alua#le o#?ect in a treasure hoard
takes 1 full.round action.
,ry .gainB "dditional attempts to "ppraise an item re*eal
the same result.
'pecialB " spellcaster )ith a ra*en familiar gains a G, #onus
on "ppraise checks.
'l%ff 1Cha3
Jou kno) ho) to tell a lie.
Chec"B 1luff is an opposed skill check against your
opponentCs $ense Moti*e skill. :f you use 1luff to fool
someone, )ith a successful check you con*ince your
opponent that )hat you are saying is true. 1luff checks are
modified depending upon the #elie*a#ility of the lie. he
follo)ing modifiers are applied to the roll of the creature
attempting to tell the lie. Aote that some lies are so
impro#a#le that it is impossi#le to con*ince anyone that they
are true 7su#?ect to GM discretion9.
Circum#tance# luff !odifier
he target )ants to #elie*e you G5
he lie is #elie*a#le G;
he lie is unlikely H5
he lie is far.fetched H1;
he lie is impossi#le H&;
he target is drunk or impaired G5
Jou possess con*incing proof up to G1;
)eintB Jou can use 1luff to feint in com#at, causing your
opponent to #e denied his (exterity #onus to his "C against
your next attack. he (C of this check is e6ual to 1; G your
opponentCs #ase attack #onus G your opponentCs 4isdom
modifier. :f your opponent is trained in $ense Moti*e, the
(C is instead e6ual to 1; G your opponentCs $ense Moti*e
#onus, if higher. 3or more information on feinting in com#at,
see Com#at.
Secret MessaesB Jou can use 1luff to pass hidden messages
along to another character )ithout others understanding your
true meaning #y using innuendo to cloak your actual
message. he (C of this check is 15 for simple messages and
&; for complex messages. :f you are successful, the target
automatically understands you, assuming you are
communicating in a language that it understands. :f your
check fails #y 5 or more, you deli*er the )rong message.
Other creatures that recei*e the message can decipher it #y
succeeding at an opposed $ense Moti*e check against your
1luff result.
.ctionB "ttempting to decei*e someone takes at least 1
round, #ut can possi#ly take longer if the lie is ela#orate 7as
determined #y the GM on a case.#y.case #asis9.
3einting in com#at is a standard action.
5sing 1luff to deli*er a secret message takes t)ice as long as
the message )ould other)ise take to relay.
,ry .gainB :f you fail to decei*e someone, further attempts
to decei*e them are at a H1; penalty and may #e impossi#le
7GM discretion9.
Jou can attempt to feint against someone again if you fail.
$ecret messages can #e relayed again if the first attempt fails.
'pecialB " spellcaster )ith a *iper familiar gains a G, #onus
on 1luff checks.
:f you ha*e the (eceitful feat, you get a #onus on 1luff
checks 7see 3eats9.
Page !0
Climb 1Str2 Armor Chec*
Penalty3
Jou are skilled at scaling *ertical surfaces, from smooth city
)alls to rocky cliffs.
Chec"B 4ith a successful Clim# check, you can ad*ance up,
do)n, or across a slope, )all, or other steep incline 7or e*en
across a ceiling, pro*ided it has handholds9 at one.6uarter
your normal speed. " slope is considered to #e any incline at
an angle measuring less than 0; degrees8 a )all is any incline
at an angle measuring 0; degrees or more.
" Clim# check that fails #y / or less means that you make no
progress, and one that fails #y 5 or more means that you fall
from )hate*er height you ha*e already attained.
he (C of the check depends on the conditions of the clim#.
Compare the task )ith those on the follo)ing ta#le to
determine an appropriate (C.
Jou need #oth hands free to clim#, #ut you may cling to a
)all )ith one hand )hile you cast a spell or take some other
action that re6uires only one hand. 4hile clim#ing, you canCt
mo*e to a*oid a #lo), so you lose your (exterity #onus to
"C 7if any9. Jou also canCt use a shield )hile clim#ing.
"nytime you take damage )hile clim#ing, make a Clim#
check against the (C of the slope or )all. 3ailure means you
fall from your current height and sustain the appropriate
falling damage.
Accelerated Cli!binB Jou try to clim# more 6uickly than
normal. 1y accepting a H5 penalty, you can mo*e half your
speed 7instead of one.6uarter your speed9.
Ma"e Four ?#n 5andholds and )ootholdsB Jou can make
your o)n handholds and footholds #y pounding pitons into a
)all. (oing so takes 1 minute per piton, and one piton is
needed per 5 feet of distance. "s )ith any surface that offers
handholds and footholds, a )all )ith pitons in it has a (C of
15. :n the same )ay, a clim#er )ith a handaxe or similar
implement can cut handholds in an ice )all.
Catch Fourself 9hen )allinB :tCs practically impossi#le to
catch yourself on a )all )hile falling, yet if you )ish to
attempt such a difficult task, you can make a Clim# check
7(C S )allCs (C G &;9 to do so. :tCs much easier to catch
yourself on a slope 7(C S slopeCs (C G 1;9.
Catch a )allin Character 9hile Cli!binB :f someone
clim#ing a#o*e you or ad?acent to you falls, you can attempt
to catch the falling character if he or she is )ithin your reach.
(oing so re6uires a successful melee touch attack against the
falling character 7though he or she can *oluntarily forego any
(exterity #onus to "C if desired9. :f you hit, you must
immediately attempt a Clim# check 7(C S )allCs (C G 1;9.
$uccess indicates that you catch the falling character, #ut his
total )eight, including e6uipment, cannot exceed your hea*y
load limit or you automatically fall. :f you fail your Clim#
check #y / or less, you fail to stop the characterCs fall #ut
donCt lose your grip on the )all. :f you fail #y 5 or more, you
fail to stop the characterCs fall and #egin falling as )ell.
.ctionB Clim#ing is part of mo*ement, so itCs generally part
of a mo*e action 7and may #e com#ined )ith other types of
mo*ement in a mo*e action9. +ach mo*e action that includes
any clim#ing re6uires a separate Clim# check. Catching
yourself or another falling character doesnCt take an action.
'pecialB Jou can use a rope to haul a character up)ard 7or
lo)er a character9 through sheer strength. Jou can lift dou#le
your maximum load in this manner.
" creature )ith a clim# speed has a G% racial #onus on all
Clim# checks. he creature must make a Clim# check to
clim# any )all or slope )ith a (C higher than ;, #ut it can
al)ays choose to take 1;, e*en if rushed or threatened )hile
clim#ing. :f a creature )ith a clim# speed chooses an
accelerated clim# 7see a#o*e9, it mo*es at dou#le its clim#
Page !!
Climb DC 23ample 'urface or .ctivity
;
" slope too steep to )alk up, or a knotted
rope )ith a )all to #race against.
5
" rope )ith a )all to #race against, or a
knotted rope, or a rope affected #y the rope
tric" spell.
1;
" surface )ith ledges to hold on to and
stand on, such as a *ery rough )all or a
shipCs rigging.
15
"ny surface )ith ade6uate handholds and
footholds 7natural or artificial9, such as a
*ery rough natural rock surface or a tree,
or an unknotted rope, or pulling yourself
up )hen dangling #y your hands.
&;
"n une*en surface )ith narro) handholds
and footholds, such as a typical )all in a
dungeon.
&5
" rough surface, such as a natural rock
)all or a #rick )all.
,;
"n o*erhang or ceiling )ith handholds
only.
K
" perfectly smooth, flat *ertical 7or
in*erted9 surface cannot #e clim#ed.
Climb DC
!odifierL
23ample 'urface or .ctivity
H1;
Clim#ing a chimney 7artificial or natural9
or other location )here you can #race
against t)o opposite )alls.
H5
Clim#ing a corner )here you can #race
against perpendicular )alls.
G5 $urface is slippery.
P hese modifiers are cumulati*e8 use all that apply.
speed 7or at its land speed, )hiche*er is slo)er9 and makes a
single Clim# check at a H5 penalty. $uch a creature retains its
(exterity #onus to "rmor Class 7if any9 )hile clim#ing, and
opponents get no special #onus to their attacks against it. :t
cannot, ho)e*er, use the run action )hile clim#ing.
:f you ha*e the "thletic feat, you get a #onus on Clim#
checks 7see 3eats9.
Craft 1Int3
Jou are skilled in the creation of a specific group of items,
such as armor or )eapons. =ike <no)ledge, Perform, and
Profession, Craft is actually a num#er of separate skills. Jou
could ha*e se*eral Craft skills, each )ith its o)n ranks. he
most common Craft skills are alchemy, armor, #askets,
#ooks, #o)s, calligraphy, carpentry, cloth, clothing, glass,
?e)elry, leather, locks, paintings, pottery, sculptures, ships,
shoes, stonemasonry, traps, and )eapons.
" Craft skill is specifically focused on creating something. :f
nothing is created #y the endea*or, it pro#a#ly falls under the
heading of a Profession skill.
Chec"B Jou can practice your trade and make a decent
li*ing, earning half your check result in gold pieces per )eek
of dedicated )ork. Jou kno) ho) to use the tools of your
trade, ho) to perform the craftCs daily tasks, ho) to super*ise
untrained helpers, and ho) to handle common pro#lems.
75ntrained la#orers and assistants earn an a*erage of 1 sil*er
piece per day.9
he #asic function of the Craft skill, ho)e*er, is to allo) you
to make an item of the appropriate type. he (C depends on
the complexity of the item to #e created. he (C, your check
result, and the price of the item determine ho) long it takes
to make a particular item. he itemCs finished price also
determines the cost of ra) materials.
:n some cases, the fabricate spell can #e used to achie*e the
results of a Craft check )ith no actual check in*ol*ed. Jou
must still make an appropriate Craft check )hen using the
spell to make articles re6uiring a high degree of
craftsmanship.
" successful Craft check related to )ood)orking in
con?unction )ith the casting of the iron#ood spell ena#les
you to make )ooden items that ha*e the strength of steel.
4hen casting the spell !inor creation, you must succeed on
an appropriate Craft check to make a complex item.
"ll crafts re6uire artisanCs tools to gi*e the #est chance of
success. :f impro*ised tools are used, the check is made )ith
a H& penalty. On the other hand, master)ork artisanCs tools
pro*ide a G& circumstance #onus on the check.
o determine ho) much time and money it takes to make an
item, follo) these steps.
1. 3ind the itemCs price in sil*er pieces 71 gp S 1; sp9.
&. 3ind the itemCs (C from a#leB Craft $kills.
Page !%
Table 7-7: Craft S"ills
-tem Craft '"ill Craft DC
"cid "lchemy 15
"lchemistCs fire, smokestick, or tindert)ig "lchemy &;
"ntitoxin, sunrod, tanglefoot #ag, or thunderstone "lchemy &5
"rmor or shield "rmor 1; G "C #onus
=ong#o), short#o), or arro)s 1o)s 1&
Composite long#o) or composite short#o) 1o)s 15
Composite long#o) or composite short#o) )ith high strength rating 1o)s 15 G 7& L rating9
Mechanical trap raps >ariesP
Cross#o), or #olts 4eapons 15
$imple melee or thro)n )eapon 4eapons 1&
Martial melee or thro)n )eapon 4eapons 15
+xotic melee or thro)n )eapon 4eapons 1%
>ery simple item 7)ooden spoon9 >aries 5
ypical item 7iron pot9 >aries 1;
-igh.6uality item 7#ell9 >aries 15
Complex or superior item 7lock9 >aries &;
P raps ha*e their o)n rules for construction 7see raps9.
,. Pay 1@, of the itemCs price for the ra) material cost.
/. Make an appropriate Craft check representing one )eekCs
)orth of )ork. :f the check succeeds, multiply your check
result #y the (C. :f the result L the (C e6uals the price of
the item in sp, then you ha*e completed the item. 7:f the
result L the (C e6uals dou#le or triple the price of the item
in sil*er pieces, then youC*e completed the task in one.half or
one.third of the time. Other multiples of the (C reduce the
time in the same manner.9 :f the result L the (C doesnCt e6ual
the price, then it represents the progress youC*e made this
)eek. 'ecord the result and make a ne) Craft check for the
next )eek. +ach )eek, you make more progress until your
total reaches the price of the item in sil*er pieces.
:f you fail a check #y / or less, you make no progress this
)eek. :f you fail #y 5 or more, you ruin half the ra)
materials and ha*e to pay half the original ra) material cost
again.
Proress by the 'ayB Jou can make checks #y the day
instead of #y the )eek. :n this case your progress 7check
result L (C9 should #e di*ided #y the num#er of days in a
)eek.
Create Master#or" 0te!sB Jou can make a master)ork itemB
a )eapon, suit of armor, shield, or tool that con*eys a #onus
on its use through its exceptional craftsmanship. o create a
master)ork item, you create the master)ork component as if
it )ere a separate item in addition to the standard item. he
master)ork component has its o)n price 7,;; gp for a
)eapon or 15; gp for a suit of armor or a shield, see
+6uipment for the price of other master)ork tools9 and a
Craft (C of &;. Once #oth the standard component and the
master)ork component are completed, the master)ork item
is finished. he cost you pay for the master)ork component
is one.third of the gi*en amount, ?ust as it is for the cost in
ra) materials.
.epair 0te!sB Jou can repair an item #y making checks
against the same (C that it took to make the item in the first
place. he cost of repairing an item is one.fifth of the itemCs
price.
.ctionB (oes not apply. Craft checks are made #y the day or
)eek 7see a#o*e9.
,ry .gainB Jes, #ut each time you fail #y 5 or more, you
ruin half the ra) materials and ha*e to pay half the original
ra) material cost again.
'pecialB Jou may *oluntarily add G1; to the indicated (C to
craft an item. his allo)s you to create the item more 6uickly
7since youCll #e multiplying this higher (C #y your Craft
check result to determine progress9. Jou must decide
)hether to increase the (C #efore you make each )eekly or
daily check.
o make an item using Craft 7alchemy9, you must ha*e
alchemical e6uipment. :f you are )orking in a city, you can
#uy )hat you need as part of the ra) materials cost to make
the item, #ut alchemical e6uipment is difficult or impossi#le
to come #y in some places. Purchasing and maintaining an
alchemistCs la# grants a G& circumstance #onus on Craft
7alchemy9 checks #ecause you ha*e the perfect tools for the
?o#, #ut it does not affect the cost of any items made using
the skill.
" gnome recei*es a G& #onus on a Craft or Profession skill
of her choice.
Di0lomacy 1Cha3
Jou can use this skill to persuade others to agree )ith your
arguments, to resol*e differences, and to gather *alua#le
information or rumors from people. his skill is also used to
negotiate conflicts #y using the proper eti6uette and manners
suita#le to the pro#lem.
Chec"B Jou can change the initial attitudes of nonplayer
characters )ith a successful check. he (C of this check
depends on the creatureCs starting attitude to)ard you,
ad?usted #y its Charisma modifier. :f you succeed, the
characterCs attitude to)ard you is impro*ed #y one step. 3or
e*ery 5 #y )hich your check result exceeds the (C, the
characterCs attitude to)ard you increases #y one additional
step. " creatureCs attitude cannot #e shifted more than t)o
steps up in this )ay, although the GM can o*erride this rule
in some situations. :f you fail the check #y / or less, the
characterCs attitude to)ard you is unchanged. :f you fail #y 5
or more, the characterCs attitude to)ard you is decreased #y
one step.
Jou cannot use (iplomacy against a creature that does not
understand you or has an :ntelligence of , or less. (iplomacy
is generally ineffecti*e in com#at and against creatures that
intend to harm you or your allies in the immediate future.
"ny attitude shift caused through (iplomacy generally lasts
for 1d/ hours #ut can last much longer or shorter depending
upon the situation 7GM discretion9.
'tarting .ttitude Diplomacy DC
-ostile &5 G creatureCs Cha modifier
5nfriendly &; G creatureCs Cha modifier
:ndifferent 15 G creatureCs Cha modifier
3riendly 1; G creatureCs Cha modifier
-elpful ; G creatureCs Cha modifier
:f a creatureCs attitude to)ard you is at least indifferent, you
can make re6uests of the creature. his is an additional
(iplomacy check, using the creatureCs current attitude to
determine the #ase (C, )ith one of the follo)ing modifiers.
Once a creatureCs attitude has shifted to helpful, the creature
gi*es in to most re6uests )ithout a check, unless the re6uest
is against its nature or puts it in serious peril. $ome re6uests
Page !2
automatically fail if the re6uest goes against the creatureCs
*alues or its nature, su#?ect to GM discretion.
Re>ue#t
Diplomacy DC
!odifier
Gi*e simple ad*ice or directions H5
Gi*e detailed ad*ice G;
Gi*e simple aid G;
'e*eal an unimportant secret G5
Gi*e lengthy or complicated aid G5
Gi*e dangerous aid G1;
'e*eal an important secret G1; or more
Gi*e aid that could result in punishment G15 or more
"dditional re6uests G5 per re6uest
/ather 0nfor!ationB Jou can also use (iplomacy to gather
information a#out a specific topic or indi*idual. o do this,
you must spend at least 1d/ hours can*assing people at local
ta*erns, markets, and gathering places. he (C of this check
depends on the o#scurity of the information sought, #ut for
most commonly kno)n facts or rumors it is 1;. 3or o#scure
or secret kno)ledge, the (C might increase to &; or higher.
he GM might rule that some topics are simply unkno)n to
common folk.
.ctionB 5sing (iplomacy to influence a creatureCs attitude
takes 1 minute of continuous interaction. Making a re6uest of
a creature takes 1 or more rounds of interaction, depending
upon the complexity of the re6uest. 5sing (iplomacy to
gather information takes 1d/ hours of )ork searching for
rumors and informants.
,ry .gainB Jou cannot use (iplomacy to influence a gi*en
creatureCs attitude more than once in a &/.hour period. :f a
re6uest is refused, the result does not change )ith additional
checks, although other re6uests might #e made. Jou can retry
(iplomacy checks made to gather information.
'pecialB :f you ha*e the Persuasi*e feat, you gain a #onus on
(iplomacy checks 7see 3eats9.
Disable De!ice 1Dex2 Armor
Chec* Penalty2 Trained
4nly3
Jou are skilled at disarming traps and opening locks. :n
addition, this skill lets you sa#otage simple mechanical
de*ices, such as catapults, )agon )heels, and doors.
Chec"B 4hen disarming a trap or other de*ice, the (isa#le
(e*ice check is made secretly, so that you donCt necessarily
kno) )hether youC*e succeeded.
he (C depends on ho) tricky the de*ice is. :f the check
succeeds, you disa#le the de*ice. :f it fails #y / or less, you
ha*e failed #ut can try again. :f you fail #y 5 or more,
something goes )rong. :f the de*ice is a trap, you trigger it.
:f youCre attempting some sort of sa#otage, you think the
de*ice is disa#led, #ut it still )orks normally.
Device ,ime
Di#able
Device
DCL
23ample
$imple 1 round 1; Oam a lock
ricky 1d/ rounds 15 $a#otage a )agon )heel
(ifficult &d/ rounds &; (isarm a trap, reset a trap
+xtreme &d/ rounds &5
(isarm a complex trap,
cle*erly sa#otage a
clock)ork de*ice
P :f you attempt to lea*e #ehind no trace of your tampering,
add 5 to the (C.
Jou also can rig simple de*ices such as saddles or )agon
)heels to )ork normally for a )hile and then fail or fall off
some time later 7usually after 1d/ rounds or minutes of use9.
1oc" Juality Di#able Device DC
$imple &;
"*erage &5
Good ,;
$uperior /;
?pen &oc"sB he (C for opening a lock depends on its
6uality. :f you do not ha*e a set of thie*esC tools, these (Cs
increase #y 1;.
.ctionB he amount of time needed to make a (isa#le
(e*ice check depends on the task, as noted a#o*e. (isa#ling
a simple de*ice takes 1 round and is a full.round action. "
tricky or difficult de*ice re6uires 1d/ or &d/ rounds.
"ttempting to open a lock is a full.round action.
,ry .gainB >aries. Jou can retry checks made to disa#le
traps if you miss the check #y / or less. Jou can retry checks
made to open locks.
'pecialB :f you ha*e the (eft -ands feat, you get a #onus on
(isa#le (e*ice checks 7see 3eats9.
" rogue )ho #eats a trapCs (C #y 1; or more can study the
trap, figure out ho) it )orks, and #ypass it )ithout
disarming it. " rogue can rig a trap so her allies can #ypass it
as )ell.
Re#trictionB Characters )ith the trapfinding a#ility 7like
rogues9 can disarm magic traps. " magic trap generally has a
(C of &5 G the le*el of the spell used to create it.
he spells fire trap, lyph of #ardin, sy!bol, and
teleportation circle also create traps that a rogue can disarm
Page %;
)ith a successful (isa#le (e*ice check. Spi"e ro#th and
spi"e stones, ho)e*er, create magic hazards against )hich
(isa#le (e*ice checks do not succeed. $ee the indi*idual
spell descriptions for details.
Disg%ise 1Cha3
Jou are skilled at changing your appearance.
Chec"B Jour (isguise check result determines ho) good the
disguise is, and it is opposed #y othersC Perception check
results. :f you donCt dra) any attention to yourself, others do
not get to make Perception checks. :f you come to the
attention of people )ho are suspicious 7such as a guard )ho
is )atching commoners )alking through a city gate9, it can
#e assumed that such o#ser*ers are taking 1; on their
Perception checks.
Di#gui#e Chec" !odifier
Minor details only G5
(isguised as different gender
1
H&
(isguised as different race
1
H&
(isguised as different age category
1
H&
&
(isguised as different size category
1
H1;
1 hese modifiers are cumulati*e8 use all that apply.
& Per step of difference #et)een your actual age category
and your disguised age category. he steps areB young
7younger than adulthood9, adulthood, middle age, old, and
*enera#le.
Jou get only one (isguise check per use of the skill, e*en if
se*eral people make Perception checks against it. he
(isguise check is made secretly, so that you canCt #e sure
ho) good the result is.
he effecti*eness of your disguise depends on ho) much
youCre changing your appearance. (isguise can #e used to
make yourself appear like a creature that is one size category
larger or smaller than your actual size. his does not change
your actual size or reach, should you enter com#at )hile
)earing such a disguise.
&amiliarity
Die6er%# Perception Chec"
onu#
'ecognizes on sight G/
3riends or associates G0
Close friends G%
:ntimate G1;
:f you are impersonating a particular indi*idual, those )ho
kno) )hat that person looks like get a #onus on their
Perception checks according to the ta#le #elo). 3urthermore,
they are automatically considered to #e suspicious of you, so
opposed checks are al)ays called for.
"n indi*idual makes a Perception check to see through your
disguise immediately upon meeting you and again e*ery
hour thereafter. :f you casually meet a large num#er of
different creatures, each for a short time, check once per day
or hour, using an a*erage Perception modifier for the group.
.ctionB Creating a disguise re6uires 1d, L 1; minutes of
)ork. 5sing magic 7such as the disuise self spell9 reduces
this action to the time re6uired to cast the spell or trigger the
effect.
,ry .gainB Jes. Jou may try to redo a failed disguise, #ut
once others kno) that a disguise )as attempted, theyCll #e
more suspicious.
'pecialB Magic that alters your form, such as alter self,
disuise self, poly!orph, or shapechane, grants you a G1;
#onus on (isguise checks 7see the indi*idual spell
descriptions9. (i*ination magic that allo)s people to see
through illusions 7such as true seein9 does not penetrate a
mundane disguise, #ut it can negate the magical component
of a magically enhanced one.
Jou must make a (isguise check )hen you cast a
si!ulacru! spell to determine ho) good the likeness is.
:f you ha*e the (eceitful feat, you gain a #onus on (isguise
checks 7see 3eats9.
"sca0e Artist 1Dex2 Armor
Chec* Penalty3
Jour training allo)s you to slip out of #onds and escape
from grapples.
Chec"B he ta#le #elo) gi*es the (Cs needed to escape
*arious forms of restraints.
Re#traint 2#cape .rti#t DC
'ope@#indings 1inderCs CM1 G&;
Aet, ani!ate rope, co!!and plants,
control plants, or entanle
&;
Snare spell &,
Manacles ,;
ight space ,;
Master)ork manacles ,5
Grappler GrapplerCs CM(
.opesB he (C of your +scape "rtist check is e6ual to the
#inderCs Com#at Maneu*er 1onus G&;.
Manacles and Master#or" ManaclesB he (C for manacles
is set #y their construction 7see the ta#le #elo)9.
Page %1
Tiht SpaceB he (C noted is for getting through a space
through )hich your head fits #ut your shoulders donCt. :f the
space is long, you may need to make multiple checks. Jou
canCt s6ueeze through a space that your head does not fit
through.
/rapplerB Jou can make an +scape "rtist check in place of a
com#at maneu*er check to escape a grapple 7see Com#at9 or
to change from a pinned condition to merely grappled.
.ctionB Making an +scape "rtist check to escape from rope
#indings, manacles, or other restraints 7except a grappler9
re6uires 1 minute of )ork. +scaping from a net or an
ani!ate rope, co!!and plants, control plants, or entanle
spell is a full.round action. +scaping from a grapple or pin is
a standard action. $6ueezing through a tight space takes at
least 1 minute, may#e longer, depending on ho) long the
space is.
,ry .gainB >aries. Jou can make another check after a failed
check if youCre s6ueezing your )ay through a tight space,
making multiple checks. :f the situation permits, you can
make additional checks, or e*en take &;, as long as youCre
not #eing acti*ely opposed. :f the (C to escape from rope or
#indings is higher than &; G your +scape "rtist skill #onus,
you cannot escape from the #onds using +scape "rtist.
'pecialB :f you ha*e the $tealthy feat, you gain a #onus on
+scape "rtist checks 7see 3eats9.
(ly 1Dex2 Armor Chec* Penalty3
Jou are skilled at flying, through either the use of )ings or
magic, and can perform daring or complex maneu*ers )hile
air#orne. Aote that this skill does not gi*e you the a#ility to
fly.
Table 7-8: 9ind +ffects on )liht
Aind &orce Aind 'peed
Chec"ed
'i$e
lo6n .6ay
'i$e
&ly
Penalty
=ight ;H1; mph K K K
Moderate 11H&; mph K K K
$trong &1H,; mph iny K H&
$e*ere ,1H5; mph $mall iny H/
4indstorm 51H!/ mph Medium $mall H%
-urricane !5H1!/ mph =arge Medium H1&
ornado 1!5G mph -uge =arge H10
Chec"B Jou generally need only make a 3ly check )hen you
are attempting a complex maneu*er. 4ithout making a
check, a flying creature can remain flying at the end of its
turn so long as it mo*es a distance greater than half its speed.
:t can also turn up to /5 degrees #y sacrificing 5 feet of
mo*ement, can rise at half speed at an angle of /5 degrees,
and can descend at any angle at normal speed. Aote that
these restrictions only apply to mo*ement taken during your
current turn. "t the #eginning of the next turn, you can mo*e
in a different direction than you did the pre*ious turn )ithout
making a check. aking any action that *iolates these rules
re6uires a 3ly check. he difficulty of these maneu*ers
*aries depending upon the maneu*er you are attempting, as
noted on the follo)ing chart.
Attac"ed 9hile )lyinB Jou are not considered flat.footed
)hile flying. :f you are flying using )ings and you take
damage )hile flying, you must make a (C 1; 3ly check to
a*oid losing 1; feet of altitude. his descent does not
pro*oke an attack of opportunity and does not count against
a creatureCs mo*ement.
&lying !aneuver &ly DC
Mo*e less than half speed and remain flying 1;
-o*er 15
urn greater than /5W #y spending 5 feet of
mo*ement
15
urn 1%;W #y spending 1; feet of mo*ement &;
3ly up at greater than /5W angle &;
Collision 9hile )lyinB :f you are using )ings to fly and you
collide )ith an o#?ect e6ual to your size or larger, you must
immediately make a (C &5 3ly check to a*oid plummeting
to the ground, taking the appropriate falling damage.
A%oid )allin 'a!aeB :f you are falling and ha*e the a#ility
to fly, you can make a (C 1; 3ly check to negate the
damage. Jou cannot make this check if you are falling due to
a failed 3ly check or a collision.
5ih 9ind SpeedsB 3lying in high )inds adds penalties on
your 3ly checks as noted on a#leB 4ind +ffects on 3light.
DCheckedF means that creatures of that size or smaller must
succeed on a (C &; 3ly check to mo*e at all so long as the
)ind persists. D1lo)n a)ayF means that creatures of that
size or smaller must make a (C &5 3ly check or #e #lo)n
#ack &d0 L 1; feet and take &d0 points of nonlethal damage.
his check must #e made e*ery round the creature remains
air#orne. " creature that is #lo)n a)ay must still make a (C
&; 3ly check to mo*e due to also #eing checked.
.ctionB Aone. " 3ly check doesnCt re6uire an action8 it is
made as part of another action or as a reaction to a situation.
,ry .gainB >aries. Jou can attempt a 3ly check to perform
the same maneu*er on su#se6uent rounds. :f you are using
)ings and you fail a 3ly check #y 5 or more, you plummet to
the ground, taking the appropriate falling damage 7see
+n*ironment9.
'pecialB " spellcaster )ith a #at familiar gains a G, #onus on
3ly checks.
Page %&
Creatures )ith a fly speed treat the 3ly skill as a class skill. "
creature )ith a natural fly speed recei*es a #onus 7or
penalty9 on 3ly skill checks depending on its
maneu*era#ilityB Clumsy H%, Poor H/, "*erage G;, Good G/,
Perfect G%. Creatures )ithout a listed maneu*era#ility rating
are assumed to ha*e a*erage maneu*era#ility.
" creature larger or smaller than Medium takes a size #onus
or penalty on 3ly checks depending on its size categoryB 3ine
G%, (iminuti*e G0, iny G/, $mall G&, =arge H&, -uge H/,
Gargantuan H0, Colossal H%.
Jou cannot take ranks in this skill )ithout a natural means of
flight or gliding. Creatures can also take ranks in 3ly if they
possess a relia#le means of flying e*ery day 7either through a
spell or other special a#ility9.
:f you ha*e the "cro#atic feat, you get a #onus on 3ly checks
7see 3eats9.
#andle Animal 1Cha2 Trained
4nly3
Jou are trained at )orking )ith animals, and can teach them
tricks, get them to follo) your simple commands, or e*en
domesticate them.
Chec"( he (C depends on )hat you are trying to do.
,a#" 5andle .nimal DC
-andle an animal 1;
DPushF an animal &5
each an animal a trick 15 or &;P
rain an animal for a general purpose 15 or &;P
'ear a )ild animal 15 G -( of animal
P $ee the specific trick or purpose #elo).
5andle an Ani!alB his task in*ol*es commanding an
animal to perform a task or trick that it kno)s. :f the animal
is )ounded or has taken any nonlethal damage or a#ility
score damage, the (C increases #y &. :f your check succeeds,
the animal performs the task or trick on its next action.
DPushG an Ani!alB o push an animal means to get it to
perform a task or trick that it doesnCt kno) #ut is physically
capa#le of performing. his category also co*ers making an
animal perform a forced march or forcing it to hustle for
more than 1 hour #et)een sleep cycles. :f the animal is
)ounded or has taken any nonlethal damage or a#ility score
damage, the (C increases #y &. :f your check succeeds, the
animal performs the task or trick on its next action.
Teach an Ani!al a Tric"B Jou can teach an animal a specific
trick )ith 1 )eek of )ork and a successful -andle "nimal
check against the indicated (C. "n animal )ith an
:ntelligence score of 1 can learn a maximum of three tricks,
)hile an animal )ith an :ntelligence score of & can learn a
maximum of six tricks. Possi#le tricks 7and their associated
(Cs9 include, #ut are not necessarily limited to, the
follo)ing.
"ttack 7(C &;9B he animal attacks apparent
enemies. Jou may point to a particular creature that
you )ish the animal to attack, and it )ill comply if
a#le. Aormally, an animal )ill attack only
humanoids, monstrous humanoids, giants, or other
animals. eaching an animal to attack all creatures
7including such unnatural creatures as undead and
a#errations9 counts as t)o tricks.
Come 7(C 159B he animal comes to you, e*en if it
normally )ould not do so.
(efend 7(C &;9B he animal defends you 7or is
ready to defend you if no threat is present9, e*en
)ithout any command #eing gi*en. "lternati*ely,
you can command the animal to defend another
specific character.
(o)n 7(C 159B he animal #reaks off from com#at
or other)ise #acks do)n. "n animal that doesnCt
kno) this trick continues to fight until it must flee
7due to in?ury, a fear effect, or the like9 or its
opponent is defeated.
3etch 7(C 159B he animal goes and gets
something. :f you do not point out a specific item,
the animal fetches a random o#?ect.
Guard 7(C &;9B he animal stays in place and
pre*ents others from approaching.
-eel 7(C 159B he animal follo)s you closely, e*en
to places )here it normally )ouldnCt go.
Perform 7(C 159B he animal performs a *ariety of
simple tricks, such as sitting up, rolling o*er, roaring
or #arking, and so on.
$eek 7(C 159B he animal mo*es into an area and
looks around for anything that is o#*iously ali*e or
animate.
$tay 7(C 159B he animal stays in place, )aiting for
you to return. :t does not challenge other creatures
that come #y, though it still defends itself if it needs
to.
rack 7(C &;9B he animal tracks the scent
presented to it. 7his re6uires the animal to ha*e the
scent a#ility.9
4ork 7(C 159B he animal pulls or pushes a
medium or hea*y load.
Train an Ani!al for a /eneral PurposeB 'ather than teaching
an animal indi*idual tricks, you can simply train it for a
general purpose. +ssentially, an animalCs purpose represents a
preselected set of kno)n tricks that fit into a common
scheme, such as guarding or hea*y la#or. he animal must
meet all the normal prere6uisites for all tricks included in the
training package. :f the package includes more than three
Page %,
tricks, the animal must ha*e an :ntelligence score of & or
higher.
"n animal can #e trained for only one general purpose,
though if the creature is capa#le of learning additional tricks
7a#o*e and #eyond those included in its general purpose9, it
may do so. raining an animal for a purpose re6uires fe)er
checks than teaching indi*idual tricks does, #ut no less time.
Com#at raining 7(C &;9B "n animal trained to #ear
a rider into com#at kno)s the tricks attack, come,
defend, do)n, guard, and heel. raining an animal
for com#at riding takes 0 )eeks. Jou may also
DupgradeF an animal trained for riding to one trained
for com#at #y spending , )eeks and making a
successful (C &; -andle "nimal check. he ne)
general purpose and tricks completely replace the
animalCs pre*ious purpose and any tricks it once
kne). Many horses and riding dogs are trained in
this )ay.
3ighting 7(C &;9B "n animal trained to engage in
com#at kno)s the tricks attack, do)n, and stay.
raining an animal for fighting takes , )eeks.
Guarding 7(C &;9B "n animal trained to guard
kno)s the tricks attack, defend, do)n, and guard.
raining an animal for guarding takes / )eeks.
-ea*y =a#or 7(C 159B "n animal trained for hea*y
la#or kno)s the tricks come and )ork. raining an
animal for hea*y la#or takes & )eeks.
-unting 7(C &;9B "n animal trained for hunting
kno)s the tricks attack, do)n, fetch, heel, seek, and
track. raining an animal for hunting takes 0 )eeks.
Performance 7(C 159B "n animal trained for
performance kno)s the tricks come, fetch, heel,
perform, and stay. raining an animal for
performance takes 5 )eeks.
'iding 7(C 159B "n animal trained to #ear a rider
kno)s the tricks come, heel, and stay. raining an
animal for riding takes , )eeks.
.ear a 9ild Ani!alB o rear an animal means to raise a )ild
creature from infancy so that it #ecomes domesticated. "
handler can rear as many as three creatures of the same kind
at once.
" successfully domesticated animal can #e taught tricks at
the same time itCs #eing raised, or it can #e taught as a
domesticated animal later.
.ctionB >aries. -andling an animal is a mo*e action, )hile
DpushingF an animal is a full.round action. 7" druid or ranger
can handle an animal companion as a free action or push it as
a mo*e action.9 3or tasks )ith specific time frames noted
a#o*e, you must spend half this time 7at the rate of , hours
per day per animal #eing handled9 )orking to)ard
completion of the task #efore you attempt the -andle "nimal
check. :f the check fails, your attempt to teach, rear, or train
the animal fails and you need not complete the teaching,
rearing, or training time. :f the check succeeds, you must
in*est the remainder of the time to complete the teaching,
rearing, or training. :f the time is interrupted or the task is not
follo)ed through to completion, the attempt to teach, rear, or
train the animal automatically fails.
,ry .gainB Jes, except for rearing an animal.
'pecialB Jou can use this skill on a creature )ith an
:ntelligence score of 1 or & that is not an animal, #ut the (C
of any such check increases #y 5. $uch creatures ha*e the
same limit on tricks kno)n as animals do.
" druid or ranger gains a G/ circumstance #onus on -andle
"nimal checks in*ol*ing an animal companion.
:n addition, a druidCs or rangerCs animal companion kno)s
one or more #onus tricks, )hich donCt count against the
normal limit on tricks kno)n and donCt re6uire any training
time or -andle "nimal checks to teach.
:f you ha*e the "nimal "ffinity feat, you get a #onus on
-andle "nimal checks 7see 3eats9.
HntrainedB :f you ha*e no ranks in -andle "nimal, you can
use a Charisma check to handle and push domestic animals,
#ut you canCt teach, rear, or train animals. " druid or ranger
)ith no ranks in -andle "nimal can use a Charisma check to
handle and push her animal companion, #ut she canCt teach,
rear, or train other nondomestic animals.
#eal 1+is3
Jou are skilled at tending to )ounds and ailments.
Chec"B he (C and effect of a -eal check depend on the
task you attempt.
,a#" DC
3irst aid 15
=ong.term care 15
reat )ounds from caltrops, spi"e
ro#th, or spi"e stones
15
reat deadly )ounds &;
reat poison PoisonCs sa*e (C
reat disease (iseaseCs sa*e (C
)irst AidB Jou usually use first aid to sa*e a dying character.
:f a character has negati*e hit points and is losing hit points
7at the rate of 1 per round, 1 per hour, or 1 per day9, you can
make him sta#le. " sta#le character regains no hit points #ut
stops losing them. 3irst aid also stops a character from losing
hit points due to effects that cause #leed 7see Conditions for
rules on #leed damage9.
&on-Ter! CareB Pro*iding long.term care means treating a
)ounded person for a day or more. :f your -eal check is
Page %/
successful, the patient reco*ers hit points or a#ility score
points lost to a#ility damage at t)ice the normal rateB & hit
points per le*el for a full % hours of rest in a day, or / hit
points per le*el for each full day of complete rest8 & a#ility
score points for a full % hours of rest in a day, or / a#ility
score points for each full day of complete rest.
Jou can tend to as many as six patients at a time. Jou need a
fe) items and supplies 7#andages, sal*es, and so on9 that are
easy to come #y in settled lands. Gi*ing long.term care
counts as light acti*ity for the healer. Jou cannot gi*e long.
term care to yourself.
Treat 9ounds fro! Caltrops, Spi"e /ro#th, or Spi"e StonesB
" creature )ounded #y stepping on a caltrop mo*es at half
normal speed. " successful -eal check remo*es this
mo*ement penalty.
" creature )ounded #y a spi"e ro#th or spi"e stones spell
must succeed on a 'eflex sa*e or take in?uries that reduce his
speed #y one.third. "nother character can remo*e this
penalty #y taking 1; minutes to dress the *ictimCs in?uries
and succeeding on a -eal check against the spellCs sa*e (C.
Treat 'eadly 9oundsB 4hen treating deadly )ounds, you
can restore hit points to a damaged creature. reating deadly
)ounds restores 1 hit point per le*el of the creature. :f you
exceed the (C #y 5 or more, add your 4isdom modifier 7if
positi*e9 to this amount. " creature can only #enefit from its
deadly )ounds #eing treated )ithin &/ hours of #eing in?ured
and ne*er more than once per day. Jou must expend t)o uses
from a healerCs kit to perform this task. Jou take a H& penalty
on your -eal skill check for each use from the healerCs kit
that you lack.
Treat PoisonB o treat poison means to tend to a single
character )ho has #een poisoned and )ho is going to take
more damage from the poison 7or suffer some other effect9.
+*ery time the poisoned character makes a sa*ing thro)
against the poison, you make a -eal check. :f your -eal
check exceeds the (C of the poison, the character recei*es a
G/ competence #onus on his sa*ing thro) against the poison.
Treat 'iseaseB o treat a disease means to tend to a single
diseased character. +*ery time the diseased character makes
a sa*ing thro) against disease effects, you make a -eal
check. :f your -eal check exceeds the (C of the disease, the
character recei*es a G/ competence #onus on his sa*ing
thro) against the disease.
.ctionB Pro*iding first aid, treating a )ound, or treating
poison is a standard action. reating a disease or tending a
creature )ounded #y a spi"e ro#th or spi"e stones spell
takes 1; minutes of )ork. reating deadly )ounds takes 1
hour of )ork. Pro*iding long.term care re6uires % hours of
light acti*ity.
,ry .gainB >aries. Generally speaking, you canCt try a -eal
check again )ithout )itnessing proof of the original checkCs
failure. Jou can al)ays retry a check to pro*ide first aid,
assuming the target of the pre*ious attempt is still ali*e.
'pecialB " character )ith the $elf.$ufficient feat gets a
#onus on -eal checks 7see 3eats9.
" healerCs kit gi*es you a G& circumstance #onus on -eal
checks.
Intimidate 1Cha3
Jou can use this skill to frighten your opponents or to get
them to act in a )ay that #enefits you. his skill includes
*er#al threats and displays of pro)ess.
Chec"B Jou can use :ntimidate to force an opponent to act
friendly to)ard you for 1d0 L 1; minutes )ith a successful
check. he (C of this check is e6ual to 1; G the targetCs -it
(ice G the targetCs 4isdom modifier. :f successful, the target
gi*es you the information you desire, takes actions that do
not endanger it, or other)ise offers limited assistance. "fter
the :ntimidate expires, the target treats you as unfriendly and
may report you to local authorities. :f you fail this check #y 5
or more, the target attempts to decei*e you or other)ise
hinder your acti*ities.
'e!orali<eB Jou can use this skill to cause your opponents to
#ecome shaken for a num#er of rounds. he (C of this check
is e6ual to 1; G the targetCs -it (ice G the targetCs 4isdom
modifier. :f you are successful, the target is shaken for 1
round. his duration increases #y 1 round for e*ery 5 #y
)hich you #eat the (C. Jou can only threaten opponents in
this )ay if they are )ithin ,; feet and can clearly see and
hear you.
.ctionB 5sing :ntimidate to change an opponentCs attitude
re6uires 1 minute of con*ersation. (emoralizing an opponent
is a standard action.
,ry .gainB Jou can attempt to :ntimidate an opponent again,
#ut each additional check increases the (C #y G5. his
increase resets after 1 hour has passed.
'pecialB Jou also gain a G/ #onus on :ntimidate checks if
you are larger than your target and a H/ penalty on :ntimidate
checks if you are smaller than your target.
:f you ha*e the Persuasi*e feat, you get a #onus on
:ntimidate checks 7see 3eats9.
" half.orc gets a G& #onus on :ntimidate checks.
Page %5
5noledge 1Int2 Trained 4nly3
Jou are educated in a field of study and can ans)er #oth
simple and complex 6uestions. =ike the Craft, Perform, and
Profession skills, <no)ledge actually encompasses a num#er
of different specialties. 1elo) are listed typical fields of
study.
"rcana 7ancient mysteries, magic traditions, arcane
sym#ols, constructs, dragons, magical #easts9
(ungeoneering 7a#errations, ca*erns, oozes,
spelunking9
+ngineering 7#uildings, a6ueducts, #ridges,
fortifications9
Geography 7lands, terrain, climate, people9
Page %0
Table 7-@: 1no#lede S"ill 'Cs
,a#" Eno6ledge '"ill DC
:dentify auras )hile using detect !aic "rcana 15 G spell le*el
:dentify a spell effect that is in place "rcana &; G spell le*el
:dentify materials manufactured #y magic "rcana &; G spell le*el
:dentify a spell that ?ust targeted you "rcana &5 G spell le*el
:dentify the spells cast using a specific material component "rcana &;
:dentify underground hazard (ungeoneering 15 G hazardCs C'
:dentify mineral, stone, or metal (ungeoneering 1;
(etermine slope (ungeoneering 15
(etermine depth underground (ungeoneering &;
:dentify dangerous construction +ngineering 1;
(etermine a structureCs style or age +ngineering 15
(etermine a structureCs )eakness +ngineering &;
:dentify a creatureCs ethnicity or accent Geography 1;
'ecognize regional terrain features Geography 15
<no) location of nearest community or note)orthy site Geography &;
<no) recent or historically significant e*ent -istory 1;
(etermine approximate date of a specific e*ent -istory 15
<no) o#scure or ancient historical e*ent -istory &;
<no) local la)s, rulers, and popular locations =ocal 1;
<no) a common rumor or local tradition =ocal 15
<no) hidden organizations, rulers, and locations =ocal &;
:dentify natural hazard Aature 15 G hazardCs C'
:dentify a common plant or animal Aature 1;
:dentify unnatural )eather phenomenon Aature 15
(etermine artificial nature of feature Aature &;
<no) current rulers and their sym#ols Ao#ility 1;
<no) proper eti6uette Ao#ility 15
<no) line of succession Ao#ility &;
<no) the names of the planes Planes 1;
'ecognize current plane Planes 15
:dentify a creatureCs planar origin Planes &;
'ecognize a common deityCs sym#ol or clergy 'eligion 1;
<no) common mythology and tenets 'eligion 15
'ecognize an o#scure deityCs sym#ol or clergy 'eligion &;
:dentify a monsterCs a#ilities and )eaknesses >aries 1; G monsterCs C'
-istory 7)ars, colonies, migrations, founding of
cities9
=ocal 7legends, personalities, inha#itants, la)s,
customs, traditions, humanoids9
Aature 7animals, fey, monstrous humanoids, plants,
seasons and cycles, )eather, *ermin9
Ao#ility 7lineages, heraldry, personalities, royalty9
Planes 7the :nner Planes, the Outer Planes, the "stral
Plane, the +thereal Plane, outsiders, planar magic9
'eligion 7gods and goddesses, mythic history,
ecclesiastic tradition, holy sym#ols, undead9
Chec"B "ns)ering a 6uestion )ithin your field of study has
a (C of 1; 7for really easy 6uestions9, 15 7for #asic
6uestions9, or &; to ,; 7for really tough 6uestions9.
Jou can use this skill to identify monsters and their special
po)ers or *ulnera#ilities. :n general, the (C of such a check
e6uals 1; G the monsterCs C'. 3or common monsters, such as
go#lins, the (C of this check e6uals 5 G the monsterCs C'.
3or particularly rare monsters, such as the tarras6ue, the (C
of this check e6uals 15 G the monsterCs C', or more. "
successful check allo)s you to remem#er a #it of useful
information a#out that monster. 3or e*ery 5 points #y )hich
your check result exceeds the (C, you recall another piece of
useful information. Many of the <no)ledge skills ha*e
specific uses as noted on a#leB <no)ledge $kill (Cs.
.ctionB 5sually none. :n most cases, a <no)ledge check
doesnCt take an action 7#ut see D5ntrained,F #elo)9.
,ry .gainB Ao. he check represents )hat you kno), and
thinking a#out a topic a second time doesnCt let you kno)
something that you ne*er learned in the first place.
HntrainedB Jou cannot make an untrained <no)ledge check
)ith a (C higher than 1;. :f you ha*e access to an extensi*e
li#rary that co*ers a specific skill, this limit is remo*ed. he
time to make checks using a li#rary, ho)e*er, increases to
1d/ hours. Particularly complete li#raries might e*en grant a
#onus on <no)ledge checks in the fields that they co*er.
6ing%istics 1Int2 Trained 4nly3
Jou are skilled at )orking )ith language, in #oth its spoken
and )ritten forms. Jou can speak multiple languages, and
can decipher nearly any tongue gi*en enough time. Jour skill
in )riting allo)s you to create and detect forgeries as )ell.
Chec"B Jou can decipher )riting in an unfamiliar language
or a message )ritten in an incomplete or archaic form. he
#ase (C is &; for the simplest messages, &5 for standard
texts, and ,; or higher for intricate, exotic, or *ery old
)riting. :f the check succeeds, you understand the general
content of a piece of )riting a#out one page long 7or the
e6ui*alent9. :f the check fails, make a (C 5 4isdom check to
see if you a*oid dra)ing a false conclusion a#out the text.
7$uccess means that you do not dra) a false conclusion8
failure means that you do.9
1oth the =inguistics check and 7if necessary9 the 4isdom
check are made secretly #y the GM, so that you canCt tell
)hether the conclusion you dra) is true or false.
Condition
1ingui#tic#
Chec" !odifier
ype of document unkno)n to reader H&
ype of document some)hat kno)n to
reader
G;
ype of document )ell kno)n to reader G&
-and)riting not kno)n to reader H&
-and)riting some)hat kno)n to reader G;
-and)riting intimately kno)n to reader G&
'eader only casually re*ie)s the
document
H&
(ocument contradicts orders or kno)ledge G&
Create or 'etect )oreriesB 3orgery re6uires )riting
materials appropriate to the document #eing forged. o forge
a document on )hich the hand)riting is not specific to a
person, you need only to ha*e seen a similar document
#efore, and you gain a G% #onus on your check. o forge a
signature, you need an autograph of that person to copy, and
you gain a G/ #onus on the check. o forge a longer
document )ritten in the hand of some particular person, a
large sample of that personCs hand)riting is needed.
he =inguistics check is made secretly, so that youCre not
sure ho) good your forgery is. "s )ith (isguise, you donCt
make a check until someone examines the )ork. Jour
=inguistics check is opposed #y the =inguistics check of the
person )ho examines the document to *erify its authenticity.
he examiner gains modifiers if any of the conditions are
listed on the ta#le a#o*e.
&earn a &anuaeB 4hene*er you put a rank into this skill,
you learn to speak and read a ne) language. Common
languages 7and their typical speakers9 include the follo)ing.
"#yssal 7demons and other chaotic e*il outsiders9
"klo 7derros, inhuman or other)orldly monsters,
e*il fey9
"6uan 7a6uatic creatures, )ater.#ased creatures9
"uran 7flying creatures, air.#ased creatures9
Celestial 7angels and other good outsiders9
Common 7humans and the core races from 'aces9
(raconic 7dragons, reptilian humanoids9
(ruidic 7druids only9
()ar*en 7d)ar*es9
+l*en 7el*es, half.el*es9
Giant 7cyclopses, ettins, giants, ogres, trolls9
Gnome 7gnomes9
Page %!
Go#lin 7#ug#ears, go#lins, ho#go#lins9
Gnoll 7gnolls9
-alfling 7halflings9
:gnan 7fire.#ased creatures9
:nfernal 7de*ils and other la)ful e*il outsiders9
Orc 7orcs, half.orcs9
$yl*an 7centaurs, fey creatures, plant creatures,
unicorns9
erran 7earth.#ased creatures9
5ndercommon 7dro), duergar, morlocks,
s*irfne#lin9
.ctionB >aries. (eciphering a page of ordinary text takes 1
minute 71; consecuti*e rounds9. Creating a forgery can take
any)here from 1 minute to 1d/ minutes per page. (etecting
a forgery using =inguistics takes 1 round of examination per
page.
,ry .gainB Jes.
'pecialB Jou must #e trained to use this skill, #ut you can
al)ays attempt to read archaic and strange forms of your
o)n racial #onus languages. :n addition, you can also al)ays
attempt to detect a forgery.
Perce0tion 1+is3
Jour senses allo) you to notice fine details and alert you to
danger. Perception co*ers all fi*e senses, including sight,
hearing, touch, taste, and smell.
Chec"B Perception has a num#er of uses, the most common
of )hich is an opposed check *ersus an opponentCs $tealth
check to notice the opponent and a*oid #eing surprised. :f
you are successful, you notice the opponent and can react
accordingly. :f you fail, your opponent can take a *ariety of
actions, including sneaking past you and attacking you.
Perception is also used to notice fine details in the
en*ironment. he (C to notice such details *aries depending
upon distance, the en*ironment, and ho) noticea#le the
detail is. he follo)ing ta#le gi*es a num#er of guidelines.
Detail Perception DC
-ear the sound of #attle H1;
Aotice the stench of rotting gar#age H1;
(etect the smell of smoke ;
-ear the details of a con*ersation ;
Aotice a *isi#le creature ;
(etermine if food is spoiled 5
-ear the sound of a creature )alking 1;
-ear the details of a )hispered con*ersation 15
3ind the a*erage concealed door 15
-ear the sound of a key #eing turned in a lock &;
3ind the a*erage secret door &;
-ear a #o) #eing dra)n &5
$ense a #urro)ing creature underneath you &5
Aotice a pickpocket Opposed #y $leight of -and
Aotice a creature using $tealth Opposed #y $tealth
3ind a hidden trap >aries #y trap
:dentify the po)ers of a potion through taste 15 G the potionCs caster le*el
Perception !odifier# DC !odifier
(istance to the source, o#?ect, or creature G1@1; feet
hrough a closed door G5
hrough a )all G1;@foot of thickness
3a*ora#le conditions
1
H&
5nfa*ora#le conditions
1
G&
erri#le conditions
&
G5
Creature making the check is distracted G5
Creature making the check is asleep G1;
Page %%
Detail Perception DC
Creature or o#?ect is in*isi#le G&;
1 3a*ora#le and unfa*ora#le conditions depend upon the sense #eing used to make the check. 3or example, #right light
might increase the (C of checks in*ol*ing sight, )hile torchlight or moonlight might gi*e a penalty. 1ackground noise
might reduce a (C in*ol*ing hearing, )hile competing odors might penalize any (C in*ol*ing scent.
& "s for unfa*ora#le conditions, #ut more extreme. 3or example, candlelight for (Cs in*ol*ing sight, a roaring dragon
for (Cs in*ol*ing hearing, and an o*erpo)ering stench co*ering the area for (Cs in*ol*ing scent.
.ctionB Most Perception checks are reacti*e, made in
response to o#ser*a#le stimulus. :ntentionally searching for
stimulus is a mo*e action.
,ry .gainB Jes. Jou can try to sense something you missed
the first time, so long as the stimulus is still present.
'pecialB +l*es, half.el*es, gnomes, and halflings recei*e a
G& racial #onus on Perception checks. Creatures )ith the
scent special 6uality ha*e a G% #onus on Perception checks
made to detect a scent. Creatures )ith the tremorsense
special 6uality ha*e a G% #onus on Perception checks against
creatures touching the ground and automatically make any
such checks )ithin their range. 3or more on special 6ualities,
see $pecial "#ilities.
" spellcaster )ith a ha)k or o)l familiar gains a G, #onus
on Perception checks. :f you ha*e the "lertness feat, you get
a #onus on Perception checks 7see 3eats9.
Perform 1Cha3
Jou are skilled at one form of entertainment, from singing to
acting to playing an instrument. =ike Craft, <no)ledge, and
Profession, Perform is actually a num#er of separate skills.
Jou could ha*e se*eral Perform skills, each )ith its o)n
ranks.
+ach of the nine categories of the Perform skill includes a
*ariety of methods, instruments, or techni6ues, a small
sample of )hich is pro*ided for each category #elo).
"ct 7comedy, drama, pantomime9
Comedy 7#uffoonery, limericks, ?oke.telling9
(ance 7#allet, )altz, ?ig9
<ey#oard instruments 7harpsichord, piano, pipe
organ9
Oratory 7epic, ode, storytelling9
Percussion instruments 7#ells, chimes, drums, gong9
$tring instruments 7fiddle, harp, lute, mandolin9
4ind instruments 7flute, pan pipes, recorder,
trumpet9
$ing 7#allad, chant, melody9
Chec"B Jou can impress audiences )ith your talent and skill
in your chosen performance type.
Perform
DC
Performance
1;
'outine performance. rying to earn money #y
playing in pu#lic is akin to #egging. Jou can
earn 1d1; cp@day.
15
+n?oya#le performance. :n a prosperous city,
you can earn 1d1; sp@day.
&;
Great performance. :n a prosperous city, you
can earn ,d1; sp@day. :n time, you may #e
in*ited to ?oin a professional troupe and may
de*elop a regional reputation.
&5
Memora#le performance. :n a prosperous city,
you can earn 1d0 gp@day. :n time, you may
come to the attention of no#le patrons and
de*elop a national reputation.
,;
+xtraordinary performance. :n a prosperous
city, you can earn ,d0 gp@day. :n time, you may
dra) attention from distant patrons, or e*en
from extraplanar #eings.
" master)ork musical instrument gi*es you a G&
circumstance #onus on all Perform checks that in*ol*e its
use.
.ctionB >aries. rying to earn money #y playing in pu#lic
re6uires any)here from an e*eningCs )ork to a full dayCs
performance. he #ardCs special Perform.#ased a#ilities are
descri#ed in that classCs description.
,ry .gainB Jes. 'etries are allo)ed, #ut they donCt negate
pre*ious failures, and an audience that has #een unimpressed
in the past is likely to #e pre?udiced against future
performances. 7:ncrease the (C #y & for each pre*ious
failure.9
'pecialB " #ard must ha*e ranks in specific Perform
categories to use some of his 1ardic Performance a#ilities.
Profession 1+is2 Trained 4nly3
Jou are skilled at a specific ?o#. =ike Craft, <no)ledge, and
Perform, Profession is actually a num#er of separate skills.
Jou could ha*e se*eral Profession skills, each )ith its o)n
ranks. 4hile a Craft skill represents a#ility in creating an
item, a Profession skill represents an aptitude in a *ocation
Page %2
re6uiring a #roader range of less specific kno)ledge. he
most common Profession skills are architect, #aker, #arrister,
#re)er, #utcher, clerk, cook, courtesan, dri*er, engineer,
farmer, fisherman, gam#ler, gardener, her#alist, innkeeper,
li#rarian, merchant, mid)ife, miller, miner, porter, sailor,
scri#e, shepherd, sta#le master, soldier, tanner, trapper, and
)oodcutter.
Chec"B Jou can earn half your Profession check result in
gold pieces per )eek of dedicated )ork. Jou kno) ho) to
use the tools of your trade, ho) to perform the professionCs
daily tasks, ho) to super*ise helpers, and ho) to handle
common pro#lems. Jou can also ans)er 6uestions a#out
your Profession. 1asic 6uestions are (C 1;, )hile more
complex 6uestions are (C 15 or higher.
.ctionB Aot applica#le. " single check generally represents a
)eek of )ork.
,ry .gainB >aries. "n attempt to use a Profession skill to
earn income cannot #e retried. Jou are stuck )ith )hate*er
)eekly )age your check result #rought you. "nother check
may #e made after a )eek to determine a ne) income for the
next period of time. "n attempt to accomplish some specific
task can usually #e retried.
HntrainedB 5ntrained la#orers and assistants 7that is,
characters )ithout any ranks in Profession9 earn an a*erage
of 1 sil*er piece per day.
'pecialB " gnome gets a G& #onus on a Craft or Profession
skill of her choice.
Ride 1Dex2 Armor Chec*
Penalty3
Jou are skilled at riding mounts, usually a horse, #ut
possi#ly something more exotic, like a griffon or pegasus. :f
you attempt to ride a creature that is ill suited as a mount,
you take a H5 penalty on your 'ide checks.
Chec"B ypical riding actions donCt re6uire checks. Jou can
saddle, mount, ride, and dismount from a mount )ithout a
pro#lem. he follo)ing tasks do re6uire checks.
,a#" Ride DC
Guide )ith knees 5
$tay in saddle 5
3ight )ith a com#at.trained mount 1;
Co*er 15
$oft fall 15
=eap 15
$pur mount 15
Control mount in #attle &;
3ast mount or dismount &;
/uide #ith 1neesB Jou can guide your mount )ith your
knees so you can use #oth hands in com#at. Make your 'ide
check at the start of your turn. :f you fail, you can use only
one hand this round #ecause you need to use the other to
control your mount. his does not take an action.
Stay in SaddleB Jou can react instantly to try to a*oid falling
)hen your mount rears or #olts unexpectedly or )hen you
take damage. his usage does not take an action.
)iht #ith a Co!bat-Trained MountB :f you direct your )ar.
trained mount to attack in #attle, you can still make your o)n
attack or attacks normally. his usage is a free action.
Co%erB Jou can react instantly to drop do)n and hang
alongside your mount, using it as co*er. Jou canCt attack or
cast spells )hile using your mount as co*er. :f you fail your
'ide check, you donCt get the co*er #enefit. 5sing this option
is an immediate action, #ut reco*ering from this position is a
mo*e action 7no check re6uired9.
Soft )allB Jou negate damage )hen you fall off a mount. :f
you fail the 'ide check, you take 1d0 points of damage and
are prone. his usage does not take an action.
&eapB Jou can get your mount to leap o#stacles as part of its
mo*ement. 5se your 'ide modifier or the mountCs Oump
modifier, )hiche*er is lo)er, to see ho) far the creature can
?ump. :f you fail your 'ide check, you fall off the mount
)hen it leaps and take the appropriate falling damage 7at
least 1d0 points9. his usage does not take an action #ut is
part of the mountCs mo*ement.
Spur MountB Jou can spur your mount to greater speed )ith
a mo*e action. " successful 'ide check increases the mountCs
speed #y 1; feet for 1 round #ut deals 1d, points of damage
to the creature. Jou can use this a#ility e*ery round, #ut the
mount #ecomes fatigued after a num#er of rounds e6ual to its
Constitution score. his a#ility cannot #e used on a fatigued
mount.
Control Mount in BattleB "s a mo*e action, you can attempt
to control a light horse, pony, hea*y horse, or other mount
not trained for com#at riding )hile in #attle. :f you fail the
'ide check, you can do nothing else in that round. Jou do
not need to roll for horses or ponies trained for com#at.
)ast Mount or 'is!ountB Jou can attempt to mount or
dismount from a mount of up to one size category larger than
yourself as a free action, pro*ided that you still ha*e a mo*e
action a*aila#le that round. :f you fail the 'ide check,
mounting or dismounting is a mo*e action. Jou canCt use fast
mount or dismount on a mount more than one size category
larger than yourself.
.ctionB >aries. Mounting or dismounting normally is a mo*e
action. Other checks are a mo*e action, a free action, or no
action at all, as noted a#o*e.
Page 2;
'pecialB :f you are riding #are#ack, you take a H5 penalty on
'ide checks.
:f you ha*e the "nimal "ffinity feat, you get a #onus on 'ide
checks 7see 3eats9.
:f you use a military saddle you get a G& circumstance #onus
on 'ide checks related to staying in the saddle.
'ide is a prere6uisite for Mounted "rchery, Mounted
Com#at, 'ide.1y "ttack, $pirited Charge, and rample.
Sense )oti!e 1+is3
Jou are skilled at detecting falsehoods and true intentions.
Chec"B " successful check lets you a*oid #eing #luffed 7see
the 1luff skill9. Jou can also use this skill to determine )hen
Dsomething is upF 7that is, something odd is going on9 or to
assess someoneCs trust)orthiness.
,a#" 'en#e !otive DC
-unch &;
$ense enchantment &5 or 15
(iscern secret message >aries
5unchB his use of the skill in*ol*es making a gut
assessment of the social situation. Jou can get the feeling
from anotherCs #eha*ior that something is )rong, such as
)hen youCre talking to an impostor. "lternati*ely, you can get
the feeling that someone is trust)orthy.
Sense +nchant!entB Jou can tell that someoneCs #eha*ior is
#eing influenced #y an enchantment effect e*en if that
person isnCt a)are of it. he usual (C is &5, #ut if the target
is dominated 7see do!inate person9, the (C is only 15
#ecause of the limited range of the targetCs acti*ities.
'iscern Secret MessaeB Jou may use $ense Moti*e to
detect that a hidden message is #eing transmitted *ia the
1luff skill. :n this case, your $ense Moti*e check is opposed
#y the 1luff check of the character transmitting the message.
3or each piece of information relating to the message that
you are missing, you take a H& penalty on your $ense Moti*e
check. :f you succeed #y / or less, you kno) that something
hidden is #eing communicated, #ut you canCt learn anything
specific a#out its content. :f you #eat the (C #y 5 or more,
you intercept and understand the message. :f you fail #y / or
less, you donCt detect any hidden communication. :f you fail
#y 5 or more, you might infer false information.
.ctionB rying to gain information )ith $ense Moti*e
generally takes at least 1 minute, and you could spend a
)hole e*ening trying to get a sense of the people around you.
,ry .gainB Ao, though you may make a $ense Moti*e check
for each 1luff check made against you.
'pecialB " ranger gains a #onus on $ense Moti*e checks
)hen using this skill against a fa*ored enemy.
:f you ha*e the "lertness feat, you get a #onus on $ense
Moti*e checks 7see 3eats9.
Sleight of #and 1Dex2 Armor
Chec* Penalty2 Trained
4nly3
Jour training allo)s you to pick pockets, dra) hidden
)eapons, and take a *ariety of actions )ithout #eing noticed.
Chec"B " (C 1; $leight of -and check lets you palm a coin.
sized, unattended o#?ect. Performing a minor feat of
legerdemain, such as making a coin disappear, also has a (C
of 1; unless an o#ser*er is determined to note )here the item
)ent.
4hen you use this skill under close o#ser*ation, your skill
check is opposed #y the o#ser*erCs Perception check. he
o#ser*erCs success doesnCt pre*ent you from performing the
action, ?ust from doing it unnoticed.
Jou can hide a small o#?ect 7including a light )eapon or an
easily concealed ranged )eapon, such as a dart, sling, or
hand cross#o)9 on your #ody. Jour $leight of -and check is
opposed #y the Perception check of anyone o#ser*ing you or
of anyone frisking you. :n the latter case, the searcher gains a
G/ #onus on the Perception check, since itCs generally easier
to find such an o#?ect than to hide it. " dagger is easier to
hide than most light )eapons, and grants you a G& #onus on
your $leight of -and check to conceal it. "n extraordinarily
small o#?ect, such as a coin, shuriken, or ring, grants you a
G/ #onus on your $leight of -and check to conceal it, and
hea*y or #aggy clothing 7such as a cloak9 grants you a G&
#onus on the check.
(ra)ing a hidden )eapon is a standard action and doesnCt
pro*oke an attack of opportunity.
:f you try to take something from a creature, you must make
a (C &; $leight of -and check. he opponent makes a
Perception check to detect the attempt, opposed #y the
$leight of -and check result you achie*ed )hen you tried to
gra# the item. "n opponent )ho succeeds on this check
notices the attempt, regardless of )hether you got the item.
Jou cannot use this skill to take an o#?ect from another
creature during com#at if the creature is a)are of your
presence.
Jou can also use $leight of -and to entertain an audience as
though you )ere using the Perform skill. :n such a case, your
DactF encompasses elements of legerdemain, ?uggling, and
the like.
Page 21
'leight of
5and DC
,a#"
1; Palm a coin.sized o#?ect, make a coin disappear
&; =ift a small o#?ect from a person
.ctionB "ny $leight of -and check is normally a standard
action. -o)e*er, you may perform a $leight of -and check
as a mo*e action #y taking a H&; penalty on the check.
,ry .gainB Jes, #ut after an initial failure, a second $leight
of -and attempt against the same target 7or )hile you are
#eing )atched #y the same o#ser*er )ho noticed your
pre*ious attempt9 increases the (C for the task #y 1;.
HntrainedB "n untrained $leight of -and check is simply a
(exterity check. 4ithout actual training, you canCt succeed
on any $leight of -and check )ith a (C higher than 1;,
except for hiding an o#?ect on your #ody.
'pecialB :f you ha*e the (eft -ands feat, you get a #onus on
$leight of -and checks 7see 3eats9.
S0ellcraft 1Int2 Trained 4nly3
Jou are skilled at the art of casting spells, identifying magic
items, crafting magic items, and identifying spells as they are
#eing cast.
Chec"B $pellcraft is used )hene*er your kno)ledge and
skill of the technical art of casting a spell or crafting a magic
item comes into 6uestion. his skill is also used to identify
the properties of magic items in your possession through the
use of spells such as detect !aic and identify$ he (C of
this check *aries depending upon the task at hand.
.ctionB :dentifying a spell as it is #eing cast re6uires no
action, #ut you must #e a#le to clearly see the spell as it is
#eing cast, and this incurs the same penalties as a Perception
skill check due to distance, poor conditions, and other
factors. =earning a spell from a spell#ook takes 1 hour per
le*el of the spell 7;.le*el spells take ,; minutes9. Preparing a
spell from a #orro)ed spell#ook does not add any time to
your spell preparation. Making a $pellcraft check to craft a
magic item is made as part of the creation process.
"ttempting to ascertain the properties of a magic item takes
, rounds per item to #e identified and you must #e a#le to
thoroughly examine the o#?ect.
RetryB Jou cannot retry checks made to identify a spell. :f
you fail to learn a spell from a spell#ook or scroll, you must
)ait at least 1 )eek #efore you can try again. :f you fail to
prepare a spell from a #orro)ed spell#ook, you cannot try
again until the next day. 4hen using detect !aic or identify
to learn the properties of magic items, you can only attempt
to ascertain the properties of an indi*idual item once per day.
"dditional attempts re*eal the same results.
'pecialB :f you are a specialist )izard, you get a G& #onus on
$pellcraft checks made to identify, learn, and prepare spells
from your chosen school. $imilarly, you take a H5 penalty on
similar checks made concerning spells from your opposition
schools.
"n elf gets a G& racial #onus on $pellcraft checks to identify
the properties of magic items.
:f you ha*e the Magical "ptitude feat, you gain a #onus on
$pellcraft checks 7see 3eats9.
Table 7-A: Spellcraft 'Cs
,a#" 'pellcraft DC
:dentify a spell as it is #eing cast 15 G spell le*el
=earn a spell from a spell#ook or scroll 15 G spell le*el
Prepare a spell from a #orro)ed spell#ook 15 G spell le*el
:dentify the properties of a magic item
using detect !aic
15 G itemCs caster
le*el
(ecipher a scroll &; G spell le*el
Craft a magic item >aries #y item
Stealth 1Dex2 Armor Chec*
Penalty3
Jou are skilled at a*oiding detection, allo)ing you to slip
past foes or strike from an unseen position. his skill co*ers
hiding and mo*ing silently.
Chec"B Jour $tealth check is opposed #y the Perception
check of anyone )ho might notice you. Jou can mo*e up to
half your normal speed and use $tealth at no penalty. 4hen
mo*ing at a speed greater than half #ut less than your normal
speed, you take a H5 penalty. :tCs impossi#le to use $tealth
)hile attacking, running, or charging.
" creature larger or smaller than Medium takes a size #onus
or penalty on $tealth checks depending on its size categoryB
3ine G10, (iminuti*e G1&, iny G%, $mall G/, =arge H/,
-uge H%, Gargantuan H1&, Colossal H10.
:f people are o#ser*ing you using any of their senses 7#ut
typically sight9, you canCt use $tealth. "gainst most creatures,
finding co*er or concealment allo)s you to use $tealth. :f
your o#ser*ers are momentarily distracted 7such as #y a
1luff check9, you can attempt to use $tealth. 4hile the others
turn their attention from you, you can attempt a $tealth check
if you can get to an uno#ser*ed place of some kind. his
check, ho)e*er, is made at a H1; penalty #ecause you ha*e
to mo*e fast.
SnipinB :f youC*e already successfully used $tealth at least
1; feet from your target, you can make one ranged attack and
then immediately use $tealth again. Jou take a H&; penalty
on your $tealth check to maintain your o#scured location.
Page 2&
Creatin a 'i%ersion to 5ideB Jou can use 1luff to allo) you
to use $tealth. " successful 1luff check can gi*e you the
momentary di*ersion you need to attempt a $tealth check
)hile people are a)are of you.
.ctionB 5sually none. Aormally, you make a $tealth check
as part of mo*ement, so it doesnCt take a separate action.
-o)e*er, using $tealth immediately after a ranged attack
7see $niping, a#o*e9 is a mo*e action.
'pecialB :f you are in*isi#le, you gain a G/; #onus on $tealth
checks if you are immo#ile, or a G&; #onus on $tealth checks
if youCre mo*ing.
:f you ha*e the $tealthy feat, you get a #onus on $tealth
checks 7see 3eats9.
S%r!i!al 1+is3
Jou are skilled at sur*i*ing in the )ild and at na*igating in
the )ilderness. Jou also excel at follo)ing trails and tracks
left #y others.
Chec"B Jou can keep yourself and others safe and fed in the
)ild. he ta#le #elo) gi*es the (Cs for *arious tasks that
re6uire $ur*i*al checks.
'urvival
DC
,a#"
1;
Get along in the )ild. Mo*e up to half your
o*erland speed )hile hunting and foraging 7no
food or )ater supplies needed9. Jou can pro*ide
food and )ater for one other person for e*ery &
points #y )hich your check result exceeds 1;.
15
Gain a G& #onus on all 3ortitude sa*es against
se*ere )eather )hile mo*ing up to half your
o*erland speed, or gain a G/ #onus if you remain
stationary. Jou may grant the same #onus to one
other character for e*ery 1 point #y )hich your
$ur*i*al check result exceeds 15.
15
<eep from getting lost or a*oid natural hazards,
such as 6uicksand.
15
Predict the )eather up to &/ hours in ad*ance.
3or e*ery 5 points #y )hich your $ur*i*al check
result exceeds 15, you can predict the )eather for
one additional day in ad*ance.
)ollo# Trac"sB o find tracks or to follo) them for 1 mile
re6uires a successful $ur*i*al check. Jou must make another
$ur*i*al check e*ery time the tracks #ecome difficult to
follo). :f you are not trained in this skill, you can make
untrained checks to find tracks, #ut you can follo) them only
if the (C for the task is 1; or lo)er. "lternati*ely, you can
use the Perception skill to find a footprint or similar sign of a
creatureCs passage using the same (Cs, #ut you canCt use
Perception to follo) tracks, e*en if someone else has already
found them.
Jou mo*e at half your normal speed )hile follo)ing tracks
7or at your normal speed )ith a H5 penalty on the check, or at
up to t)ice your normal speed )ith a H&; penalty on the
check9. he (C depends on the surface and the pre*ailing
conditions, as gi*en on the ta#le.
'urface 'urvival DC
>ery soft ground 5
$oft ground 1;
3irm ground 15
-ard ground &;
2ery Soft /roundB "ny surface 7fresh sno), thick dust, )et
mud9 that holds deep, clear impressions of footprints.
Soft /roundB "ny surface soft enough to yield to pressure,
#ut firmer than )et mud or fresh sno), in )hich a creature
lea*es fre6uent #ut shallo) footprints.
)ir! /roundB Most normal outdoor surfaces 7such as la)ns,
fields, )oods, and the like9 or exceptionally soft or dirty
indoor surfaces 7thick rugs and *ery dirty or dusty floors9.
he creature might lea*e some traces 7#roken #ranches or
tufts of hair9, #ut it lea*es only occasional or partial
footprints.
5ard /roundB "ny surface that doesnCt hold footprints at all,
such as #are rock or an indoor floor. Most stream#eds fall
into this category, since any footprints left #ehind are
o#scured or )ashed a)ay. he creature lea*es only traces
7scuff marks or displaced pe##les9.
Page 2,
Condition
'urvival DC
!odifier
+*ery three creatures in the group #eing
tracked
H1
$ize of creature or creatures #eing trackedB
1

3ine G%
(iminuti*e G/
iny G&
$mall G1
Medium G;
=arge H1
-uge H&
Gargantuan H/
Colossal H%
+*ery &/ hours since the trail )as made G1
+*ery hour of rain since the trail )as made G1
3resh sno) since the trail )as made G1;
Poor *isi#ilityB
&

O*ercast or moonless night G0
Moonlight G,
3og or precipitation G,
racked party hides trail 7and mo*es at half
speed9
G5
1 3or a group of mixed sizes, apply only the modifier for the
largest size category.
& "pply only the largest modifier from this category.
$e*eral modifiers may apply to the $ur*i*al check, as gi*en
on the ta#le a#o*e.
.ctionB >aries. " single $ur*i*al check may represent
acti*ity o*er the course of hours or a full day. " $ur*i*al
check made to find tracks is at least a full.round action, and
it may take e*en longer.
,ry .gainB >aries. 3or getting along in the )ild or for
gaining the 3ortitude sa*e #onus noted in the first ta#le
a#o*e, you make a $ur*i*al check once e*ery &/ hours. he
result of that check applies until the next check is made. o
a*oid getting lost or a*oid natural hazards, you make a
$ur*i*al check )hene*er the situation calls for one. 'etries
to a*oid getting lost in a specific situation or to a*oid a
specific natural hazard are not allo)ed. 3or finding tracks,
you can retry a failed check after 1 hour 7outdoors9 or 1;
minutes 7indoors9 of searching.
'pecialB :f you are trained in $ur*i*al, you can automatically
determine )here true north lies in relation to yourself.
" ranger gains a #onus on $ur*i*al checks )hen using this
skill to find or follo) the tracks of a fa*ored enemy.
:f you ha*e the $elf.$ufficient feat, you get a #onus on
$ur*i*al checks 7see 3eats9.
Sim 1Str2 Armor Chec*
Penalty3
Jou kno) ho) to s)im and can do so e*en in stormy )ater.
Chec"B Make a $)im check once per round )hile you are in
the )ater. $uccess means you may s)im at up to half your
speed 7as a full.round action9 or at a 6uarter of your speed
7as a mo*e action9. :f you fail #y / or less, you make no
progress. :f you fail #y 5 or more, you go under)ater.
:f you are under)ater, either #ecause you failed a $)im
check or #ecause you are s)imming under)ater
intentionally, you must hold your #reath. Jou can hold your
#reath for a num#er of rounds e6ual to t)ice your
Constitution score, #ut only if you do nothing other than take
mo*e actions or free actions. :f you take a standard action or
a full.round action 7such as making an attack9, the remainder
of the duration for )hich you can hold your #reath is reduced
#y 1 round. 7+ffecti*ely, a character in com#at can hold his
#reath only half as long as normal.9 "fter that period of time,
you must make a (C 1; Constitution check e*ery round to
continue holding your #reath. +ach round, the (C for that
check increases #y 1. :f you fail the Constitution check, you
#egin to dro)n. he (C for the $)im check depends on the
)ater, as gi*en on the ta#le #elo).
Aater '6im DC
Calm )ater 1;
'ough )ater 15
$tormy )ater &;P
P Jou canCt take 1; on a $)im check in stormy )ater, e*en
if you arenCt other)ise #eing threatened or distracted.
+ach hour that you s)im, you must make a (C &; $)im
check or take 1d0 points of nonlethal damage from fatigue.
.ctionB " successful $)im check allo)s you to s)im a
6uarter of your speed as a mo*e action or half your speed as
a full.round action.
'pecialB " creature )ith a s)im speed can mo*e through
)ater at its indicated speed )ithout making $)im checks. :t
gains a G% racial #onus on any $)im check to perform a
special action or a*oid a hazard. he creature can al)ays
choose to take 1; on a $)im check, e*en if distracted or
endangered )hen s)imming. $uch a creature can use the run
action )hile s)imming, pro*ided that it s)ims in a straight
line.
:f you ha*e the "thletic feat, you get a #onus on $)im
checks 7see 3eats9.
Page 2/
.se )agic De!ice 1Cha2 Trained
4nly3
Jou are skilled at acti*ating magic items, e*en if you are not
other)ise trained in their use.
Chec"B Jou can use this skill to read a spell or to acti*ate a
magic item. 5se Magic (e*ice lets you use a magic item as
if you had the spell a#ility or class features of another class,
as if you )ere a different race, or as if you )ere of a different
alignment.
Jou make a 5se Magic (e*ice check each time you acti*ate
a de*ice such as a )and. :f you are using the check to
emulate an alignment or some other 6uality in an ongoing
manner, you need to make the rele*ant 5se Magic (e*ice
check once per hour.
Jou must consciously choose )hich re6uirement to emulate.
hat is, you must kno) )hat you are trying to emulate )hen
you make a 5se Magic (e*ice check for that purpose. he
(Cs for *arious tasks in*ol*ing 5se Magic (e*ice checks
are summarized on the ta#le #elo).
,a#" H#e !agic Device DC
"cti*ate #lindly &5
(ecipher a )ritten spell &5 G spell le*el
5se a scroll &; G caster le*el
5se a )and &;
+mulate a class feature &;
+mulate an a#ility score $ee text
+mulate a race &5
+mulate an alignment ,;
Acti%ate BlindlyB $ome magic items are acti*ated #y special
)ords, thoughts, or actions. Jou can acti*ate such an item as
if you )ere using the acti*ation )ord, thought, or action,
e*en )hen youCre not and e*en if you donCt kno) it. Jou do
ha*e to perform some e6ui*alent acti*ity in order to make
the check. hat is, you must speak, )a*e the item around, or
other)ise attempt to get it to acti*ate. Jou get a G& #onus on
your 5se Magic (e*ice check if youC*e acti*ated the item in
6uestion at least once #efore. :f you fail #y 2 or less, you
canCt acti*ate the de*ice. :f you fail #y 1; or more, you suffer
a mishap. " mishap means that magical energy gets released
#ut doesnCt do )hat you )anted it to do. he default mishaps
are that the item affects the )rong target or that uncontrolled
magical energy is released, dealing &d0 points of damage to
you. his mishap is in addition to the chance for a mishap
that you normally risk )hen you cast a spell from a scroll
that you could not other)ise cast yourself.
'ecipher a 9ritten SpellB his usage )orks ?ust like
deciphering a )ritten spell )ith the $pellcraft skill, except
that the (C is 5 points higher. (eciphering a )ritten spell
re6uires 1 minute of concentration.
+!ulate an Ability ScoreB o cast a spell from a scroll, you
need a high score in the appropriate a#ility 7:ntelligence for
)izard spells, 4isdom for di*ine spells, or Charisma for
sorcerer or #ard spells9. Jour effecti*e a#ility score
7appropriate to the class youCre emulating )hen you try to
cast the spell from the scroll9 is your 5se Magic (e*ice
check result minus 15. :f you already ha*e a high enough
score in the appropriate a#ility, you donCt need to make this
check.
+!ulate an Alin!entB $ome magic items ha*e positi*e or
negati*e effects #ased on the userCs alignment. 5se Magic
(e*ice lets you use these items as if you )ere of an
alignment of your choice. Jou can emulate only one
alignment at a time.
+!ulate a Class )eatureB $ometimes you need to use a class
feature to acti*ate a magic item. :n this case, your effecti*e
le*el in the emulated class e6uals your 5se Magic (e*ice
check result minus &;. his skill does not let you actually use
the class feature of another class. :t ?ust lets you acti*ate
items as if you had that class feature. :f the class )hose
feature you are emulating has an alignment re6uirement, you
must meet it, either honestly or #y emulating an appropriate
alignment )ith a separate 5se Magic (e*ice check 7see
a#o*e9.
+!ulate a .aceB $ome magic items )ork only for mem#ers
of certain races, or )ork #etter for mem#ers of those races.
Jou can use such an item as if you )ere a mem#er of a race
of your choice. Jou can emulate only one race at a time.
6se a ScrollB Aormally, to cast a spell from a scroll, you
must ha*e the scrollCs spell on your class spell list. 5se
Magic (e*ice allo)s you to use a scroll as if you had a
particular spell on your class spell list. he (C is e6ual to &;
G the caster le*el of the spell you are trying to cast from the
scroll. :n addition, casting a spell from a scroll re6uires a
minimum score 71; G spell le*el9 in the appropriate a#ility. :f
you donCt ha*e a sufficient score in that a#ility, you must
emulate the a#ility score )ith a separate 5se Magic (e*ice
check.
his use of the skill also applies to other spell completion
magic items.
6se a 9and, Staff, or ?ther Spell Trier 0te!B Aormally, to
use a )and, you must ha*e the )andCs spell on your class
spell list. his use of the skill allo)s you to use a )and as if
you had a particular spell on your class spell list.
.ctionB Aone. he 5se Magic (e*ice check is made as part
of the action 7if any9 re6uired to acti*ate the magic item.
,ry .gainB Jes, #ut if you e*er roll a natural 1 )hile
attempting to acti*ate an item and you fail, then you canCt try
to acti*ate that item again for &/ hours.
'pecialB Jou cannot take 1; )ith this skill. Jou canCt aid
Page 25
another on 5se Magic (e*ice checks. Only the user of the
item may attempt such a check.
:f you ha*e the Magical "ptitude feat, you gain a #onus on
5se Magic (e*ice checks 7see 3eats9.
Page 20
7. (eats
$ome a#ilities are not tied to your race, class, or skillK
things like particularly 6uick reflexes that allo) you to react
to danger more s)iftly, the a#ility to craft magic items, the
training to deli*er po)erful strikes )ith melee )eapons, or
the knack for deflecting arro)s fired at you. hese a#ilities
are represented as feats. 4hile some feats are more useful to
certain types of characters than others, and many of them
ha*e special prere6uisites that must #e met #efore they are
selected, as a general rule feats represent a#ilities outside of
the normal scope of your characterCs race and class. Many of
them alter or enhance class a#ilities or soften class
restrictions, )hile others might apply #onuses to your
statistics or grant you the a#ility to take actions other)ise
prohi#ited to you. 1y selecting feats, you can customize and
adapt your character to #e uni6uely yours.
Prere/%isites
$ome feats ha*e prere6uisites. Jour character must ha*e the
indicated a#ility score, class feature, feat, skill, #ase attack
#onus, or other 6uality designated in order to select or use
that feat. " character can gain a feat at the same le*el at
)hich he gains the prere6uisite.
" character canCt use a feat if he loses a prere6uisite, #ut he
does not lose the feat itself. :f, at a later time, he regains the
lost prere6uisite, he immediately regains full use of the feat
that prere6uisite ena#les.
Ty0es of (eats
$ome feats are general, meaning that no special rules go*ern
them as a group. Others are item creation feats, )hich allo)
characters to create magic items of all sorts. " metamagic
feat lets a spellcaster prepare and cast a spell )ith greater
effect, al#eit as if the spell )ere of a higher spell le*el than it
actually is.
Combat &eat#
"ny feat designated as a com#at feat can #e selected as a
fighterCs #onus feat. his designation does not restrict
characters of other classes from selecting these feats,
assuming that they meet the prere6uisites.
Critical &eat#
Critical feats modify the effects of a critical hit #y inflicting
an additional condition on the *ictim of the critical hit.
Characters )ithout the Critical Mastery feat can only apply
the effects of one critical feat to an indi*idual critical hit.
Characters )ith multiple critical feats can decide )hich feat
to apply after the critical hit has #een confirmed.
-tem Creation &eat#
"n item creation feat lets a character create a magic item of a
certain type. 'egardless of the type of item each in*ol*es,
the *arious item creation feats all ha*e certain features in
common.
Ra6 !aterial# Co#tB he cost of creating a magic item
e6uals half the #ase price of the item.
5sing an item creation feat also re6uires access to a
la#oratory or magical )orkshop, special tools, and so on. "
character generally has access to )hat he needs unless
unusual circumstances apply.
,imeB he time to create a magic item depends on the feat
and the cost of the item.
-tem Co#tB 1re) Potion, Craft $taff, Craft 4and, and $cri#e
$croll create items that directly reproduce spell effects, and
the po)er of these items depends on their caster le*elKthat
is, a spell from such an item has the po)er it )ould ha*e if
cast #y a spellcaster of that le*el. he price of these items
7and thus the cost of the ra) materials9 also depends on the
caster le*el. he caster le*el must #e lo) enough that the
spellcaster creating the item can cast the spell at that le*el.
o find the final price in each case, multiply the caster le*el
#y the spell le*el, then multiply the result #y a constant, as
sho)n #elo)B
"crolls: 1ase price S spell le*el L caster le*el L &5 gp.
Potions: 1ase price S spell le*el L caster le*el L 5; gp.
,ands 1ase price S spell le*el L caster le*el L !5; gp.
Sta%esB he price for sta*es is calculated using more complex
formulas 7see Magic :tems9.
" ;.le*el spell is considered to ha*e a spell le*el of 1@& for
the purpose of this calculation.
23tra Co#t#B "ny potion, scroll, or )and that stores a spell
)ith a costly material component also carries a
commensurate cost. 3or potions and scrolls, the creator must
expend the material component cost )hen creating the item.
3or a )and, the creator must expend 5; units of the material
component. $ome magic items similarly incur extra costs in
material components, as noted in their descriptions.
'"ill Chec"B $uccessfully creating a magic item re6uires a
$pellcraft check )ith a (C e6ual to 1; G the itemCs caster
le*el. "lternati*ely, you can use an associated Craft or
Profession skill to attempt this check instead, depending
Page 2!
upon the item #eing crafted. $ee Magic :tem Creation for
more details on )hich Craft and Profession checks may #e
su#stituted in this manner. he (C of this check can increase
if the crafter is rushed or does not meet all of the
prere6uisites. " failed check ruins the materials used, )hile a
check that fails #y 5 or more results in a cursed item. $ee
Magic :tems for more details.
!etamagic &eat#
"s a spellcasterCs kno)ledge of magic gro)s, he can learn to
cast spells in )ays slightly different from the norm.
Preparing and casting a spell in such a )ay is harder than
normal #ut, thanks to metamagic feats, is at least possi#le.
$pells modified #y a metamagic feat use a spell slot higher
than normal. his does not change the le*el of the spell, so
the (C for sa*ing thro)s against it does not go up.
Ai$ard# and Divine 'pellca#ter#B 4izards and di*ine
spellcasters must prepare their spells in ad*ance. (uring
preparation, the character chooses )hich spells to prepare
)ith metamagic feats 7and thus )hich ones take up higher.
le*el spell slots than normal9.
'orcerer# and ard#B $orcerers and #ards choose spells as
they cast them. hey can choose )hen they cast their spells
)hether to apply their metamagic feats to impro*e them. "s
)ith other spellcasters, the impro*ed spell uses up a higher.
le*el spell slot. 1ecause the sorcerer or #ard has not prepared
the spell in a metamagic form in ad*ance, he must apply the
metamagic feat on the spot. herefore, such a character must
also take more time to cast a metamagic spell 7one enhanced
#y a metamagic feat9 than he does to cast a regular spell. :f
the spellCs normal casting time is a standard action, casting a
metamagic *ersion is a full.round action for a sorcerer or
#ard. 7his isnCt the same as a 1.round casting time.9 he
only exception is for spells modified #y the Quicken $pell
metamagic feat, )hich can #e cast as normal using the feat.
3or a spell )ith a longer casting time, it takes an extra full.
round action to cast the spell.
'pontaneou# Ca#ting and !etamagic &eat#B " cleric
spontaneously casting a cure or inflict spell, or a druid
spontaneously casting a su!!on nature(s ally spell, can cast
a metamagic *ersion of it instead. +xtra time is also re6uired
in this case. Casting a standard action metamagic spell
spontaneously is a full.round action, and a spell )ith a longer
casting time takes an extra full.round action to cast. he only
exception is for spells modified #y the Quicken $pell feat,
)hich can #e cast as a s)ift action.
2ffect# of !etamagic &eat# on a 'pellB :n all )ays, a
metamagic spell operates at its original spell le*el, e*en
though it is prepared and cast as a higher.le*el spell. $a*ing
thro) modifications are not changed unless stated other)ise
in the feat description.
he modifications made #y these feats only apply to spells
cast directly #y the feat user. " spellcaster canCt use a
metamagic feat to alter a spell #eing cast from a )and, scroll,
or other de*ice.
Metamagic feats that eliminate components of a spell donCt
eliminate the attack of opportunity pro*oked #y casting a
spell )hile threatened. Casting a spell modified #y Quicken
$pell does not pro*oke an attack of opportunity.
Metamagic feats cannot #e used )ith all spells. $ee the
specific feat descriptions for the spells that a particular feat
canCt modify.
!ultiple !etamagic &eat# on a 'pellB " spellcaster can
apply multiple metamagic feats to a single spell. Changes to
its le*el are cumulati*e. Jou canCt apply the same metamagic
feat more than once to a single spell.
!agic -tem# and !etamagic 'pell#B 4ith the right item
creation feat, you can store a metamagic *ersion of a spell in
a scroll, potion, or )and. =e*el limits for potions and )ands
apply to the spellCs higher spell le*el 7after the application of
the metamagic feat9. " character doesnCt need the metamagic
feat to acti*ate an item storing a metamagic *ersion of a
spell.
Counter#pelling !etamagic 'pell#B 4hether or not a spell
has #een enhanced #y a metamagic feat does not affect its
*ulnera#ility to counterspelling or its a#ility to counterspell
another spell 7see Magic9.
(eat Descri0tions
3eats are summarized on a#leB 3eats #elo). Aote that the
prere6uisites and #enefits of the feats on this ta#le are
a##re*iated for ease of reference. $ee the feats description
for full details.
he follo)ing format is used for all feat descriptions.
&eat NameB he featCs name also indicates )hat su#category,
if any, the feat #elongs to, and is follo)ed #y a #asic
description of )hat the feat does.
Prere>ui#iteB " minimum a#ility score, another feat or feats,
a minimum #ase attack #onus, a minimum num#er of ranks
in one or more skills, or anything else re6uired in order to
take the feat. his entry is a#sent if a feat has no prere6uisite.
" feat may ha*e more than one prere6uisite.
enefitB 4hat the feat ena#les the character 7DyouF in the
feat description9 to do. :f a character has the same feat more
than once, its #enefits do not stack unless indicated other)ise
in the description.
NormalB 4hat a character )ho does not ha*e this feat is
limited to or restricted from doing. :f not ha*ing the feat
causes no particular dra)#ack, this entry is a#sent.
Page 2%
'pecialB "dditional unusual facts a#out the feat.
Table 8-1: )eats
&eat# Prere>ui#ite# enefit#
"cro#atic K G& #onus on "cro#atics and 3ly checks
"gile Maneu*ersP K
5se your (ex #onus )hen calculating your
CM1
"lertness K
G& #onus on Perception and $ense Moti*e
checks
"lignment Channel Channel energy class feature Channel energy can heal or harm outsiders
"nimal "ffinity K G& #onus on -andle "nimal and 'ide checks
"rcane "rmor rainingP "rmor Proficiency, =ight, caster le*el ,rd
'educe your arcane spell failure chance #y
1;I
"rcane "rmor MasteryP
"rcane "rmor raining, "rmor
Proficiency, Medium, caster le*el !th
'educe your arcane spell failure chance #y
&;I
"rcane $trikeP "#ility to cast arcane spells G1 damage and )eapons are considered magic
"rmor Proficiency, =ight K
Ao penalties on attack rolls )hile )earing
light armor
"rmor Proficiency, Medium "rmor Proficiency, =ight
Ao penalties on attack rolls )hile )earing
medium armor
"rmor Proficiency, -ea*y "rmor Proficiency, Medium
Ao penalties on attack rolls )hile )earing
hea*y armor
"thletic K G& #onus on Clim# and $)im checks
"ugment $ummoning $pell 3ocus 7con?uration9 $ummoned creatures gain G/ $tr and Con
1lind.3ightP K 'eroll miss chances for concealment
Catch Off.GuardP K Ao penalties for impro*ised melee )eapons
Channel $miteP Channel energy class feature Channel energy through your attack
Com#at Casting K
G/ #onus on concentration checks for
defensi*e casting
Com#at +xpertiseP :nt 1, rade attack #onus for "C #onus
:mpro*ed (isarmP Com#at +xpertise
G& #onus on disarm attempts, no attack of
opportunity
Greater (isarmP :mpro*ed (isarm, #ase attack #onus G0
(isarmed )eapons are knocked a)ay from
your enemy
:mpro*ed 3eintP Com#at +xpertise 3eint as a mo*e action
Greater 3eintP :mpro*ed 3eint, #ase attack #onus G0
+nemies you feint lose their (ex #onus for 1
round
:mpro*ed ripP Com#at +xpertise
G& #onus on trip attempts, no attack of
opportunity
Greater ripP :mpro*ed rip, #ase attack #onus G0
+nemies you trip pro*oke attacks of
opportunity
4hirl)ind "ttackP
(ex 1,, Com#at +xpertise, $pring "ttack,
#ase attack #onus G/
Make one melee attack against all foes )ithin
reach
Com#at 'eflexesP K Make additional attacks of opportunity
$tand $tillP Com#at 'eflexes $top enemies from mo*ing past you
Command 5ndead Channel negati*e energy class feature Channel energy can #e used to control undead
Critical 3ocusP 1ase attack #onus G2
G/ #onus on attack rolls made to confirm
critical hits
Page 22
&eat# Prere>ui#ite# enefit#
1leeding CriticalP Critical 3ocus, #ase attack #onus G11
4hene*er you score a critical hit, the target
takes &d0 #leed
1linding CriticalP Critical 3ocus, #ase attack #onus G15
4hene*er you score a critical hit, the target is
#linded
Critical MasteryP "ny t)o critical feats, 1/th.le*el fighter "pply t)o effects to your critical hits
(eafening CriticalP Critical 3ocus, #ase attack #onus G1,
4hene*er you score a critical hit, the target is
deafened
$ickening CriticalP Critical 3ocus, #ase attack #onus G11
4hene*er you score a critical hit, the target is
sickened
$taggering CriticalP Critical 3ocus, #ase attack #onus G1,
4hene*er you score a critical hit, the target is
staggered
$tunning CriticalP $taggering Critical, #ase attack #onus G1!
4hene*er you score a critical hit, the target is
stunned
iring CriticalP Critical 3ocus, #ase attack #onus G1,
4hene*er you score a critical hit, the target is
fatigued
+xhausting CriticalP iring Critical, #ase attack #onus G15
4hene*er you score a critical hit, the target is
exhausted
(eadly "imP (ex 1,, #ase attack #onus G1 rade ranged attack #onus for damage
(eceitful K G& #onus on 1luff and (isguise checks
(efensi*e Com#at rainingP K
5se your total -it (ice as your #ase attack
#onus for CM(
(eft -ands K
G& #onus on (isa#le (e*ice and $leight of
-and checks
(isrupti*eP 0th.le*el fighter :ncreases the (C to cast spells ad?acent to you
$pell#reakerP (isrupti*e, 1;th.le*el fighter +nemies pro*oke attacks if their spells fail
(odgeP (ex 1, G1 dodge #onus to "C
Mo#ilityP (odge
G/ "C against attacks of opportunity from
mo*ement
$pring "ttackP Mo#ility, #ase attack #onus G/ Mo*e #efore and after melee attack
4ind $tanceP (ex 15, (odge, #ase attack #onus G0 Gain &;I concealment if you mo*e
=ightning $tanceP
(ex 1!, 4ind $tance, #ase attack #onus
G11
Gain 5;I concealment if you mo*e
+lemental Channel Channel energy class feature Channel energy can harm or heal elementals
+ndurance K G/ #onus on checks to a*oid nonlethal damage
(iehard +ndurance
"utomatically sta#ilize and remain conscious
#elo) ; hp
+sche) Materials K Cast spells )ithout material components
+xotic 4eapon ProficiencyP 1ase attack #onus G1
Ao penalty on attacks made )ith one exotic
)eapon
+xtra Channel Channel energy class feature Channel energy t)o additional times per day
+xtra 1i 1i pool class feature :ncrease your "i pool #y & points
+xtra =ay On -ands =ay on hands class feature 5se lay on hands t)o additional times per day
+xtra Mercy Mercy class feature
Jour lay on hands #enefits from one additional
mercy
+xtra Performance 1ardic performance class feature
5se #ardic performance for 0 additional
rounds per day
+xtra 'age 'age class feature 5se rage for 0 additional rounds per day
Page 1;;
&eat# Prere>ui#ite# enefit#
3leet K Jour #ase speed increases #y 5 feet
Great 3ortitude K G& on 3ortitude sa*es
:mpro*ed Great 3ortitude Great 3ortitude Once per day, you may reroll a 3ortitude sa*e
:mpro*ed Channel Channel energy class feature G& #onus on channel energy (C
:mpro*ed Counterspell K Counterspell )ith spell of the same school
:mpro*ed CriticalP
Proficiency )ith )eapon, #ase attack
#onus G%
(ou#le the threat range of one )eapon
:mpro*ed 3amiliar "#ility to ac6uire a familiar, see feat Gain a more po)erful familiar
:mpro*ed :nitiati*eP K G/ #onus on initiati*e checks
:mpro*ed 5narmed $trikeP K "l)ays considered armed
(eflect "rro)sP (ex 1,, :mpro*ed 5narmed $trike "*oid one ranged attack per round
$natch "rro)sP (ex 15, (eflect "rro)s Catch one ranged attack per round
:mpro*ed GrappleP (ex 1,, :mpro*ed 5narmed $trike
G& #onus on grapple attempts, no attack of
opportunity
Greater GrappleP :mpro*ed Grapple, #ase attack #onus G0 Maintain your grapple as a mo*e action
$corpion $tyleP :mpro*ed 5narmed $trike 'educe targetCs speed to 5 ft.
GorgonCs 3istP $corpion $tyle, #ase attack #onus G0 $tagger a foe )hose speed is reduced
MedusaCs 4rathP GorgonCs 3ist, #ase attack #onus G11 Make & extra attacks against a hindered foe
$tunning 3istP
(ex 1,, 4is 1,, :mpro*ed 5narmed
$trike, #ase attack #onus G%
$tun opponent )ith an unarmed strike
:mpro*ised 4eapon MasteryP
Catch Off.Guard or hro) "nything, #ase
attack #onus G%
Make an impro*ised )eapon deadly
:ntimidating Pro)essP K "dd $tr to :ntimidate in addition to Cha
:ron 4ill K G& #onus on 4ill sa*es
:mpro*ed :ron 4ill :ron 4ill Once per day, you may reroll a 4ill sa*e
=eadership Character le*el !th Gain a cohort and follo)ers
=ightning 'eflexes K G& #onus on 'eflex sa*es
:mpro*ed =ightning 'eflexes =ightning 'eflexes Once per day, you may reroll a 'eflex sa*e
=ungeP 1ase attack #onus G0
ake a H& penalty to your "C to attack )ith
reach
Magical "ptitude K
G& #onus on $pellcraft and 5se Magic (e*ice
checks
Martial 4eapon Proficiency K
Ao penalty on attacks made )ith one martial
)eapon
Master Craftsman 5 ranks in any Craft or Profession skill
Jou can craft magic items )ithout #eing a
spellcaster
Mounted Com#atP 'ide 1 rank "*oid attacks on mount )ith 'ide check
Mounted "rcheryP Mounted Com#at
-al*e the penalty for ranged attacks )hile
mounted
'ide.1y "ttackP Mounted Com#at
Mo*e #efore and after a charge attack )hile
mounted
$pirited ChargeP 'ide.1y "ttack (ou#le damage on a mounted charge
rampleP Mounted Com#at O*errun targets )hile mounted
5nseatP :mpro*ed 1ull 'ush, Mounted Com#at <nock opponents from their mounts
Aatural $pell 4is 1,, )ild shape class feature Cast spells )hile using )ild shape
Aim#le Mo*es (ex 1, :gnore 5 feet of difficult terrain )hen you
Page 1;1
&eat# Prere>ui#ite# enefit#
mo*e
"cro#atic $teps (ex 15, Aim#le Mo*es
:gnore &; feet of difficult terrain )hen you
mo*e
Persuasi*e K G& #onus on (iplomacy and :ntimidate checks
Point.1lank $hotP K G1 attack and damage on targets )ithin ,; feet
3ar $hotP Point.1lank $hot (ecrease ranged penalties #y half
Precise $hotP Point.1lank $hot Ao penalty for shooting into melee
:mpro*ed Precise $hotP
(ex 12, Precise $hot, #ase attack #onus
G11
Ao co*er or concealment chance on ranged
attacks
Pinpoint argetingP
:mpro*ed Precise $hot, #ase attack #onus
G10
Ao armor or shield #onus on one ranged attack
$hot on the 'unP
(ex 1,, Mo#ility, Point.1lank $hot, #ase
attack #onus G/
Make ranged attack at any point during
mo*ement
'apid $hotP (ex 1,, Point.1lank $hot Make one extra ranged attack
ManyshotP (ex 1!, 'apid $hot, #ase attack #onus G0 $hoot t)o arro)s simultaneously
Po)er "ttackP $tr 1,, #ase attack #onus G1 rade melee attack #onus for damage
Clea*eP Po)er "ttack Make an additional attack if the first one hits
Great Clea*eP Clea*e, #ase attack #onus G/ Make an additional attack after each attack hits
:mpro*ed 1ull 'ushP Po)er "ttack
G& #onus on #ull rush attempts, no attack of
opportunity
Greater 1ull 'ushP :mpro*ed 1ull 'ush, #ase attack #onus G0
+nemies you #ull rush pro*oke attacks of
opportunity
:mpro*ed O*errunP Po)er "ttack
G& #onus on o*errun attempts, no attack of
opportunity
Greater O*errunP :mpro*ed O*errun, #ase attack #onus G0
+nemies you o*errun pro*oke attacks of
opportunity
:mpro*ed $underP Po)er "ttack
G& #onus on sunder attempts, no attack of
opportunity
Greater $underP :mpro*ed $under, #ase attack #onus G0
(amage from sunder attempts transfers to your
enemy
Quick (ra)P 1ase attack #onus G1 (ra) )eapon as a free action
'apid 'eloadP 4eapon proficiency 7cross#o)9 'eload cross#o) 6uickly
'un K 'un at 5 times your normal speed
$electi*e Channeling Cha 1,, channel energy class feature Choose )hom to affect )ith channel energy
$elf.$ufficient K G& #onus on -eal and $ur*i*al checks
$hield Proficiency K
Ao penalties on attack rolls )hen using a
shield
:mpro*ed $hield 1ashP $hield Proficiency <eep your shield #onus )hen shield #ashing
$hield $lamP
:mpro*ed $hield 1ash, )o.4eapon
3ighting, #ase attack #onus G0
3ree #ull rush )ith a #ash attack
$hield MasterP $hield $lam, #ase attack #onus G11
Ao t)o.)eapon penalties )hen attacking )ith
a shield
$hield 3ocusP $hield Proficiency, #ase attack #onus G1
Gain a G1 #onus to your "C )hen using a
shield
Greater $hield 3ocusP $hield 3ocus, %th.le*el fighter
Gain a G1 #onus to your "C )hen using a
shield
Page 1;&
&eat# Prere>ui#ite# enefit#
o)er $hield ProficiencyP $hield Proficiency
Ao penalties on attack rolls )hen using a
to)er shield
$imple 4eapon Proficiency K
Ao penalty on attacks made )ith simple
)eapons
$kill 3ocus K G, #onus on one skill 7G0 at 1; ranks9
$pell 3ocus K G1 #onus on sa*e (Cs for one school
Greater $pell 3ocus $pell 3ocus G1 #onus on sa*e (Cs for one school
$pell Mastery 1st.le*el 4izard Prepare some spells )ithout a spell#ook
$pell Penetration K
G& #onus on le*el checks to #eat spell
resistance
Greater $pell Penetration $pell Penetration
G& #onus on le*el checks to #eat spell
resistance
$tealthy K G& #onus on +scape "rtist and $tealth checks
$tep 5pP 1ase attack #onus G1 ake a 5.foot step as an immediate action
$trike 1ackP 1ase attack #onus G11 "ttack foes that strike you )hile using reach
hro) "nythingP K Ao penalties for impro*ised ranged )eapons
oughness K G, hit points, G1 per -it (ie #eyond ,
urn 5ndead Channel positi*e energy class feature
Channel energy can #e used to make undead
flee
)o.4eapon 3ightingP (ex 15 'educe t)o.)eapon fighting penalties
(ou#le $liceP )o.4eapon 3ighting "dd your $tr #onus to off.hand damage rolls
)o.4eapon 'endP
(ou#le $lice, :mpro*ed )o.4eapon
3ighting, #ase attack #onus G11
'end a foe hit #y #oth your )eapons
:mpro*ed )o.4eapon
3ightingP
(ex 1!, )o.4eapon 3ighting, #ase
attack #onus G0
Gain additional off.hand attack
Greater )o.4eapon
3ightingP
(ex 12, :mpro*ed )o.4eapon 3ighting,
#ase attack #onus G11
Gain a third off.hand attack
)o.4eapon (efenseP )o.4eapon 3ighting
Gain G1 shield #onus )hen fighting )ith t)o
)eapons
>ital $trikeP 1ase attack #onus G0
(eal t)ice the normal damage on a single
attack
:mpro*ed >ital $trikeP >ital $trike, #ase attack #onus G11
(eal three times the normal damage on a
single attack
Greater >ital $trikeP
:mpro*ed >ital $trike, #ase attack #onus
G10
(eal four times the normal damage on a single
attack
4eapon 3inesseP K
5se (ex instead of $tr on attack rolls )ith
light )eapons
4eapon 3ocusP
Proficiency )ith )eapon, #ase attack
#onus G1
G1 #onus on attack rolls )ith one )eapon
(azzling (isplayP 4eapon 3ocus :ntimidate all foes )ithin ,; feet
$hatter (efensesP (azzling (isplay, #ase attack #onus G0 -indered foes are flat.footed
(eadly $trokeP
Greater 4eapon 3ocus, $hatter (efenses,
#ase attack #onus G11
(eal dou#le damage plus 1 Con #leed
Greater 4eapon 3ocusP 4eapon 3ocus, %th.le*el fighter G1 #onus on attack rolls )ith one )eapon
Penetrating $trikeP 4eapon 3ocus, 1&th.le*el fighter
Jour attacks ignore 5 points of damage
reduction
Greater Penetrating $trikeP Penetrating $trike, 10th.le*el fighter Jour attacks ignore 1; points of damage
Page 1;,
&eat# Prere>ui#ite# enefit#
reduction
4eapon $pecializationP 4eapon 3ocus, /th.le*el fighter G& #onus on damage rolls )ith one )eapon
Greater 4eapon
$pecializationP
4eapon $pecialization, 1&th.le*el fighter G& #onus on damage rolls )ith one )eapon
-tem Creation &eat# Prere>ui#ite# enefit#
1re) Potion Caster le*el ,rd Create magic potions
Craft Magic "rms and "rmor Caster le*el 5th Create magic armors, shields, and )eapons
Craft 'od Caster le*el 2th Create magic rods
Craft $taff Caster le*el 11th Create magic sta*es
Craft 4and Caster le*el 5th Create magic )ands
Craft 4ondrous :tem Caster le*el ,rd Create magic )ondrous items
3orge 'ing Caster le*el !th Create magic rings
$cri#e $croll Caster le*el 1st Create magic scrolls
!etamagic &eat# Prere>ui#ite# enefit#
+mpo)er $pell K :ncrease spell *aria#les #y 5;I
+nlarge $pell K (ou#le spell range
+xtend $pell K (ou#le spell duration
-eighten $pell K reat spell as a higher le*el
Maximize $pell K Maximize spell *aria#les
Quicken $pell K Cast spell as a s)ift action
$ilent $pell K Cast spell )ithout *er#al components
$till $pell K Cast spell )ithout somatic components
4iden $pell K (ou#le spell area
P his is a com#at feat and can #e selected as a fighter #onus feat
.crobatic
Jou are skilled at leaping, ?umping, and flying.
enefitB Jou get a G& #onus on all "cro#atics and 3ly skill
checks. :f you ha*e 1; or more ranks in one of these skills,
the #onus increases to G/ for that skill.
.crobatic 'tep#
Jou can easily mo*e o*er and through o#stacles.
Prere>ui#ite#B (ex 15, Aim#le Mo*es.
enefitB 4hene*er you mo*e, you may mo*e through up to
15 feet of difficult terrain each round as if it )ere normal
terrain. he effects of this feat stack )ith those pro*ided #y
Aim#le Mo*es 7allo)ing you to mo*e normally through a
total of &; feet of difficult terrain each round9.
.gile !aneuver# /Combat0
JouC*e learned to use your 6uickness in place of #rute force
)hen performing com#at maneu*ers.
enefitB Jou add your (exterity #onus to your #ase attack
#onus and size #onus )hen determining your Com#at
Maneu*er 1onus 7see Com#at9 instead of your $trength
#onus.
NormalB Jou add your $trength #onus to your #ase attack
#onus and size #onus )hen determining your Com#at
Maneu*er 1onus.
.lertne##
Jou often notice things that others might miss.
enefitB Jou get a G& #onus on Perception and $ense Moti*e
skill checks. :f you ha*e 1; or more ranks in one of these
skills, the #onus increases to G/ for that skill.
.lignment Channel
Choose chaos, e*il, good, or la). Jou can channel di*ine
energy to affect outsiders that possess this su#type.
Prere>ui#ite#B "#ility to channel energy.
enefitB :nstead of its normal effect, you can choose to ha*e
Page 1;/
your a#ility to channel energy heal or harm outsiders of the
chosen alignment su#type. Jou must make this choice each
time you channel energy. :f you choose to heal or harm
creatures of the chosen alignment su#type, your channel
energy has no effect on other creatures. he amount of
damage healed or dealt and the (C to hal*e the damage is
other)ise unchanged.
'pecialB Jou can gain this feat multiple times. :ts effects do
not stack. +ach time you take this feat, it applies to a ne)
alignment su#type. 4hene*er you channel energy, you must
choose )hich type to effect.
.nimal .ffinity
Jou are skilled at )orking )ith animals and mounts.
enefitB Jou get a G& #onus on all -andle "nimal and 'ide
skill checks. :f you ha*e 1; or more ranks in one of these
skills, the #onus increases to G/ for that skill.
.rcane .rmor !a#tery /Combat0
Jou ha*e mastered the a#ility to cast spells )hile )earing
armor.
Prere>ui#ite#B "rcane "rmor raining, Medium "rmor
Proficiency, caster le*el !th.
enefitB "s a s)ift action, reduce the arcane spell failure
chance due to the armor you are )earing #y &;I for any
spells you cast this round. his #onus replaces, and does not
stack )ith, the #onus granted #y "rcane "rmor raining.
.rcane .rmor ,raining /Combat0
Jou ha*e learned ho) to cast spells )hile )earing armor.
Prere>ui#ite#B =ight "rmor Proficiency, caster le*el ,rd.
enefitB "s a s)ift action, reduce the arcane spell failure
chance due to the armor you are )earing #y 1;I for any
spells you cast this round.
.rcane 'tri"e /Combat0
Jou dra) upon your arcane po)er to enhance your )eapons
)ith magical energy.
Prere>ui#iteB "#ility to cast arcane spells.
enefitB "s a s)ift action, you can im#ue your )eapons )ith
a fraction of your po)er. 3or 1 round, your )eapons deal G1
damage and are treated as magic for the purpose of
o*ercoming damage reduction. 3or e*ery fi*e caster le*els
you possess, this #onus increases #y G1, to a maximum of G5
at &;th le*el.
.rmor Proficiency, 5eavy
Jou are skilled at )earing hea*y armor.
Prere>ui#ite#B =ight "rmor Proficiency, Medium "rmor
Proficiency.
enefitB $ee "rmor Proficiency, =ight.
NormalB $ee "rmor Proficiency, =ight.
'pecialB 3ighters and paladins automatically ha*e -ea*y
"rmor Proficiency as a #onus feat. hey need not select it.
.rmor Proficiency, 1ight
Jou are skilled at )earing light armor.
enefitB 4hen you )ear a type of armor )ith )hich you are
proficient, the armor check penalty for that armor applies
only to (exterity. and $trength.#ased skill checks.
NormalB " character )ho is )earing armor )ith )hich he is
not proficient applies its armor check penalty to attack rolls
and to all skill checks that in*ol*e mo*ing.
'pecialB "ll characters except monks, sorcerers, and )izards
automatically ha*e =ight "rmor Proficiency as a #onus feat.
hey need not select it.
.rmor Proficiency, !edium
Jou are skilled at )earing medium armor.
Prere>ui#iteB =ight "rmor Proficiency.
enefitB $ee "rmor Proficiency, =ight.
NormalB $ee "rmor Proficiency, =ight.
'pecialB 1ar#arians, clerics, druids, fighters, paladins, and
rangers automatically ha*e Medium "rmor Proficiency as a
#onus feat. hey need not select it.
.thletic
Jou possess inherent physical pro)ess.
enefitB Jou get a G& #onus on Clim# and $)im skill
checks. :f you ha*e 1; or more ranks in one of these skills,
the #onus increases to G/ for that skill.
.ugment 'ummoning
Jour summoned creatures are more po)erful and ro#ust.
Prere>ui#iteB $pell 3ocus 7con?uration9.
enefitB +ach creature you con?ure )ith any su!!on spell
gains a G/ enhancement #onus to $trength and Constitution
Page 1;5
for the duration of the spell that summoned it.
leeding Critical /Combat, Critical0
Jour critical hits cause opponents to #leed profusely.
Prere>ui#ite#B Critical 3ocus, #ase attack #onus G11.
enefitB 4hene*er you score a critical hit )ith a slashing or
piercing )eapon, your opponent takes &d0 points of #leed
damage 7see Conditions9 each round on his turn, in addition
to the damage dealt #y the critical hit. 1leed damage can #e
stopped #y a (C 15 -eal skill check or through any magical
healing. he effects of this feat stack.
'pecialB Jou can only apply the effects of one critical feat to
a gi*en critical hit unless you possess Critical Mastery.
lind7&ight /Combat0
Jou are skilled at attacking opponents that you cannot clearly
percei*e.
enefitB :n melee, e*ery time you miss #ecause of
concealment 7see Com#at9, you can reroll your miss chance
percentile roll one time to see if you actually hit.
"n in*isi#le attacker gets no ad*antages related to hitting
you in melee. hat is, you donCt lose your (exterity #onus to
"rmor Class, and the attacker doesnCt get the usual G& #onus
for #eing in*isi#le. he in*isi#le attackerCs #onuses do still
apply for ranged attacks, ho)e*er.
Jou do not need to make "cro#atics skill checks to mo*e at
full speed )hile #linded.
NormalB 'egular attack roll modifiers for in*isi#le attackers
trying to hit you apply, and you lose your (exterity #onus to
"C. he speed reduction for darkness and poor *isi#ility also
applies.
'pecialB he 1lind.3ight feat is of no use against a character
)ho is the su#?ect of a blin" spell.
linding Critical /Combat, Critical0
Jour critical hits #lind your opponents.
Prere>ui#ite#B Critical 3ocus, #ase attack #onus G15.
enefitB 4hene*er you score a critical hit, your opponent is
permanently #linded. " successful 3ortitude sa*e reduces
this to dazzled for 1d/ rounds. he (C of this 3ortitude sa*e
is e6ual to 1; G your #ase attack #onus. his feat has no
effect on creatures that do not rely on eyes for sight or
creatures )ith more than t)o eyes 7although multiple critical
hits might cause #lindness, at the GMCs discretion9. 1lindness
can #e cured #y heal, reeneration, re!o%e blindness, or
similar a#ilities.
'pecialB Jou can only apply the effects of one critical feat to
a gi*en critical hit unless you possess Critical Mastery.
re6 Potion /-tem Creation0
Jou can create magic potions.
Prere>ui#iteB Caster le*el ,rd.
enefitB Jou can create a potion of any ,rd.le*el or lo)er
spell that you kno) and that targets one or more creatures.
1re)ing a potion takes & hours if its #ase price is &5; gp or
less, other)ise #re)ing a potion takes 1 day for each 1,;;;
gp in its #ase price. 4hen you create a potion, you set the
caster le*el, )hich must #e sufficient to cast the spell in
6uestion and no higher than your o)n le*el. o #re) a
potion, you must use up ra) materials costing one half this
#ase price. $ee the magic item creation rules in Magic :tems
for more information.
4hen you create a potion, you make any choices that you
)ould normally make )hen casting the spell. 4hoe*er
drinks the potion is the target of the spell.
Catch Fff7Guard /Combat0
3oes are surprised #y your skilled use of unorthodox and
impro*ised )eapons.
enefitB Jou do not suffer any penalties for using an
impro*ised melee )eapon. 5narmed opponents are flat.
footed against any attacks you make )ith an impro*ised
melee )eapon.
NormalB Jou take a H/ penalty on attack rolls made )ith an
impro*ised )eapon.
Channel 'mite /Combat0
Jou can channel your di*ine energy through a melee )eapon
you )ield.
Prere>ui#iteB Channel energy class feature.
enefitB 1efore you make a melee attack roll, you can
choose to spend one use of your channel energy a#ility as a
s)ift action. :f you channel positi*e energy and you hit an
undead creature, that creature takes an amount of additional
damage e6ual to the damage dealt #y your channel positi*e
energy a#ility. :f you channel negati*e energy and you hit a
li*ing creature, that creature takes an amount of additional
damage e6ual to the damage dealt #y your channel negati*e
energy a#ility. Jour target can make a 4ill sa*e, as normal,
to hal*e this additional damage. :f your attack misses, the
channel energy a#ility is still expended )ith no effect.
Page 1;0
Cleave /Combat0
Jou can strike t)o ad?acent foes )ith a single s)ing.
Prere>ui#ite#B $tr 1,, Po)er "ttack, #ase attack #onus G1.
enefitB "s a standard action, you can make a single attack
at your full #ase attack #onus against a foe )ithin reach. :f
you hit, you deal damage normally and can make an
additional attack 7using your full #ase attack #onus9 against a
foe that is ad?acent to the first and also )ithin reach. Jou can
only make one additional attack per round )ith this feat.
4hen you use this feat, you take a H& penalty to your "rmor
Class until your next turn.
Combat Ca#ting
Jou are adept at spellcasting )hen threatened or distracted.
enefitB Jou get a G/ #onus on concentration checks made to
cast a spell or use a spell.like a#ility )hen casting on the
defensi*e or )hile grappled.
Combat 23perti#e /Combat0
Jou can increase your defense at the expense of your
accuracy.
Prere>ui#iteB :nt 1,.
enefitB Jou can choose to take a H1 penalty on melee attack
rolls and com#at maneu*er checks to gain a G1 dodge #onus
to your "rmor Class. 4hen your #ase attack #onus reaches
G/, and e*ery G/ thereafter, the penalty increases #y H1 and
the dodge #onus increases #y G1. Jou can only choose to use
this feat )hen you declare that you are making an attack or a
full.attack action )ith a melee )eapon. he effects of this
feat last until your next turn.
Combat Refle3e# /Combat0
Jou can make additional attacks of opportunity.
enefitB Jou may make a num#er of additional attacks of
opportunity per round e6ual to your (exterity #onus. 4ith
this feat, you may also make attacks of opportunity )hile
flat.footed.
NormalB " character )ithout this feat can make only one
attack of opportunity per round and canCt make attacks of
opportunity )hile flat.footed.
'pecialB he Com#at 'eflexes feat does not allo) a rogue to
use her opportunist a#ility more than once per round.
Command Hndead
5sing foul po)ers of necromancy, you can command undead
creatures, making them into your ser*ants.
Prere>ui#ite#B Channel negati*e energy class feature.
enefitB "s a standard action, you can use one of your uses
of channel negati*e energy to ensla*e undead )ithin ,; feet.
5ndead recei*e a 4ill sa*e to negate the effect. he (C for
this 4ill sa*e is e6ual to 1; G 1@& your caster le*el G your
Charisma modifier. 5ndead that fail their sa*es fall under
your control, o#eying your commands to the #est of their
a#ility, as if under the effects of control undead. :ntelligent
undead recei*e a ne) sa*ing thro) each day to resist your
command. Jou can control any num#er of undead, so long as
their total -it (ice do not exceed your cleric le*el. :f you use
channel energy in this )ay, it has no other effect 7it does not
heal or harm near#y creatures9. :f an undead creature is under
the control of another creature, you must make an opposed
Charisma check )hene*er your orders conflict.
Craft !agic .rm# and .rmor /-tem
Creation0
Jou can create magic armor, shields, and )eapons.
Prere>ui#iteB Caster le*el 5th.
enefitB Jou can create magic )eapons, armor, or shields.
+nhancing a )eapon, suit of armor, or shield takes 1 day for
each 1,;;; gp in the price of its magical features. o enhance
a )eapon, suit of armor, or shield, you must use up ra)
materials costing half of this total price. $ee the magic item
creation rules in Magic :tems for more information.
he )eapon, armor, or shield to #e enhanced must #e a
master)ork item that you pro*ide. :ts cost is not included in
the a#o*e cost.
Jou can also mend a #roken magic )eapon, suit of armor, or
shield if it is one that you could make. (oing so costs half
the ra) materials and half the time it )ould take to craft that
item in the first place.
Craft Rod /-tem Creation0
Jou can create magic rods.
Prere>ui#iteB Caster le*el 2th.
enefitB Jou can create magic rods. Crafting a rod takes 1
day for each 1,;;; gp in its #ase price. o craft a rod, you
must use up ra) materials costing half of its #ase price. $ee
the magic item creation rules in Magic :tems for more
information.
Page 1;!
Craft 'taff /-tem Creation0
Jou can create magic sta*es.
Prere>ui#iteB Caster le*el 11th.
enefitB Jou can create any staff )hose prere6uisites you
meet. Crafting a staff takes 1 day for each 1,;;; gp in its
#ase price. o craft a staff, you must use up ra) materials
costing half of its #ase price. " ne)ly created staff has 1;
charges. $ee the magic item creation rules in Magic :tems for
more information.
Craft Aand /-tem Creation0
Jou can create magic )ands.
Prere>ui#iteB Caster le*el 5th.
enefitB Jou can create a )and of any /th.le*el or lo)er
spell that you kno). Crafting a )and takes 1 day for each
1,;;; gp in its #ase price. o craft a )and, you must use up
ra) materials costing half of this #ase price. " ne)ly created
)and has 5; charges. $ee the magic item creation rules in
Magic :tems for more information.
Craft Aondrou# -tem /-tem
Creation0
Jou can create )ondrous items, a type of magic item.
Prere>ui#iteB Caster le*el ,rd.
enefitB Jou can create a )ide *ariety of magic )ondrous
items. Crafting a )ondrous item takes 1 day for each 1,;;;
gp in its price. o create a )ondrous item, you must use up
ra) materials costing half of its #ase price. $ee the magic
item creation rules in Magic :tems for more information.
Jou can also mend a #roken )ondrous item if it is one that
you could make. (oing so costs half the ra) materials and
half the time it )ould take to craft that item.
Critical &ocu# /Combat0
Jou are trained in the art of causing pain.
Prere>ui#ite#B 1ase attack #onus G2.
enefitB Jou recei*e a G/ circumstance #onus on attack rolls
made to confirm critical hits.
Critical !a#tery /Combat0
Jour critical hits cause t)o additional effects.
Prere>ui#ite#B Critical 3ocus, any t)o critical feats, 1/th.
le*el fighter.
enefitB 4hen you score a critical hit, you can apply the
effects of t)o critical feats in addition to the damage dealt.
NormalB Jou can only apply the effects of one critical feat to
a gi*en critical hit in addition to the damage dealt.
Da$$ling Di#play /Combat0
Jour skill )ith your fa*ored )eapon can frighten enemies.
Prere>ui#iteB 4eapon 3ocus, proficiency )ith the selected
)eapon.
enefitB 4hile )ielding the )eapon in )hich you ha*e
4eapon 3ocus, you can perform a #e)ildering sho) of
pro)ess as a full.round action. Make an :ntimidate check to
demoralize all foes )ithin ,; feet )ho can see your display.
Deadly .im /Combat0
Jou can make exceptionally deadly ranged attacks #y
pinpointing a foeCs )eak spot, at the expense of making the
attack less likely to succeed.
Prere>ui#ite#B (ex 1,, #ase attack #onus G1.
enefitB Jou can choose to take a H1 penalty on all ranged
attack rolls to gain a G& #onus on all ranged damage rolls.
4hen your #ase attack #onus reaches G/, and e*ery G/
thereafter, the penalty increases #y H1 and the #onus to
damage increases #y G&. Jou must choose to use this feat
#efore making an attack roll and its effects last until your
next turn. he #onus damage does not apply to touch attacks
or effects that do not deal hit point damage.
Deadly 'tro"e /Combat0
4ith a )ell.placed strike, you can #ring a s)ift and painful
end to most foes.
Prere>ui#ite#B (azzling (isplay, Greater 4eapon 3ocus,
$hatter (efenses, 4eapon 3ocus, proficiency )ith the
selected )eapon, #ase attack #onus G11.
enefitB "s a standard action, make a single attack )ith the
)eapon for )hich you ha*e Greater 4eapon 3ocus against a
stunned or flat.footed opponent. :f you hit, you deal dou#le
the normal damage and the target takes 1 point of
Constitution #leed 7see Conditions9. he additional damage
and #leed is not multiplied on a critical hit.
Page 1;%
Deafening Critical /Combat,
Critical0
Jour critical hits cause enemies to lose their hearing.
Prere>ui#ite#B Critical 3ocus, #ase attack #onus G1,.
enefitB 4hene*er you score a critical hit against an
opponent, the *ictim is permanently deafened. " successful
3ortitude sa*e reduces the deafness to 1 round. he (C of
this 3ortitude sa*e is e6ual to 1; G your #ase attack #onus.
his feat has no effect on deaf creatures. his deafness can
#e cured #y heal, reeneration, re!o%e deafness, or a similar
a#ility.
'pecialB Jou can only apply the effects of one critical feat to
a gi*en critical hit unless you possess Critical Mastery.
Deceitful
Jou are skilled at decei*ing others, #oth )ith the spoken
)ord and )ith physical disguises.
enefitB Jou get a G& #onus on all 1luff and (isguise skill
checks. :f you ha*e 1; or more ranks in one of these skills,
the #onus increases to G/ for that skill.
Defen#ive Combat ,raining
/Combat0
Jou excel at defending yourself from all manner of com#at
maneu*ers.
enefitB Jou treat your total -it (ice as your #ase attack
#onus )hen calculating your Com#at Maneu*er (efense 7see
Com#at9.
Deflect .rro6# /Combat0
Jou can knock arro)s and other pro?ectiles off course,
pre*enting them from hitting you.
Prere>ui#ite#B (ex 1,, :mpro*ed 5narmed $trike.
enefitB Jou must ha*e at least one hand free 7holding
nothing9 to use this feat. Once per round )hen you )ould
normally #e hit )ith an attack from a ranged )eapon, you
may deflect it so that you take no damage from it. Jou must
#e a)are of the attack and not flat.footed. "ttempting to
deflect a ranged attack doesnCt count as an action. 5nusually
massi*e ranged )eapons 7such as #oulders or #allista #olts9
and ranged attacks generated #y natural attacks or spell
effects canCt #e deflected.
Deft 5and#
Jou ha*e exceptional manual dexterity.
enefitB Jou get a G& #onus on (isa#le (e*ice and $leight
of -and skill checks. :f you ha*e 1; or more ranks in one of
these skills, the #onus increases to G/ for that skill.
Diehard
Jou are especially hard to kill. Aot only do your )ounds
automatically sta#ilize )hen grie*ously in?ured, #ut you can
remain conscious and continue to act e*en at deathCs door.
Prere>ui#iteB +ndurance.
enefitB 4hen your hit point total is #elo) ;, #ut you are not
dead, you automatically sta#ilize. Jou do not need to make a
Constitution check each round to a*oid losing additional hit
points. Jou may choose to act as if you )ere disa#led, rather
than dying. Jou must make this decision as soon as you are
reduced to negati*e hit points 7e*en if it isnCt your turn9. :f
you do not choose to act as if you )ere disa#led, you
immediately fall unconscious.
4hen using this feat, you are staggered. Jou can take a mo*e
action )ithout further in?uring yourself, #ut if you perform
any standard action 7or any other action deemed as
strenuous, including some s)ift actions, such as casting a
6uickened spell9 you take 1 point of damage after completing
the act. :f your negati*e hit points are e6ual to or greater than
your Constitution score, you immediately die.
NormalB " character )ithout this feat )ho is reduced to
negati*e hit points is unconscious and dying.
Di#ruptive /Combat0
Jour training makes it difficult for enemy spellcasters to
safely cast spells near you.
Prere>ui#ite#B 0th.le*el fighter.
enefitB he (C to cast spells defensi*ely increases #y G/
for all enemies that are )ithin your threatened area. his
increase to casting spells defensi*ely only applies if you are
a)are of the enemyCs location and are capa#le of taking an
attack of opportunity. :f you can only take one attack of
opportunity per round and ha*e already used that attack, this
increase does not apply.
Dodge /Combat0
Jour training and reflexes allo) you to react s)iftly to a*oid
an opponentsC attacks.
Prere>ui#iteB (ex 1,.
Page 1;2
enefitB Jou gain a G1 dodge #onus to your "C. " condition
that makes you lose your (ex #onus to "C also makes you
lose the #enefits of this feat.
Double 'lice /Combat0
Jour off.hand )eapon )hile dual.)ielding strikes )ith
greater po)er.
Prere>ui#iteB (ex 15, )o.4eapon 3ighting.
enefitB "dd your $trength #onus to damage rolls made )ith
your off.hand )eapon.
NormalB Jou normally add only half of your $trength
modifier to damage rolls made )ith a )eapon )ielded in
your off.hand.
2lemental Channel
Choose one elemental su#type, such as air, earth, fire, or
)ater. Jou can channel your di*ine energy to harm or heal
outsiders that possess your chosen elemental su#type.
Prere>ui#ite#B Channel energy class feature.
enefitB :nstead of its normal effect, you can choose to ha*e
your a#ility to channel energy heal or harm outsiders of your
chosen elemental su#type. Jou must make this choice each
time you channel energy. :f you choose to heal or harm
creatures of your elemental su#type, your channel energy has
no affect on other creatures. he amount of damage healed or
dealt and the (C to hal*e the damage is other)ise
unchanged.
'pecialB Jou can gain this feat multiple times. :ts effects do
not stack. +ach time you take this feat, it applies to a ne)
elemental su#type.
2mpo6er 'pell /!etamagic0
Jou can increase the po)er of your spells, causing them to
deal more damage.
enefitB "ll *aria#le, numeric effects of an empo)ered spell
are increased #y half.
$a*ing thro)s and opposed rolls are not affected, nor are
spells )ithout random *aria#les. "n empo)ered spell uses
up a spell slot t)o le*els higher than the spellCs actual le*el.
2ndurance
-arsh conditions or long exertions do not easily tire you.
enefitB Jou gain a G/ #onus on the follo)ing checks and
sa*esB $)im checks made to resist nonlethal damage from
exhaustion8 Constitution checks made to continue running8
Constitution checks made to a*oid nonlethal damage from a
forced march8 Constitution checks made to hold your #reath8
Constitution checks made to a*oid nonlethal damage from
star*ation or thirst8 3ortitude sa*es made to a*oid nonlethal
damage from hot or cold en*ironments8 and 3ortitude sa*es
made to resist damage from suffocation.
Jou may sleep in light or medium armor )ithout #ecoming
fatigued.
NormalB " character )ithout this feat )ho sleeps in medium
or hea*ier armor is fatigued the next day.
2nlarge 'pell /!etamagic0
Jou can increase the range of your spells.
enefitB Jou can alter a spell )ith a range of close, medium,
or long to increase its range #y 1;;I. "n enlarged spell )ith
a range of close no) has a range of 5; ft. G 5 ft.@le*el, )hile
medium.range spells ha*e a range of &;; ft. G &; ft.@le*el
and long.range spells ha*e a range of %;; ft. G %; ft.@le*el.
"n enlarged spell uses up a spell slot one le*el higher than
the spellCs actual le*el.
$pells )hose ranges are not defined #y distance, as )ell as
spells )hose ranges are not close, medium, or long, do not
#enefit from this feat.
2#che6 !aterial#
Jou can cast many spells )ithout needing to utilize minor
material components.
enefitB Jou can cast any spell )ith a material component
costing 1 gp or less )ithout needing that component. he
casting of the spell still pro*okes attacks of opportunity as
normal. :f the spell re6uires a material component that costs
more than 1 gp, you must ha*e the material component on
hand to cast the spell, as normal.
23hau#ting Critical /Combat,
Critical0
Jour critical hits cause opponents to #ecome exhausted.
Prere>ui#ite#B Critical 3ocus, iring Critical, #ase attack
#onus G15.
enefitB 4hen you score a critical hit on a foe, your target
immediately #ecomes exhausted. his feat has no effect on
exhausted creatures.
'pecialB Jou can only apply the effects of one critical feat to
a gi*en critical hit unless you possess the Critical Mastery
feat.
Page 11;
23otic Aeapon Proficiency
/Combat0
Choose one type of exotic )eapon, such as the spiked chain
or )hip. Jou understand ho) to use that type of exotic
)eapon in com#at, and can utilize any special tricks or
6ualities that exotic )eapon might allo).
Prere>ui#iteB 1ase attack #onus G1.
enefitB Jou make attack rolls )ith the )eapon normally.
NormalB " character )ho uses a )eapon )ith )hich he is
not proficient takes a H/ penalty on attack rolls.
'pecialB Jou can gain +xotic 4eapon Proficiency multiple
times. +ach time you take the feat, it applies to a ne) type of
exotic )eapon.
23tend 'pell /!etamagic0
Jou can make your spells last t)ice as long.
enefitB "n extended spell lasts t)ice as long as normal. "
spell )ith a duration of concentration, instantaneous, or
permanent is not affected #y this feat. "n extended spell uses
up a spell slot one le*el higher than the spellCs actual le*el.
23tra Channel
Jou can channel di*ine energy more often.
Prere>ui#iteB Channel energy class feature.
enefitB Jou can channel energy t)o additional times per
day.
'pecialB :f a paladin )ith the a#ility to channel positi*e
energy takes this feat, she can use lay on hands four
additional times a day, #ut only to channel positi*e energy.
23tra Ei
Jou can use your "i pool more times per day than most.
Prere>ui#iteB 1i pool class feature.
enefitB Jour "i pool increases #y &.
'pecialB Jou can gain +xtra 1i multiple times. :ts effects
stack.
23tra 1ay Fn 5and#
Jou can use your lay on hands a#ility more often.
Prere>ui#iteB =ay on hands class feature.
enefitB Jou can use your lay on hands a#ility t)o additional
times per day.
'pecialB Jou can gain +xtra =ay On -ands multiple times.
:ts effects stack.
23tra !ercy
Jour lay on hands a#ility adds an additional mercy.
Prere>ui#ite#B =ay on hands class feature, mercy class
feature.
enefitB $elect one additional mercy for )hich you 6ualify.
4hen you use lay on hands to heal damage to one target, it
also recei*es the additional effects of this mercy.
'pecialB Jou can gain this feat multiple times. :ts effects do
not stack. +ach time you take this feat, select a ne) mercy.
23tra Performance
Jou can use your #ardic performance a#ility more often than
normal.
Prere>ui#iteB 1ardic performance class feature.
enefitB Jou can use #ardic performance for 0 additional
rounds per day.
'pecialB Jou can gain +xtra Performance multiple times. :ts
effects stack.
23tra Rage
Jou can use your rage a#ility more than normal.
Prere>ui#iteB 'age class feature.
enefitB Jou can rage for 0 additional rounds per day.
'pecialB Jou can gain +xtra 'age multiple times. :ts effects
stack.
&ar 'hot /Combat0
Jou are more accurate at longer ranges.
Prere>ui#ite#B Point.1lank $hot.
enefitB Jou only suffer a H1 penalty per full range
increment #et)een you and your target )hen using a ranged
)eapon.
NormalB Jou suffer a H& penalty per full range increment
#et)een you and your target.
&leet
Jou are faster than most.
Page 111
enefitB 4hile you are )earing light or no armor, your #ase
speed increases #y 5 feet. Jou lose the #enefits of this feat if
you carry a medium or hea*y load.
'pecialB Jou can take this feat multiple times. he effects
stack.
&orge Ring /-tem Creation0
Jou can create magic rings.
Prere>ui#iteB Caster le*el !th.
enefitB Jou can create magic rings. Crafting a ring takes 1
day for each 1,;;; gp in its #ase price. o craft a ring, you
must use up ra) materials costing half of the #ase price. $ee
the magic item creation rules in Magic :tems for more
information.
Jou can also mend a #roken ring if it is one that you could
make. (oing so costs half the ra) materials and half the time
it )ould take to forge that ring in the first place.
Gorgon%# &i#t /Combat0
4ith one )ell.placed #lo), you lea*e your target reeling.
Prere>ui#ite#B :mpro*ed 5narmed $trike, $corpion $tyle,
#ase attack #onus G0.
enefitB "s a standard action, make a single unarmed melee
attack against a foe )hose speed is reduced 7such as from
$corpion $tyle9. :f the attack hits, you deal damage normally
and the target is staggered until the end of your next turn
unless it makes a 3ortitude sa*ing thro) 7(C 1; G 1@& your
character le*el G your 4is modifier9. his feat has no effect
on targets that are staggered.
Great Cleave /Combat0
Jou can strike many ad?acent foes )ith a single #lo).
Prere>ui#ite#B $tr 1,, Clea*e, Po)er "ttack, #ase attack
#onus G/.
enefitB "s a standard action, you can make a single attack
at your full #ase attack #onus against a foe )ithin reach. :f
you hit, you deal damage normally and can make an
additional attack 7using your full #ase attack #onus9 against a
foe that is ad?acent to the pre*ious foe and also )ithin reach.
:f you hit, you can continue to make attacks against foes
ad?acent to the pre*ious foe, so long as they are )ithin your
reach. Jou cannot attack an indi*idual foe more than once
during this attack action. 4hen you use this feat, you take a H
& penalty to your "rmor Class until your next turn.
Great &ortitude
Jou are resistant to poisons, diseases, and other maladies.
enefitB Jou get a G& #onus on all 3ortitude sa*ing thro)s.
Greater ull Ru#h /Combat0
Jour #ull rush attacks thro) enemies off #alance.
Prere>ui#ite#B :mpro*ed 1ull 'ush, Po)er "ttack, #ase
attack #onus G0, $tr 1,.
enefitB Jou recei*e a G& #onus on checks made to #ull rush
a foe. his #onus stacks )ith the #onus granted #y :mpro*ed
1ull 'ush. 4hene*er you #ull rush an opponent, his
mo*ement pro*okes attacks of opportunity from all of your
allies 7#ut not you9.
NormalB Creatures mo*ed #y #ull rush do not pro*oke
attacks of opportunity.
Greater Di#arm /Combat0
Jou can knock )eapons far from an enemyCs grasp.
Prere>ui#ite#B Com#at +xpertise, :mpro*ed (isarm, #ase
attack #onus G0, :nt 1,.
enefitB Jou recei*e a G& #onus on checks made to disarm a
foe. his #onus stacks )ith the #onus granted #y :mpro*ed
(isarm. 4hene*er you successfully disarm an opponent, the
)eapon lands 15 feet a)ay from its pre*ious )ielder, in a
random direction.
NormalB (isarmed )eapons and gear land at the feet of the
disarmed creature.
Greater &eint /Combat0
Jou are skilled at making foes o*erreact to your attacks.
Prere>ui#ite#B Com#at +xpertise, :mpro*ed 3eint, #ase
attack #onus G0, :nt 1,.
enefitB 4hene*er you use feint to cause an opponent to lose
his (exterity #onus, he loses that #onus until the #eginning
of your next turn, in addition to losing his (exterity #onus
against your next attack.
NormalB " creature you feint loses its (exterity #onus
against your next attack.
Greater Grapple /Combat0
Maintaining a grapple is second nature to you.
Prere>ui#ite#B :mpro*ed Grapple, :mpro*ed 5narmed
Page 11&
$trike, #ase attack #onus G0, (ex 1,.
enefitB Jou recei*e a G& #onus on checks made to grapple a
foe. his #onus stacks )ith the #onus granted #y :mpro*ed
Grapple. Once you ha*e grappled a creature, maintaining the
grapple is a mo*e action. his feat allo)s you to make t)o
grapple checks each round 7to mo*e, harm, or pin your
opponent9, #ut you are not re6uired to make t)o checks. Jou
only need to succeed at one of these checks to maintain the
grapple.
NormalB Maintaining a grapple is a standard action.
Greater Fverrun /Combat0
+nemies must di*e to a*oid your dangerous mo*e.
Prere>ui#ite#B :mpro*ed O*errun, Po)er "ttack, #ase attack
#onus G0, $tr 1,.
enefitB Jou recei*e a G& #onus on checks made to o*errun
a foe. his #onus stacks )ith the #onus granted #y :mpro*ed
O*errun. 4hene*er you o*errun opponents, they pro*oke
attacks of opportunity if they are knocked prone #y your
o*errun.
NormalB Creatures knocked prone #y your o*errun do not
pro*oke an attack of opportunity.
Greater Penetrating 'tri"e
/Combat0
Jour attacks penetrate the defenses of most foes. Choose a
)eapon that you ha*e selected for Penetrating $trike.
Prere>ui#ite#B Penetrating $trike, 4eapon 3ocus, 10th.le*el
fighter.
enefitB Jour attacks )ith the selected )eapon ignore up to
1; points of damage reduction. his amount is reduced to 5
points for damage reduction )ithout a type 7such as (' 1;@
K9.
Greater 'hield &ocu# /Combat0
Jou are skilled at deflecting #lo)s )ith your shield.
Prere>ui#ite#B $hield 3ocus, $hield Proficiency, #ase attack
#onus G1, %th.le*el fighter.
enefitB :ncrease the "C #onus granted #y any shield you
are using #y 1. his #onus stacks )ith the #onus granted #y
$hield 3ocus.
Greater 'pell &ocu#
Choose a school of magic to )hich you ha*e already applied
the $pell 3ocus feat. "ny spells you cast of this school are
*ery hard to resist.
Prere>ui#iteB $pell 3ocus.
enefitB "dd G1 to the (ifficulty Class for all sa*ing thro)s
against spells from the school of magic you select. his
#onus stacks )ith the #onus from $pell 3ocus.
'pecialB Jou can gain this feat multiple times. :ts effects do
not stack. +ach time you take the feat, it applies to a ne)
school to )hich you already ha*e applied the $pell 3ocus
feat.
Greater 'pell Penetration
Jour spells #reak through spell resistance much more easily
than most.
Prere>ui#iteB $pell Penetration.
enefitB Jou get a G& #onus on caster le*el checks 71d&; G
caster le*el9 made to o*ercome a creatureCs spell resistance.
his #onus stacks )ith the one from $pell Penetration.
Greater 'under /Combat0
Jour de*astating strikes clea*e through )eapons and armor
and into their )ielders, damaging #oth item and )ielder alike
in a single terrific strike.
Prere>ui#ite#B :mpro*ed $under, Po)er "ttack, #ase attack
#onus G0, $tr 1,.
enefitB Jou recei*e a G& #onus on checks made to sunder
an item. his #onus stacks )ith the #onus granted #y
:mpro*ed $under. 4hene*er you sunder to destroy a
)eapon, shield, or suit of armor, any excess damage is
applied to the itemCs )ielder. Ao damage is transferred if you
decide to lea*e the item )ith 1 hit point.
Greater ,rip /Combat0
Jou can make free attacks on foes that you knock do)n.
Prere>ui#ite#B Com#at +xpertise, :mpro*ed rip, #ase attack
#onus G0, :nt 1,.
enefitB Jou recei*e a G& #onus on checks made to trip a
foe. his #onus stacks )ith the #onus granted #y :mpro*ed
rip. 4hene*er you successfully trip an opponent, that
opponent pro*okes attacks of opportunity.
NormalB Creatures do not pro*oke attacks of opportunity
from #eing tripped.
Page 11,
Greater ,6o7Aeapon &ighting
/Combat0
Jou are incredi#ly skilled at fighting )ith t)o )eapons at
the same time.
Prere>ui#ite#B (ex 12, :mpro*ed )o.4eapon 3ighting,
)o.4eapon 3ighting, #ase attack #onus G11.
enefitB Jou get a third attack )ith your off.hand )eapon,
al#eit at a H1; penalty.
Greater Dital 'tri"e /Combat0
Jou can make a single attack that deals incredi#le damage.
Prere>ui#ite#B :mpro*ed >ital $trike, >ital $trike, #ase
attack #onus G10.
enefitB 4hen you use the attack action, you can make one
attack at your highest #ase attack #onus that deals additional
damage. 'oll the damage dice for the attack four times and
add the results together, #ut do not multiply damage #onuses
from $trength, )eapon a#ilities 7such as fla!in9, or
precision.#ased damage 7such as sneak attack9. his #onus
damage is not multiplied on a critical hit 7although other
damage #onuses are multiplied normally9.
Greater Aeapon &ocu# /Combat0
Choose one type of )eapon 7including unarmed strike or
grapple9 for )hich you ha*e already selected 4eapon 3ocus.
Jou are a master at your chosen )eapon.
Prere>ui#ite#B Proficiency )ith selected )eapon, 4eapon
3ocus )ith selected )eapon, #ase attack #onus G1, %th.le*el
fighter.
enefitB Jou gain a G1 #onus on attack rolls you make using
the selected )eapon. his #onus stacks )ith other #onuses
on attack rolls, including those from 4eapon 3ocus.
'pecialB Jou can gain Greater 4eapon 3ocus multiple times.
:ts effects do not stack. +ach time you take the feat, it applies
to a ne) type of )eapon.
Greater Aeapon 'peciali$ation
/Combat0
Choose one type of )eapon 7including unarmed strike or
grapple9 for )hich you possess the 4eapon $pecialization
feat. Jour attacks )ith the chosen )eapon are more
de*astating than normal.
Prere>ui#ite#B Proficiency )ith selected )eapon, Greater
4eapon 3ocus )ith selected )eapon, 4eapon 3ocus )ith
selected )eapon, 4eapon $pecialization )ith selected
)eapon, 1&th.le*el fighter.
enefitB Jou gain a G& #onus on all damage rolls you make
using the selected )eapon. his #onus to damage stacks )ith
other damage roll #onuses, including any you gain from
4eapon $pecialization.
'pecialB Jou can gain Greater 4eapon $pecialization
multiple times. :ts effects do not stack. +ach time you take
the feat, it applies to a ne) type of )eapon.
5eighten 'pell /!etamagic0
Jou can cast spells as if they )ere a higher le*el.
enefitB " heightened spell has a higher spell le*el than
normal 7up to a maximum of 2th le*el9. 5nlike other
metamagic feats, -eighten $pell actually increases the
effecti*e le*el of the spell that it modifies. "ll effects
dependent on spell le*el 7such as sa*ing thro) (Cs and
a#ility to penetrate a lesser lobe of in%ulnerability9 are
calculated according to the heightened le*el. he heightened
spell is as difficult to prepare and cast as a spell of its
effecti*e le*el.
-mproved ull Ru#h /Combat0
Jou are skilled at pushing your foes around.
Prere>ui#iteB $tr 1,, Po)er "ttack, #ase attack #onus G1.
enefitB Jou do not pro*oke an attack of opportunity )hen
performing a #ull rush com#at maneu*er. :n addition, you
recei*e a G& #onus on checks made to #ull rush a foe. Jou
also recei*e a G& #onus to your Com#at Maneu*er (efense
)hene*er an opponent tries to #ull rush you.
NormalB Jou pro*oke an attack of opportunity )hen
performing a #ull rush com#at maneu*er.
-mproved Channel
Jour channeled energy is harder to resist.
Prere>ui#iteB Channel energy class feature.
enefitB "dd & to the (C of sa*ing thro)s made to resist the
effects of your channel energy a#ility.
-mproved Counter#pell
Jou are skilled at countering the spells of others using
similar spells.
enefitB 4hen counterspelling, you may use a spell of the
same school that is one or more spell le*els higher than the
Page 11/
target spell.
NormalB 4ithout this feat, you may counter a spell only )ith
the same spell or )ith a spell specifically designated as
countering the target spell.
-mproved Critical /Combat0
"ttacks made )ith your chosen )eapon are 6uite deadly.
Prere>ui#iteB Proficient )ith )eapon, #ase attack #onus G%.
enefitB 4hen using the )eapon you selected, your threat
range is dou#led.
'pecialB Jou can gain :mpro*ed Critical multiple times. he
effects do not stack. +ach time you take the feat, it applies to
a ne) type of )eapon.
his effect doesnCt stack )ith any other effect that expands
the threat range of a )eapon.
-mproved Di#arm /Combat0
Jou are skilled at knocking )eapons from a foeCs grasp.
Prere>ui#iteB :nt 1,, Com#at +xpertise.
enefitB Jou do not pro*oke an attack of opportunity )hen
performing a disarm com#at maneu*er. :n addition, you
recei*e a G& #onus on checks made to disarm a foe. Jou also
recei*e a G& #onus to your Com#at Maneu*er (efense
)hene*er an opponent tries to disarm you.
NormalB Jou pro*oke an attack of opportunity )hen
performing a disarm com#at maneu*er.
-mproved &amiliar
his feat allo)s you to ac6uire a po)erful familiar, #ut only
)hen you could normally ac6uire a ne) familiar.
Prere>ui#ite#B "#ility to ac6uire a ne) familiar, compati#le
alignment, sufficiently high le*el 7see #elo)9.
enefitB 4hen choosing a familiar, the creatures listed #elo)
are also a*aila#le to you. Jou may choose a familiar )ith an
alignment up to one step a)ay on each alignment axis
7la)ful through chaotic, good through e*il9.
&amiliar .lignment
.rcane
'pellca#ter 1evel
Celestial ha)k
1
Aeutral good ,rd
(ire rat Aeutral ,rd
3iendish *iper
&
Aeutral e*il ,rd
+lemental, $mall 7any
type9
Aeutral 5th
&amiliar .lignment
.rcane
'pellca#ter 1evel
$tirge Aeutral 5th
-omunculus
,
"ny !th
:mp =a)ful e*il !th
Mephit 7any type9 Aeutral !th
Pseudodragon Aeutral good !th
Quasit Chaotic e*il !th
1 Or other celestial animal from the standard familiar list.
& Or other fiendish animal from the standard familiar list.
, he master must first create the homunculus.
:mpro*ed familiars other)ise use the rules for regular
familiars, )ith t)o exceptionsB if the creatureCs type is
something other than animal, its type does not change8 and
impro*ed familiars do not gain the a#ility to speak )ith other
creatures of their kind 7although many of them already ha*e
the a#ility to communicate9.
-mproved &eint /Combat0
Jou are skilled at fooling your opponents in com#at.
Prere>ui#ite#B :nt 1,, Com#at +xpertise.
enefitB Jou can make a 1luff check to feint in com#at as a
mo*e action.
NormalB 3einting in com#at is a standard action.
-mproved Grapple /Combat0
Jou are skilled at grappling opponents.
Prere>ui#iteB (ex 1,, :mpro*ed 5narmed $trike.
enefitB Jou do not pro*oke an attack of opportunity )hen
performing a grapple com#at maneu*er. :n addition, you
recei*e a G& #onus on checks made to grapple a foe. Jou also
recei*e a G& #onus to your Com#at Maneu*er (efense
)hene*er an opponent tries to grapple you.
NormalB Jou pro*oke an attack of opportunity )hen
performing a grapple com#at maneu*er.
-mproved Great &ortitude
Jou can dra) upon an inner reser*e to resist diseases,
poisons, and other grie*ous harm.
Prere>ui#ite#B Great 3ortitude.
enefitB Once per day, you may reroll a 3ortitude sa*e. Jou
must decide to use this a#ility #efore the results are re*ealed.
Jou must take the second roll, e*en if it is )orse.
Page 115
-mproved -nitiative /Combat0
Jour 6uick reflexes allo) you to react rapidly to danger.
enefitB Jou get a G/ #onus on initiati*e checks.
-mproved -ron Aill
Jour clarity of thought allo)s you to resist mental attacks.
Prere>ui#ite#B :ron 4ill.
enefitB Once per day, you may reroll a 4ill sa*e. Jou must
decide to use this a#ility #efore the results are re*ealed. Jou
must take the second roll, e*en if it is )orse.
-mproved 1ightning Refle3e#
Jou ha*e a knack for a*oiding danger all around you.
Prere>ui#ite#B =ightning 'eflexes.
enefitB Once per day, you may reroll a 'eflex sa*e. Jou
must decide to use this a#ility #efore the results are re*ealed.
Jou must take the second roll, e*en if it is )orse.
-mproved Fverrun /Combat0
Jou are skilled at running do)n your foes.
Prere>ui#iteB $tr 1,, Po)er "ttack, #ase attack #onus G1.
enefitB Jou do not pro*oke an attack of opportunity )hen
performing an o*errun com#at maneu*er. :n addition, you
recei*e a G& #onus on checks made to o*errrun a foe. Jou
also recei*e a G& #onus to your Com#at Maneu*er (efense
)hene*er an opponent tries to o*errun you. argets of your
o*errun attempt may not chose to a*oid you.
NormalB Jou pro*oke an attack of opportunity )hen
performing an o*errun com#at maneu*er.
-mproved Preci#e 'hot /Combat0
Jour ranged attacks ignore anything #ut total concealment
and co*er.
Prere>ui#ite#B (ex 12, Point.1lank $hot, Precise $hot, #ase
attack #onus G11.
enefitB Jour ranged attacks ignore the "C #onus granted to
targets #y anything less than total co*er, and the miss chance
granted to targets #y anything less than total concealment.
otal co*er and total concealment pro*ide their normal
#enefits against your ranged attacks.
NormalB $ee the normal rules on the effects of co*er and
concealment in Com#at.
-mproved 'hield a#h /Combat0
Jou can protect yourself )ith your shield, e*en if you use it
to attack.
Prere>ui#iteB $hield Proficiency.
enefitB 4hen you perform a shield #ash, you may still
apply the shieldCs shield #onus to your "C.
NormalB 4ithout this feat, a character that performs a shield
#ash loses the shieldCs shield #onus to "C until his next turn
7see +6uipment9.
-mproved 'under /Combat0
Jou are skilled at damaging your foesC )eapons and armor.
Prere>ui#iteB $tr 1,, Po)er "ttack, #ase attack #onus G1.
enefitB Jou do not pro*oke an attack of opportunity )hen
performing a sunder com#at maneu*er. :n addition, you
recei*e a G& #onus on checks made to sunder an item. Jou
also recei*e a G& #onus to your Com#at Maneu*er (efense
)hene*er an opponent tries to sunder your gear.
NormalB Jou pro*oke an attack of opportunity )hen
performing a sunder com#at maneu*er.
-mproved ,rip /Combat0
Jou are skilled at sending your opponents to the ground.
Prere>ui#iteB :nt 1,, Com#at +xpertise.
enefitB Jou do not pro*oke an attack of opportunity )hen
performing a trip com#at maneu*er. :n addition, you recei*e
a G& #onus on checks made to trip a foe. Jou also recei*e a
G& #onus to your Com#at Maneu*er (efense )hene*er an
opponent tries to trip you.
NormalB Jou pro*oke an attack of opportunity )hen
performing a trip com#at maneu*er.
-mproved ,6o7Aeapon &ighting
/Combat0
Jou are skilled at fighting )ith t)o )eapons.
Prere>ui#ite#B (ex 1!, )o.4eapon 3ighting, #ase attack
#onus G0.
enefitB :n addition to the standard single extra attack you
get )ith an off.hand )eapon, you get a second attack )ith it,
al#eit at a H5 penalty.
NormalB 4ithout this feat, you can only get a single extra
attack )ith an off.hand )eapon.
Page 110
-mproved Hnarmed 'tri"e
/Combat0
Jou are skilled at fighting )hile unarmed.
enefitB Jou are considered to #e armed e*en )hen unarmed
Kyou do not pro*oke attacks of opportunity )hen you attack
foes )hile unarmed. Jour unarmed strikes can deal lethal or
nonlethal damage, at your choice.
NormalB 4ithout this feat, you are considered unarmed
)hen attacking )ith an unarmed strike, and you can deal
only nonlethal damage )ith such an attack.
-mproved Dital 'tri"e /Combat0
Jou can make a single attack that deals a large amount of
damage.
Prere>ui#ite#B >ital $trike, #ase attack #onus G11.
enefitB 4hen you use the attack action, you can make one
attack at your highest #ase attack #onus that deals additional
damage. 'oll the damage dice for the attack three times and
add the results together, #ut do not multiply damage #onuses
from $trength, )eapon a#ilities 7such as fla!in9, or
precision.#ased damage 7such as sneak attack9. his #onus
damage is not multiplied on a critical hit 7although other
damage #onuses are multiplied normally9.
-mprovi#ed Aeapon !a#tery
/Combat0
Jou can turn nearly any o#?ect into a deadly )eapon, from a
razor.sharp chair leg to a sack of flour.
Prere>ui#ite#B Catch Off.Guard or hro) "nything, #ase
attack #onus G%.
enefitB Jou do not suffer any penalties for using an
impro*ised )eapon. :ncrease the amount of damage dealt #y
the impro*ised )eapon #y one step 7for example, 1d/
#ecomes 1d09 to a maximum of 1d% 7&d0 if the impro*ised
)eapon is t)o.handed9. he impro*ised )eapon has a
critical threat range of 12H&;, )ith a critical multiplier of L&.
-ntimidating Pro6e## /Combat0
Jour physical might is intimidating to others.
enefitB "dd your $trength modifier to :ntimidate skill
checks in addition to your Charisma modifier.
-ron Aill
Jou are more resistant to mental effects.
enefitB Jou get a G& #onus on all 4ill sa*ing thro)s.
1eader#hip
Jou attract follo)ers to your cause and a companion to ?oin
you on your ad*entures.
Prere>ui#iteB Character le*el !th.
enefit#B his feat ena#les you to attract a loyal cohort and a
num#er of de*oted su#ordinates )ho assist you. " cohort is
generally an APC )ith class le*els, )hile follo)ers are
typically lo)er le*el APCs. $ee a#leB =eadership for )hat
le*el of cohort and ho) many follo)ers you can recruit.
1eader#hip !odifier#B $e*eral factors can affect your
=eadership score, causing it to *ary from the #ase score
7character le*el G Cha modifier9. Jour reputation 7from the
point of *ie) of the cohort or follo)er you are trying to
attract9 raises or lo)ers your =eadership scoreB
1eader%# Reputation !odifier
Great reno)n G&
3airness and generosity G1
$pecial po)er G1
3ailure H1
"loofness H1
Cruelty H&
Other modifiers may apply )hen you try to attract a cohort,
as listed #elo).
,he 1eader*** !odifier
-as a familiar, special mount, or animal
companion
H&
'ecruits a cohort of a different alignment H1
Caused the death of a cohort H&P
P Cumulati*e per cohort killed.
3ollo)ers ha*e different priorities from cohorts. 4hen you
try to attract a follo)er, use the follo)ing modifiers.
,he 1eader*** !odifier
-as a stronghold, #ase of operations, guildhouse,
etc.
G&
Mo*es around a lot H1
Caused the death of other follo)ers H1
&eadership ScoreB Jour #ase =eadership score e6uals your
Page 11!
le*el plus your Charisma modifier. :n order to take into
account negati*e Charisma modifiers, this ta#le allo)s for
*ery lo) =eadership scores, #ut you must still #e !th le*el or
higher in order to gain the =eadership feat. Outside factors
can affect your =eadership score, as detailed a#o*e.
Cohort &e%elB Jou can attract a cohort of up to this le*el.
'egardless of your =eadership score, you can only recruit a
cohort )ho is t)o or more le*els lo)er than yourself. he
cohort should #e e6uipped )ith gear appropriate for its le*el
7see Creating APCs9. " cohort can #e of any race or class.
he cohortCs alignment may not #e opposed to your
alignment on either the la)@chaos or good@e*il axis, and you
take a H1 penalty to your =eadership score if you recruit a
cohort of an alignment different from your o)n.
Table 8-2: &eadership
1eader#hip
'core
Cohort
1evel
Number of &ollo6er# by 1evel
8#t 2nd ;rd <th =th 6th
1 or lo)er K K K K K K K
& 1st K K K K K K
, &nd K K K K K K
/ ,rd K K K K K K
5 ,rd K K K K K K
0 /th K K K K K K
! 5th K K K K K K
% 5th K K K K K K
2 0th K K K K K K
1; !th 5 K K K K K
11 !th 0 K K K K K
1& %th % K K K K K
1, 2th 1; 1 K K K K
1/ 1;th 15 1 K K K K
15 1;th &; & 1 K K K
10 11th &5 & 1 K K K
1! 1&th ,; , 1 1 K K
1% 1&th ,5 , 1 1 K K
12 1,th /; / & 1 1 K
&; 1/th 5; 5 , & 1 K
&1 15th 0; 0 , & 1 1
&& 15th !5 ! / & & 1
&, 10th 2; 2 5 , & 1
&/ 1!th 11; 11 0 , & 1
&5 or higher 1!th 1,5 1, ! / & &
" cohort does not count as a party mem#er )hen
determining the partyCs NP. :nstead, di*ide the cohortCs le*el
#y your le*el. Multiply this result #y the total NP a)arded to
you, then add that num#er of experience points to the
cohortCs total.
:f a cohort gains enough NP to #ring it to a le*el one lo)er
than your le*el, the cohort does not gain the ne) le*elKits
ne) NP total is 1 less than the amount needed to attain the
next le*el.
3u!ber of )ollo#ers by &e%elB Jou can lead up to the
indicated num#er of characters of each le*el. 3ollo)ers are
similar to cohorts, except theyCre generally lo).le*el APCs.
1ecause theyCre usually 5 or more le*els #ehind you, theyCre
rarely effecti*e in com#at.
3ollo)ers donCt earn experience and thus donCt gain le*els.
4hen you gain a ne) le*el, consult a#leB =eadership to
determine if you ac6uire more follo)ers, some of )hom may
#e higher le*el than the existing follo)ers. (onCt consult the
ta#le to see if your cohort gains le*els, ho)e*er, #ecause
cohorts earn experience on their o)n.
1ightning Refle3e#
Jou ha*e faster reflexes than normal.
enefitB Jou get a G& #onus on all 'eflex sa*ing thro)s.
1ightning 'tance /Combat0
he speed at )hich you mo*e makes it nearly impossi#le for
opponents to strike you.
Prere>ui#ite#B (ex 1!, (odge, 4ind $tance, #ase attack
#onus G11.
enefitB :f you take t)o actions to mo*e or a )ithdra)
action in a turn, you gain 5;I concealment for 1 round.
1unge /Combat0
Jou can strike foes that )ould normally #e out of reach.
Prere>ui#ite#B 1ase attack #onus G0.
enefitB Jou can increase the reach of your melee attacks #y
5 feet until the end of your turn #y taking a H& penalty to
your "C until your next turn. Jou must decide to use this
a#ility #efore any attacks are made.
!agical .ptitude
Jou are skilled at spellcasting and using magic items.
enefitB Jou get a G& #onus on all $pellcraft checks and 5se
Magic (e*ice checks. :f you ha*e 1; or more ranks in one of
these skills, the #onus increases to G/ for that skill.
Page 11%
!any#hot /Combat0
Jou can fire multiple arro)s at a single target.
Prere>ui#ite#B (ex 1!, Point.1lank $hot, 'apid $hot, #ase
attack #onus G0.
enefitB 4hen making a full.attack action )ith a #o), your
first attack fires t)o arro)s. :f the attack hits, #oth arro)s
hit. "pply precision.#ased damage 7such as sneak attack9 and
critical hit damage only once for this attack. (amage
#onuses from using a composite #o) )ith a high $trength
#onus apply to each arro), as do other damage #onuses, such
as a rangerCs fa*ored enemy #onus. (amage reduction and
resistances apply separately to each arro).
!artial Aeapon Proficiency
Choose a type of martial )eapon. Jou understand ho) to use
that type of martial )eapon in com#at.
enefitB Jou make attack rolls )ith the selected )eapon
normally 7)ithout the non.proficient penalty9.
NormalB 4hen using a )eapon )ith )hich you are not
proficient, you take a H/ penalty on attack rolls.
'pecialB 1ar#arians, fighters, paladins, and rangers are
proficient )ith all martial )eapons. hey need not select this
feat.
Jou can gain Martial 4eapon Proficiency multiple times.
+ach time you take the feat, it applies to a ne) type of
)eapon.
!a#ter Craft#man
Jour superior crafting skills allo) you to create simple
magic items.
Prere>ui#ite#B 5 ranks in any Craft or Profession skill.
enefitB Choose one Craft or Profession skill in )hich you
possess at least 5 ranks. Jou recei*e a G& #onus on your
chosen Craft or Profession skill. 'anks in your chosen skill
count as your caster le*el for the purposes of 6ualifying for
the Craft Magic "rms and "rmor and Craft 4ondrous :tem
feats. Jou can create magic items using these feats,
su#stituting your ranks in the chosen skill for your total
caster le*el. Jou must use the chosen skill for the check to
create the item. he (C to create the item still increases for
any necessary spell re6uirements 7see the magic item
creation rules in Magic :tems9. Jou cannot use this feat to
create any spell.trigger or spell.acti*ation item.
NormalB Only spellcasters can 6ualify for the Craft Magic
"rms and "rmor and Craft 4ondrous :tem feats.
!a3imi$e 'pell /!etamagic0
Jour spells ha*e the maximum possi#le effect.
enefitB "ll *aria#le, numeric effects of a spell modified #y
this feat are maximized. $a*ing thro)s and opposed rolls are
not affected, nor are spells )ithout random *aria#les. "
maximized spell uses up a spell slot three le*els higher than
the spellCs actual le*el.
"n empo)ered, maximized spell gains the separate #enefits
of each featB the maximum result plus half the normally
rolled result.
!edu#a%# Arath /Combat0
Jou can take ad*antage of your opponentCs confusion,
deli*ering multiple #lo)s.
Prere>ui#ite#B :mpro*ed 5narmed $trike, GorgonCs 3ist,
$corpion $tyle, #ase attack #onus G11.
enefitB 4hene*er you use the full.attack action and make at
least one unarmed strike, you can make t)o additional
unarmed strikes at your highest #ase attack #onus. hese
#onus attacks must #e made against a dazed, flat.footed,
paralyzed, staggered, stunned, or unconscious foe.
!obility /Combat0
Jou can easily mo*e through a dangerous melee.
Prere>ui#ite#B (ex 1,, (odge.
enefitB Jou get a G/ dodge #onus to "rmor Class against
attacks of opportunity caused )hen you mo*e out of or
)ithin a threatened area. " condition that makes you lose
your (exterity #onus to "rmor Class 7if any9 also makes you
lose dodge #onuses.
(odge #onuses stack )ith each other, unlike most types of
#onuses.
!ounted .rchery /Combat0
Jou are skilled at making ranged attacks )hile mounted.
Prere>ui#ite#B 'ide 1 rank, Mounted Com#at.
enefitB he penalty you take )hen using a ranged )eapon
)hile mounted is hal*edB H& instead of H/ if your mount is
taking a dou#le mo*e, and H/ instead of H% if your mount is
running.
!ounted Combat /Combat0
Jou are adept at guiding your mount through com#at.
Page 112
Prere>ui#iteB 'ide 1 rank.
enefitB Once per round )hen your mount is hit in com#at,
you may attempt a 'ide check 7as an immediate action9 to
negate the hit. he hit is negated if your 'ide check result is
greater than the opponentCs attack roll.
Natural 'pell
Jou can cast spells e*en )hile in a form that cannot normally
cast spells.
Prere>ui#ite#B 4is 1,, )ild shape class feature.
enefitB Jou can complete the *er#al and somatic
components of spells )hile using )ild shape. Jou su#stitute
*arious noises and gestures for the normal *er#al and
somatic components of a spell.
Jou can also use any material components or focuses you
possess, e*en if such items are melded )ithin your current
form. his feat does not permit the use of magic items )hile
you are in a form that could not ordinarily use them, and you
do not gain the a#ility to speak )hile using )ild shape.
Nimble !ove#
Jou can mo*e across a single o#stacle )ith ease.
Prere>ui#ite#B (ex 1,.
enefitB 4hene*er you mo*e, you may mo*e through 5 feet
of difficult terrain each round as if it )ere normal terrain.
his feat allo)s you to take a 5.foot step into difficult
terrain.
Penetrating 'tri"e /Combat0
Jour attacks are capa#le of penetrating the defenses of some
creatures. Choose one type of )eapon that you ha*e already
selected for 4eapon 3ocus.
Prere>ui#ite#B 4eapon 3ocus, #ase attack #onus G1, 1&th.
le*el fighter, proficiency )ith )eapon.
enefitB Jour attacks )ith the selected )eapon ignore up to
5 points of damage reduction. his feat does not apply to
damage reduction )ithout a type 7such as (' 1;@K9.
Per#ua#ive
Jou are skilled at s)aying attitudes and intimidating others
into your )ay of thinking.
enefitB Jou get a G& #onus on (iplomacy and :ntimidate
skill checks. :f you ha*e 1; or more ranks in one of these
skills, the #onus increases to G/ for that skill.
Pinpoint ,argeting /Combat0
Jou can target the )eak points in your opponentCs armor.
Prere>ui#ite#B (ex 12, :mpro*ed Precise $hot, Point.1lank
$hot, Precise $hot, #ase attack #onus G10.
enefitB "s a standard action, make a single ranged attack.
he target does not gain any armor, natural armor, or shield
#onuses to its "rmor Class. Jou do not gain the #enefit of
this feat if you mo*e this round.
Point7lan" 'hot /Combat0
Jou are especially accurate )hen making ranged attacks
against close targets.
enefitB Jou get a G1 #onus on attack and damage rolls )ith
ranged )eapons at ranges of up to ,; feet.
Po6er .ttac" /Combat0
Jou can make exceptionally deadly melee attacks #y
sacrificing accuracy for strength.
Prere>ui#ite#B $tr 1,, #ase attack #onus G1.
enefitB Jou can choose to take a H1 penalty on all melee
attack rolls and com#at maneu*er checks to gain a G& #onus
on all melee damage rolls. his #onus to damage is increased
#y half 7G5;I9 if you are making an attack )ith a t)o.
handed )eapon, a one handed )eapon using t)o hands, or a
primary natural )eapon that adds 1.1@& times your $trength
modifier on damage rolls. his #onus to damage is hal*ed 7H
5;I9 if you are making an attack )ith an off.hand )eapon
or secondary natural )eapon. 4hen your #ase attack #onus
reaches G/, and e*ery / points thereafter, the penalty
increases #y H1 and the #onus to damage increases #y G&.
Jou must choose to use this feat #efore making an attack
roll, and its effects last until your next turn. he #onus
damage does not apply to touch attacks or effects that do not
deal hit point damage.
Preci#e 'hot /Combat0
Jou are adept at firing ranged attacks into melee.
Prere>ui#iteB Point.1lank $hot.
enefitB Jou can shoot or thro) ranged )eapons at an
opponent engaged in melee )ithout taking the standard H/
penalty on your attack roll.
Juic" Dra6 /Combat0
Jou can dra) )eapons faster than most.
Page 1&;
Prere>ui#iteB 1ase attack #onus G1.
enefitB Jou can dra) a )eapon as a free action instead of as
a mo*e action. Jou can dra) a hidden )eapon 7see the
$leight of -and skill9 as a mo*e action.
" character )ho has selected this feat may thro) )eapons at
his full normal rate of attacks 7much like a character )ith a
#o)9.
"lchemical items, potions, scrolls, and )ands cannot #e
dra)n 6uickly using this feat.
NormalB 4ithout this feat, you may dra) a )eapon as a
mo*e action, or 7if your #ase attack #onus is G1 or higher9 as
a free action as part of mo*ement. 4ithout this feat, you can
dra) a hidden )eapon as a standard action.
Juic"en 'pell /!etamagic0
Jou can cast spells in a fraction of the normal time.
enefitB Casting a 6uickened spell is a s)ift action. Jou can
perform another action, e*en casting another spell, in the
same round as you cast a 6uickened spell. " spell )hose
casting time is more than 1 full.round action cannot #e
6uickened.
" 6uickened spell uses up a spell slot four le*els higher than
the spellCs actual le*el. Casting a 6uickened spell doesnCt
pro*oke an attack of opportunity.
'pecialB Jou can apply the effects of this feat to a spell cast
spontaneously, so long as it has a casting time that is not
more than 1 full.round action, )ithout increasing the spellCs
casting time.
Rapid Reload /Combat0
Choose a type of cross#o) 7hand, light, or hea*y9. Jou can
reload such )eapons 6uickly.
Prere>ui#iteB 4eapon Proficiency 7cross#o) type chosen9.
enefitB he time re6uired for you to reload your chosen
type of cross#o) is reduced to a free action 7for a hand or
light cross#o)9 or a mo*e action 7for a hea*y cross#o)9.
'eloading a cross#o) still pro*okes an attack of opportunity.
:f you ha*e selected this feat for hand cross#o) or light
cross#o), you may fire that )eapon as many times in a full.
attack action as you could attack if you )ere using a #o).
NormalB " character )ithout this feat needs a mo*e action to
reload a hand or light cross#o), or a full.round action to
reload a hea*y cross#o).
'pecialB Jou can gain 'apid 'eload multiple times. +ach
time you take the feat, it applies to a ne) type of cross#o).
Rapid 'hot /Combat0
Jou can make an additional ranged attack.
Prere>ui#ite#B (ex 1,, Point.1lank $hot.
enefitB 4hen making a full.attack action )ith a ranged
)eapon, you can fire one additional time this round. "ll of
your attack rolls take a H& penalty )hen using 'apid $hot.
Ride7y .ttac" /Combat0
4hile mounted and charging, you can mo*e, strike at a foe,
and then continue mo*ing.
Prere>ui#ite#B 'ide 1 rank, Mounted Com#at.
enefitB 4hen you are mounted and use the charge action,
you may mo*e and attack as if )ith a standard charge and
then mo*e again 7continuing the straight line of the charge9.
Jour total mo*ement for the round canCt exceed dou#le your
mounted speed. Jou and your mount do not pro*oke an
attack of opportunity from the opponent that you attack.
Run
Jou are s)ift of foot.
enefitB 4hen running, you mo*e fi*e times your normal
speed 7if )earing medium, light, or no armor and carrying no
more than a medium load9 or four times your speed 7if
)earing hea*y armor or carrying a hea*y load9. :f you make
a ?ump after a running start 7see the "cro#atics skill
description9, you gain a G/ #onus on your "cro#atics check.
4hile running, you retain your (exterity #onus to your
"rmor Class.
NormalB Jou mo*e four times your speed )hile running 7if
)earing medium, light, or no armor and carrying no more
than a medium load9 or three times your speed 7if )earing
hea*y armor or carrying a hea*y load9, and you lose your
(exterity #onus to "C.
'corpion 'tyle /Combat0
Jou can perform an unarmed strike that greatly hampers your
targetCs mo*ement.
Prere>ui#iteB :mpro*ed 5narmed $trike.
enefitB o use this feat, you must make a single unarmed
attack as a standard action. :f this unarmed attack hits, you
deal damage normally, and the targetCs #ase land speed is
reduced to 5 feet for a num#er of rounds e6ual to your
4isdom modifier unless it makes a 3ortitude sa*ing thro)
7(C 1; G 1@& your character le*el G your 4is modifier9.
Page 1&1
'cribe 'croll /-tem Creation0
Jou can create magic scrolls.
Prere>ui#iteB Caster le*el 1st.
enefitB Jou can create a scroll of any spell that you kno).
$cri#ing a scroll takes & hours if its #ase price is &5; gp or
less, other)ise scri#ing a scroll takes 1 day for each 1,;;; gp
in its #ase price. o scri#e a scroll, you must use up ra)
materials costing half of this #ase price. $ee the magic item
creation rules in Magic :tems for more information.
'elective Channeling
Jou can choose )hom to affect )hen you channel energy.
Prere>ui#iteB Cha 1,, channel energy class feature.
enefitB 4hen you channel energy, you can choose a num#er
of targets in the area up to your Charisma modifier. hese
targets are not affected #y your channeled energy.
NormalB "ll targets in a ,;.foot #urst are affected )hen you
channel energy. Jou can only choose )hether or not you are
affected.
'elf7'ufficient
Jou kno) ho) to get along in the )ild and ho) to
effecti*ely treat )ounds.
enefitB Jou get a G& #onus on all -eal checks and $ur*i*al
checks. :f you ha*e 1; or more ranks in one of these skills,
the #onus increases to G/ for that skill.
'hatter Defen#e# /Combat0
Jour skill )ith your chosen )eapon lea*es opponents una#le
to defend themsel*es if you strike them )hen their defenses
are already compromised.
Prere>ui#ite#B 4eapon 3ocus, (azzling (isplay, #ase attack
#onus G0, proficiency )ith )eapon.
enefitB "ny shaken, frightened, or panicked opponent hit #y
you this round is flat.footed to your attacks until the end of
your next turn. his includes any additional attacks you make
this round.
'hield &ocu# /Combat0
Jou are skilled at deflecting #lo)s )ith your shield.
Prere>ui#ite#B $hield Proficiency, #ase attack #onus G1.
enefitB :ncrease the "C #onus granted #y any shield you
are using #y 1.
'hield !a#ter /Combat0
Jour mastery of the shield allo)s you to fight )ith it )ithout
hindrance.
Prere>ui#ite#B :mpro*ed $hield 1ash, $hield Proficiency,
$hield $lam, )o.4eapon 3ighting, #ase attack #onus G11.
enefitB Jou do not suffer any penalties on attack rolls made
)ith a shield )hile you are )ielding another )eapon. "dd
your shieldCs shield #onus to attacks and damage rolls made
)ith the shield as if it )as an enhancement #onus.
'hield Proficiency
Jou are trained in ho) to properly use a shield.
enefitB 4hen you use a shield 7except a to)er shield9, the
shieldCs armor check penalty only applies to $trength. and
(exterity.#ased skills.
NormalB 4hen you are using a shield )ith )hich you are not
proficient, you take the shieldCs armor check penalty on
attack rolls and on all skill checks that in*ol*e mo*ing.
'pecialB 1ar#arians, #ards, clerics, druids, fighters, paladins,
and rangers all automatically ha*e $hield Proficiency as a
#onus feat. hey need not select it.
'hield 'lam /Combat0
:n the right position, your shield can #e used to send
opponents flying.
Prere>ui#ite#B :mpro*ed $hield 1ash, $hield Proficiency,
)o.4eapon 3ighting, #ase attack #onus G0.
enefitB "ny opponents hit #y your shield #ash are also hit
)ith a free #ull rush attack, su#stituting your attack roll for
the com#at maneu*er check 7see Com#at9. his #ull rush
does not pro*oke an attack of opportunity. Opponents )ho
cannot mo*e #ack due to a )all or other surface are knocked
prone after mo*ing the maximum possi#le distance. Jou may
choose to mo*e )ith your target if you are a#le to take a 5.
foot step or to spend an action to mo*e this turn.
'hot on the Run /Combat0
Jou can mo*e, fire a ranged )eapon, and mo*e again #efore
your foes can react.
Prere>ui#ite#B (ex 1,, (odge, Mo#ility, Point.1lank $hot,
#ase attack #onus G/.
enefitB "s a full.round action, you can mo*e up to your
speed and make a single ranged attack at any point during
your mo*ement.
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NormalB Jou cannot mo*e #efore and after an attack )ith a
ranged )eapon.
'ic"ening Critical /Combat,
Critical0
Jour critical hits cause opponents to #ecome sickened.
Prere>ui#ite#B Critical 3ocus, #ase attack #onus G11.
enefitB 4hene*er you score a critical hit, your opponent
#ecomes sickened for 1 minute. he effects of this feat do
not stack. "dditional hits instead add to the effectCs duration.
'pecialB Jou can only apply the effects of one critical feat to
a gi*en critical hit unless you possess Critical Mastery.
'ilent 'pell /!etamagic0
Jou can cast your spells )ithout making any sound.
enefitB " silent spell can #e cast )ith no *er#al
components. $pells )ithout *er#al components are not
affected. " silent spell uses up a spell slot one le*el higher
than the spellCs actual le*el.
'pecialB 1ard spells cannot #e enhanced #y this feat.
'imple Aeapon Proficiency
Jou are trained in the use of #asic )eapons.
enefitB Jou make attack rolls )ith simple )eapons )ithout
penalty.
NormalB 4hen using a )eapon )ith )hich you are not
proficient, you take a H/ penalty on attack rolls.
'pecialB "ll characters except for druids, monks, and )izards
are automatically proficient )ith all simple )eapons. hey
need not select this feat.
'"ill &ocu#
Choose a skill. Jou are particularly adept at that skill.
enefitB Jou get a G, #onus on all checks in*ol*ing the
chosen skill. :f you ha*e 1; or more ranks in that skill, this
#onus increases to G0.
'pecialB Jou can gain this feat multiple times. :ts effects do
not stack. +ach time you take the feat, it applies to a ne)
skill.
'natch .rro6# /Combat0
:nstead of knocking an arro) or ranged attack aside, you can
catch it in mid.flight.
Prere>ui#ite#B (ex 15, (eflect "rro)s, :mpro*ed 5narmed
$trike.
enefitB 4hen using the (eflect "rro)s feat you may
choose to catch the )eapon instead of ?ust deflecting it.
hro)n )eapons can immediately #e thro)n #ack as an
attack against the original attacker 7e*en though it isnCt your
turn9 or kept for later use.
Jou must ha*e at least one hand free 7holding nothing9 to use
this feat.
'pell &ocu#
Choose a school of magic. "ny spells you cast of that school
are more difficult to resist.
enefitB "dd G1 to the (ifficulty Class for all sa*ing thro)s
against spells from the school of magic you select.
'pecialB Jou can gain this feat multiple times. :ts effects do
not stack. +ach time you take the feat, it applies to a ne)
school of magic.
'pell !a#tery
Jou ha*e mastered a small handful of spells, and can prepare
these spells )ithout referencing your spell#ooks at all.
Prere>ui#iteB 1st.le*el )izard
enefitB +ach time you take this feat, choose a num#er of
spells that you already kno) e6ual to your :ntelligence
modifier. 3rom that point on, you can prepare these spells
)ithout referring to a spell#ook.
NormalB 4ithout this feat, you must use a spell#ook to
prepare all your spells, except read !aic$
'pell Penetration
Jour spells #reak through spell resistance more easily than
most.
enefitB Jou get a G& #onus on caster le*el checks 71d&; G
caster le*el9 made to o*ercome a creatureCs spell resistance.
'pellbrea"er /Combat0
Jou can strike at enemy spellcasters )ho fail to cast
defensi*ely )hen you threaten them.
Prere>ui#ite#B (isrupti*e, 1;th.le*el fighter.
enefitB +nemies in your threatened area that fail their
checks to cast spells defensi*ely pro*oke attacks of
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opportunity from you.
NormalB +nemies that fail to cast spells defensi*ely do not
pro*oke attacks of opportunity.
'pirited Charge /Combat0
Jour mounted charge attacks deal a tremendous amount of
damage.
Prere>ui#ite#B 'ide 1 rank, Mounted Com#at, 'ide.1y
"ttack.
enefitB 4hen mounted and using the charge action, you
deal dou#le damage )ith a melee )eapon 7or triple damage
)ith a lance9.
'pring .ttac" /Combat0
Jou can deftly mo*e up to a foe, strike, and )ithdra) #efore
he can react.
Prere>ui#ite#B (ex 1,, (odge, Mo#ility, #ase attack #onus
G/.
enefitB Jou can mo*e up to your speed and make a single
melee attack )ithout pro*oking any attacks of opportunity
from the target of your attack. Jou can mo*e #oth #efore and
after the attack, #ut you must mo*e at least 1; feet #efore the
attack and the total distance that you mo*e cannot #e greater
than your speed. Jou cannot use this a#ility to attack a foe
that is ad?acent to you at the start of your turn.
NormalB Jou cannot mo*e #efore and after an attack.
'taggering Critical /Combat,
Critical0
Jour critical hits cause opponents to slo) do)n.
Prere>ui#ite#B Critical 3ocus, #ase attack #onus G1,.
enefitB 4hene*er you score a critical hit, your opponent
#ecomes staggered for 1d/G1 rounds. " successful 3ortitude
sa*e reduces the duration to 1 round. he (C of this
3ortitude sa*e is e6ual to 1; G your #ase attack #onus. he
effects of this feat do not stack. "dditional hits instead add to
the duration.
'pecialB Jou can only apply the effects of one critical feat to
a gi*en critical hit unless you possess Critical Mastery.
'tand 'till /Combat0
Jou can stop foes that try to mo*e past you.
Prere>ui#ite#B Com#at 'eflexes.
enefitB 4hen a foe pro*okes an attack of opportunity due to
mo*ing through your ad?acent s6uares, you can make a
com#at maneu*er check as your attack of opportunity. :f
successful, the enemy cannot mo*e for the rest of his turn.
"n enemy can still take the rest of his action, #ut cannot
mo*e. his feat also applies to any creature that attempts to
mo*e from a s6uare that is ad?acent to you if such mo*ement
pro*okes an attack of opportunity.
'tealthy
Jou are good at a*oiding un)anted attention and slipping out
of #onds.
enefitB Jou get a G& #onus on all +scape "rtist and $tealth
skill checks. :f you ha*e 1; or more ranks in one of these
skills, the #onus increases to G/ for that skill.
'tep Hp /Combat0
Jou can close the distance )hen a foe tries to mo*e a)ay.
Prere>ui#iteB 1ase attack #onus G1.
enefitB 4hene*er an ad?acent foe attempts to take a 5.foot
step a)ay from you, you may also make a 5.foot step as an
immediate action so long as you end up ad?acent to the foe
that triggered this a#ility. :f you take this step, you cannot
take a 5.foot step during your next turn. :f you take an action
to mo*e during your next turn, su#tract 5 feet from your total
mo*ement.
'till 'pell /!etamagic0
Jou can cast spells )ithout mo*ing.
enefitB " stilled spell can #e cast )ith no somatic
components. $pells )ithout somatic components are not
affected. " stilled spell uses up a spell slot one le*el higher
than the spellCs actual le*el.
'tri"e ac" /Combat0
Jou can strike at foes that attack you using their superior
reach, #y targeting their lim#s or )eapons as they come at
you.
Prere>ui#iteB 1ase attack #onus G11.
enefitB Jou can ready an action to make a melee attack
against any foe that attacks you in melee, e*en if the foe is
outside of your reach.
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'tunning Critical /Combat,
Critical0
Jour critical hits cause opponents to #ecome stunned.
Prere>ui#ite#B Critical 3ocus, $taggering Critical, #ase
attack #onus G1!.
enefitB 4hene*er you score a critical hit, your opponent
#ecomes stunned for 1d/ rounds. " successful 3ortitude sa*e
reduces this to staggered for 1d/ rounds. he (C of this
3ortitude sa*e is e6ual to 1; G your #ase attack #onus. he
effects of this feat do not stack. "dditional hits instead add to
the duration.
'pecialB Jou can only apply the effects of one critical feat to
a gi*en critical hit unless you possess Critical Mastery.
'tunning &i#t /Combat0
Jou kno) ?ust )here to strike to temporarily stun a foe.
Prere>ui#ite#B (ex 1,, 4is 1,, :mpro*ed 5narmed $trike,
#ase attack #onus G%.
enefitB Jou must declare that you are using this feat #efore
you make your attack roll 7thus, a failed attack roll ruins the
attempt9. $tunning 3ist forces a foe damaged #y your
unarmed attack to make a 3ortitude sa*ing thro) 7(C 1; G
1@& your character le*el G your 4is modifier9, in addition to
dealing damage normally. " defender )ho fails this sa*ing
thro) is stunned for 1 round 7until ?ust #efore your next
turn9. " stunned character canCt take actions, loses any
(exterity #onus to "C, and takes a H& penalty to "C. Jou
may attempt a stunning attack once per day for e*ery four
le*els you ha*e attained 7#ut see $pecial9, and no more than
once per round. Constructs, oozes, plants, undead,
incorporeal creatures, and creatures immune to critical hits
cannot #e stunned.
'pecialB " monk recei*es $tunning 3ist as a #onus feat at 1st
le*el, e*en if he does not meet the prere6uisites. " monk may
attempt a stunning attack a num#er of times per day e6ual to
his monk le*el, plus one more time per day for e*ery four
le*els he has in classes other than monk.
,hro6 .nything /Combat0
Jou are used to thro)ing things you ha*e on hand.
enefitB Jou do not suffer any penalties for using an
impro*ised ranged )eapon. Jou recei*e a G1 circumstance
#onus on attack rolls made )ith thro)n splash )eapons.
NormalB Jou take a H/ penalty on attack rolls made )ith an
impro*ised )eapon.
,iring Critical /Combat, Critical0
Jour critical hits cause opponents to #ecome fatigued.
Prere>ui#ite#B Critical 3ocus, #ase attack #onus G1,.
enefitB 4hene*er you score a critical hit, your opponent
#ecomes fatigued. his feat has no additional effect on a
fatigued or exhausted creature.
'pecialB Jou can only apply the effects of one critical feat to
a gi*en critical hit unless you possess Critical Mastery.
,oughne##
Jou ha*e enhanced physical stamina.
enefitB Jou gain G, hit points. 3or e*ery -it (ie you
possess #eyond ,, you gain an additional G1 hit point. :f you
ha*e more than , -it (ice, you gain G1 hit points )hene*er
you gain a -it (ie 7such as )hen you gain a le*el9.
,o6er 'hield Proficiency /Combat0
Jou are trained in ho) to properly use a to)er shield.
Prere>ui#iteB $hield Proficiency.
enefitB 4hen you use a to)er shield, the shieldCs armor
check penalty only applies to $trength and (exterity.#ased
skills.
NormalB " character using a shield )ith )hich he is not
proficient takes the shieldCs armor check penalty on attack
rolls and on all skill checks that in*ol*e mo*ing, including
'ide.
'pecialB 3ighters automatically ha*e o)er $hield
Proficiency as a #onus feat. hey need not select it.
,rample /Combat0
4hile mounted, you can ride do)n opponents and trample
them under your mount.
Prere>ui#ite#B 'ide 1 rank, Mounted Com#at.
enefitB 4hen you attempt to o*errun an opponent )hile
mounted, your target may not choose to a*oid you. Jour
mount may make one hoof attack against any target you
knock do)n, gaining the standard G/ #onus on attack rolls
against prone targets.
,urn Hndead
Calling upon higher po)ers, you cause undead to flee from
the might of your unleashed di*ine energy.
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Prere>ui#ite#B Channel positi*e energy class feature.
enefitB Jou can, as a standard action, use one of your uses
of channel positi*e energy to cause all undead )ithin ,; feet
of you to flee, as if panicked. 5ndead recei*e a 4ill sa*e to
negate the effect. he (C for this 4ill sa*e is e6ual to 1; G
1@& your cleric le*el G your Charisma modifier. 5ndead that
fail their sa*e flee for 1 minute. :ntelligent undead recei*e a
ne) sa*ing thro) each round to end the effect. :f you use
channel energy in this )ay, it has no other effect 7it does not
heal or harm near#y creatures9.
,6o7Aeapon Defen#e /Combat0
Jou are skilled at defending yourself )hile dual.)ielding.
Prere>ui#ite#B (ex 15, )o.4eapon 3ighting.
enefitB 4hen )ielding a dou#le )eapon or t)o )eapons
7not including natural )eapons or unarmed strikes9, you gain
a G1 shield #onus to your "C.
4hen you are fighting defensi*ely or using the total defense
action, this shield #onus increases to G&.
,6o7Aeapon &ighting /Combat0
Jou can fight )ith a )eapon )ielded in each of your hands.
Jou can make one extra attack each round )ith the
secondary )eapon.
Prere>ui#iteB (ex 15.
enefitB Jour penalties on attack rolls for fighting )ith t)o
)eapons are reduced. he penalty for your primary hand
lessens #y & and the one for your off hand lessens #y 0. $ee
)o.4eapon 3ighting in Com#at.
NormalB :f you )ield a second )eapon in your off hand, you
can get one extra attack per round )ith that )eapon. 4hen
fighting in this )ay you suffer a H0 penalty )ith your regular
attack or attacks )ith your primary hand and a H1; penalty to
the attack )ith your off hand. :f your off.hand )eapon is
light, the penalties are reduced #y & each. "n unarmed strike
is al)ays considered light.
,6o7Aeapon Rend /Combat0
$triking )ith #oth of your )eapons simultaneously, you can
use them to deli*er de*astating )ounds.
Prere>ui#ite#B (ex 1!, (ou#le $lice, :mpro*ed )o.
4eapon 3ighting, )o.4eapon 3ighting, #ase attack #onus
G11.
enefitB :f you hit an opponent )ith #oth your primary hand
and your off.hand )eapon, you deal an additional 1d1;
points of damage plus 1.1@& times your $trength modifier.
Jou can only deal this additional damage once each round.
Hn#eat /Combat0
Jou are skilled at unseating your mounted opponents.
Prere>ui#ite#B $tr 1,, 'ide 1 rank, Mounted Com#at, Po)er
"ttack, :mpro*ed 1ull 'ush, #ase attack #onus G1.
enefit#B 4hen charging an opponent )hile mounted and
)ielding a lance, resol*e the attack as normal. :f it hits, you
may immediately make a free #ull rush attempt in addition to
the normal damage. :f successful, the target is knocked off
his horse and lands prone in a space ad?acent to his mount
that is directly a)ay from you.
Dital 'tri"e /Combat0
Jou make a single attack that deals significantly more
damage than normal.
Prere>ui#ite#B 1ase attack #onus G0.
enefitB 4hen you use the attack action, you can make one
attack at your highest #ase attack #onus that deals additional
damage. 'oll the damage dice for the attack t)ice and add
the results together, #ut do not multiply damage #onuses
from $trength, )eapon a#ilities 7such as fla!in9, or
precision.#ased damage 7such as sneak attack9. his #onus
damage is not multiplied on a critical hit 7although other
damage #onuses are multiplied normally9.
Aeapon &ine##e /Combat0
Jou are trained in using your agility in melee com#at, as
opposed to #rute strength.
enefitB 4ith a light )eapon, rapier, )hip, or spiked chain
made for a creature of your size category, you may use your
(exterity modifier instead of your $trength modifier on
attack rolls. :f you carry a shield, its armor check penalty
applies to your attack rolls.
'pecialB Aatural )eapons are considered light )eapons.
Aeapon &ocu# /Combat0
Choose one type of )eapon. Jou can also choose unarmed
strike or grapple 7or ray, if you are a spellcaster9 as your
)eapon for the purposes of this feat.
Prere>ui#ite#B Proficiency )ith selected )eapon, #ase attack
#onus G1.
enefitB Jou gain a G1 #onus on all attack rolls you make
using the selected )eapon.
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'pecialB Jou can gain this feat multiple times. :ts effects do
not stack. +ach time you take the feat, it applies to a ne)
type of )eapon.
Aeapon 'peciali$ation /Combat0
Jou are skilled at dealing damage )ith one )eapon. Choose
one type of )eapon 7including unarmed strike or grapple9 for
)hich you ha*e already selected the 4eapon 3ocus feat. Jou
deal extra damage )hen using this )eapon.
Prere>ui#ite#B Proficiency )ith selected )eapon, 4eapon
3ocus )ith selected )eapon, fighter le*el /th.
enefitB Jou gain a G& #onus on all damage rolls you make
using the selected )eapon.
'pecialB Jou can gain this feat multiple times. :ts effects do
not stack. +ach time you take the feat, it applies to a ne)
type of )eapon.
Ahirl6ind .ttac" /Combat0
Jou can strike out at e*ery foe )ithin reach.
Prere>ui#ite#B (ex 1,, :nt 1,, Com#at +xpertise, (odge,
Mo#ility, $pring "ttack, #ase attack #onus G/.
enefitB 4hen you use the full.attack action, you can gi*e
up your regular attacks and instead make one melee attack at
your highest #ase attack #onus against each opponent )ithin
reach. Jou must make a separate attack roll against each
opponent.
4hen you use the 4hirl)ind "ttack feat, you also forfeit
any #onus or extra attacks granted #y other feats, spells, or
a#ilities.
Aiden 'pell /!etamagic0
Jou can cast your spells so that they occupy a larger space.
enefitB Jou can alter a #urst, emanation, line, or spread.
shaped spell to increase its area. "ny numeric measurements
of the spellCs area increase #y 1;;I. " )idened spell uses up
a spell slot three le*els higher than the spellCs actual le*el.
$pells that do not ha*e an area of one of these four sorts are
not affected #y this feat.
Aind 'tance /Combat0
Jour erratic mo*ements make it difficult for enemies to
pinpoint your location.
Prere>ui#ite#B (ex 15, (odge, #ase attack #onus G0.
enefitB :f you mo*e more than 5 feet this turn, you gain
&;I concealment for 1 round against ranged attacks.
Page 1&!
8. "/%i0ment
+ealth And )oney
+ach character #egins play )ith a num#er of gold pieces that
he can spend on )eapons, armor, and other e6uipment. "s a
character ad*entures, he accumulates more )ealth that can
#e spent on #etter gear and magic items. a#leB $tarting
Character 4ealth lists the starting gold piece *alues #y class.
:n addition, each character #egins play )ith an outfit )orth
1; gp or less. 3or characters a#o*e 1st le*el, see a#leB
Character 4ealth #y =e*el.
Table @-1: Startin Character 9ealth
Cla## 'tarting Aealth .verage
1ar#arian ,d0 L 1; gp 1;5 gp
1ard ,d0 L 1; gp 1;5 gp
Cleric /d0 L 1; gp 1/; gp
(ruid &d0 L 1; gp !; gp
3ighter 5d0 x 1; gp 1!5 gp
Monk 1d0 L 1; gp ,5 gp
Paladin 5d0 L 1; gp 1!5 gp
'anger 5d0 L 1; gp 1!5 gp
'ogue /d0 L 1; gp 1/; gp
$orcerer &d0 L 1; gp !; gp
4izard &d0 L 1; gp !; gp
Coin#
he most common coin is the gold piece 7gp9. " gold piece is
)orth 1; sil*er pieces 7sp9. +ach sil*er piece is )orth 1;
copper pieces 7cp9. :n addition to copper, sil*er, and gold
coins, there are also platinum pieces 7pp9, )hich are each
)orth 1; gp.
he standard coin )eighs a#out a third of an ounce 75; to the
pound9.
Table @-2: Coins
23change Dalue cp #p gp pp
Copper piece 7cp9 1 1@1; 1@1;; 1@1,;;;
$il*er piece 7sp9 1; 1 1@1; 1@1;;
Gold piece 7gp9 1;; 1; 1 1@1;
Platinum piece 7pp9 1,;;; 1;; 1; 1
Fther Aealth
Merchants commonly exchange trade goods )ithout using
currency. "s a means of comparison, some trade goods are
detailed on a#leB rade Goods.
Table @-3: Trade /oods
Co#t -tem
1 cp One pound of )heat
& cp One pound of flour, or one chicken
1 sp One pound of iron
5 sp One pound of to#acco or copper
1 gp One pound of cinnamon, or one goat
& gp One pound of ginger or pepper, or one sheep
, gp One pig
/ gp One s6uare yard of linen
5 gp One pound of salt or sil*er
1; gp One s6uare yard of silk, or one co)
15 gp One pound of saffron or clo*es, or one ox
5; gp One pound of gold
5;; gp One pound of platinum
'elling ,rea#ure
:n general, a character can sell something for half its listed
price, including )eapons, armor, gear, and magic items. his
also includes character.created items.
rade goods are the exception to the half.price rule. " trade
good, in this sense, is a *alua#le good that can #e easily
exchanged almost as if it )ere cash itself.
+ea0ons
3rom the common longs)ord to the exotic d)ar*en urgrosh,
)eapons come in a )ide *ariety of shapes and sizes.
"ll )eapons deal hit point damage. his damage is
su#tracted from the current hit points of any creature struck
#y the )eapon. 4hen the result of the die roll to make an
attack is a natural &; 7that is, the die actually sho)s a &;9,
this is kno)n as a critical threat 7although some )eapons can
score a critical threat on a roll of less than &;9. :f a critical
threat is scored, another attack roll is made, using the same
modifiers as the original attack roll. :f this second attack roll
exceeds the targetCs "C, the hit #ecomes a critical hit, dealing
additional damage.
4eapons are grouped into se*eral interlocking sets of
categories. hese categories pertain to )hat training is
needed to #ecome proficient in a )eaponCs use 7simple,
Page 1&%
martial, or exotic9, the )eaponCs usefulness either in close
com#at 7melee9 or at a distance 7ranged, )hich includes #oth
thro)n and pro?ectile )eapons9, its relati*e encum#rance
7light, one.handed, or t)o.handed9, and its size 7$mall,
Medium, or =arge9.
'imple, !artial, and 23otic Aeapon#B "ny#ody #ut a
druid, monk, or )izard is proficient )ith all simple )eapons.
1ar#arians, fighters, paladins, and rangers are proficient )ith
all simple and all martial )eapons. Characters of other
classes are proficient )ith an assortment of simple )eapons
and possi#ly some martial or e*en exotic )eapons. "ll
characters are proficient )ith unarmed strikes and any
natural )eapons possessed #y their race. " character )ho
uses a )eapon )ith )hich he is not proficient takes a H/
penalty on attack rolls.
!elee and Ranged Aeapon#B Melee )eapons are used for
making melee attacks, though some of them can #e thro)n as
)ell. 'anged )eapons are thro)n )eapons or pro?ectile
)eapons that are not effecti*e in melee.
.each 9eaponsB Glai*es, guisarmes, lances, longspears,
ranseurs, and )hips are reach )eapons. " reach )eapon is a
melee )eapon that allo)s its )ielder to strike at targets that
arenCt ad?acent to him. Most reach )eapons dou#le the
)ielderCs natural reach, meaning that a typical $mall or
Medium )ielder of such a )eapon can attack a creature 1;
feet a)ay, #ut not a creature in an ad?acent s6uare. " typical
=arge character )ielding a reach )eapon of the appropriate
size can attack a creature 15 or &; feet a)ay, #ut not ad?acent
creatures or creatures up to 1; feet a)ay.
'ouble 9eaponsB (ire flails, d)ar*en urgroshes, gnome
hooked hammers, orc dou#le axes, 6uartersta*es, and t)o.
#laded s)ords are dou#le )eapons. " character can fight
)ith #oth ends of a dou#le )eapon as if fighting )ith t)o
)eapons, #ut he incurs all the normal attack penalties
associated )ith t)o.)eapon com#at, ?ust as though the
character )ere )ielding a one.handed )eapon and a light
)eapon.
he character can also choose to use a dou#le )eapon t)o.
handed, attacking )ith only one end of it. " creature
)ielding a dou#le )eapon in one hand canCt use it as a
dou#le )eaponKonly one end of the )eapon can #e used in
any gi*en round.
Thro#n 9eaponsB (aggers, clu#s, shortspears, spears, darts,
?a*elins, thro)ing axes, light hammers, tridents, shuriken,
and nets are thro)n )eapons. he )ielder applies his
$trength modifier to damage dealt #y thro)n )eapons
7except for splash )eapons9. :t is possi#le to thro) a )eapon
that isnCt designed to #e thro)n 7that is, a melee )eapon that
doesnCt ha*e a numeric entry in the 'ange column on a#leB
4eapons9, and a character )ho does so takes a H/ penalty on
the attack roll. hro)ing a light or one.handed )eapon is a
standard action, )hile thro)ing a t)o.handed )eapon is a
full.round action. 'egardless of the type of )eapon, such an
attack scores a threat only on a natural roll of &; and deals
dou#le damage on a critical hit. $uch a )eapon has a range
increment of 1; feet.
Pro:ectile 9eaponsB 1lo)guns, light cross#o)s, slings,
hea*y cross#o)s, short#o)s, composite short#o)s,
long#o)s, composite long#o)s, halfling sling sta*es, hand
cross#o)s, and repeating cross#o)s are pro?ectile )eapons.
Most pro?ectile )eapons re6uire t)o hands to use 7see
specific )eapon descriptions9. " character gets no $trength
#onus on damage rolls )ith a pro?ectile )eapon unless itCs a
specially #uilt composite short#o) or long#o), or a sling. :f
the character has a penalty for lo) $trength, apply it to
damage rolls )hen he uses a #o) or a sling.
A!!unitionB Pro?ectile )eapons use ammunitionB arro)s
7for #o)s9, #olts 7for cross#o)s9, darts 7for #lo)guns9, or
sling #ullets 7for slings and halfling sling sta*es9. 4hen
using a #o), a character can dra) ammunition as a free
action8 cross#o)s and slings re6uire an action for reloading
7as noted in their descriptions9. Generally speaking,
ammunition that hits its target is destroyed or rendered
useless, )hile ammunition that misses has a 5;I chance of
#eing destroyed or lost.
"lthough they are thro)n )eapons, shuriken are treated as
ammunition for the purposes of dra)ing them, crafting
master)ork or other)ise special *ersions of them, and )hat
happens to them after they are thro)n.
1ight, Fne75anded, and ,6o75anded !elee Aeapon#B
his designation is a measure of ho) much effort it takes to
)ield a )eapon in com#at. :t indicates )hether a melee
)eapon, )hen )ielded #y a character of the )eaponCs size
category, is considered a light )eapon, a one.handed
)eapon, or a t)o.handed )eapon.
&ihtB " light )eapon is used in one hand. :t is easier to use
in oneCs off hand than a one.handed )eapon is, and can #e
used )hile grappling 7see Com#at9. "dd the )ielderCs
$trength modifier to damage rolls for melee attacks )ith a
light )eapon if itCs used in the primary hand, or half the
)ielderCs $trength #onus if itCs used in the off hand. 5sing
t)o hands to )ield a light )eapon gi*es no ad*antage on
damage8 the $trength #onus applies as though the )eapon
)ere held in the )ielderCs primary hand only.
"n unarmed strike is al)ays considered a light )eapon.
?ne-5andedB " one.handed )eapon can #e used in either the
primary hand or the off hand. "dd the )ielderCs $trength
#onus to damage rolls for melee attacks )ith a one.handed
)eapon if itCs used in the primary hand, or 1@& his $trength
#onus if itCs used in the off hand. :f a one.handed )eapon is
)ielded )ith t)o hands during melee com#at, add 1.1@&
times the characterCs $trength #onus to damage rolls.
T#o-5andedB )o hands are re6uired to use a t)o.handed
melee )eapon effecti*ely. "pply 1.1@& times the characterCs
$trength #onus to damage rolls for melee attacks )ith such a
Page 1&2
)eapon.
Aeapon 'i$eB +*ery )eapon has a size category. his
designation indicates the size of the creature for )hich the
)eapon )as designed.
" )eaponCs size category isnCt the same as its size as an
o#?ect. :nstead, a )eaponCs size category is keyed to the size
of the intended )ielder. :n general, a light )eapon is an
o#?ect t)o size categories smaller than the )ielder, a one.
handed )eapon is an o#?ect one size category smaller than
the )ielder, and a t)o.handed )eapon is an o#?ect of the
same size category as the )ielder.
0nappropriately Si<ed 9eaponsB " creature canCt make
optimum use of a )eapon that isnCt properly sized for it. "
cumulati*e H& penalty applies on attack rolls for each size
category of difference #et)een the size of its intended
)ielder and the size of its actual )ielder. :f the creature isnCt
proficient )ith the )eapon, a H/ nonproficiency penalty also
applies.
he measure of ho) much effort it takes to use a )eapon
7)hether the )eapon is designated as a light, one.handed, or
t)o.handed )eapon for a particular )ielder9 is altered #y
one step for each size category of difference #et)een the
)ielderCs size and the size of the creature for )hich the
)eapon )as designed. 3or example, a $mall creature )ould
)ield a Medium one.handed )eapon as a t)o.handed
)eapon. :f a )eaponCs designation )ould #e changed to
something other than light, one.handed, or t)o.handed #y
this alteration, the creature canCt )ield the )eapon at all.
-mprovi#ed Aeapon#B $ometimes o#?ects not crafted to #e
)eapons nonetheless see use in com#at. 1ecause such
o#?ects are not designed for this use, any creature that uses
an impro*ised )eapon in com#at is considered to #e
nonproficient )ith it and takes a H/ penalty on attack rolls
made )ith that o#?ect. o determine the size category and
appropriate damage for an impro*ised )eapon, compare its
relati*e size and damage potential to the )eapon list to find a
reasona#le match. "n impro*ised )eapon scores a threat on
a natural roll of &; and deals dou#le damage on a critical hit.
"n impro*ised thro)n )eapon has a range increment of 1;
feet.
Aeapon Jualitie#
-ere is the format for )eapon entries 7gi*en as column
headings on a#leB 4eapons9.
Co#tB his *alue is the )eaponCs cost in gold pieces 7gp9 or
sil*er pieces 7sp9. he cost includes miscellaneous gear that
goes )ith the )eapon, such as a sca##ard or 6ui*er.
his cost is the same for a $mall or Medium *ersion of the
)eapon. " =arge *ersion costs t)ice the listed price.
DmgB hese columns gi*e the damage dealt #y the )eapon
on a successful hit. he column la#eled D(mg 7$9F is for
$mall )eapons. he column la#eled D(mg 7M9F is for
Medium )eapons. :f t)o damage ranges are gi*en, then the
)eapon is a dou#le )eapon. 5se the second damage figure
gi*en for the dou#le )eaponCs extra attack. a#leB iny and
=arge 4eapon (amage gi*es )eapon damage *alues for
iny and =arge )eapons.
Table @-7: Tiny and &are 9eapon 'a!ae
!edium Aeapon
Damage
,iny Aeapon
Damage
1arge Aeapon
Damage
1d& K 1d,
1d, 1 1d/
1d/ 1d& 1d0
1d0 1d, 1d%
1d% 1d/ &d0
1d1; 1d0 &d%
1d1& 1d% ,d0
&d/ 1d/ &d0
&d0 1d% ,d0
&d% 1d1; ,d%
&d1; &d0 /d%
CriticalB he entry in this column notes ho) the )eapon is
used )ith the rules for critical hits. 4hen your character
scores a critical hit, roll the damage t)o, three, or four times,
as indicated #y its critical multiplier 7using all applica#le
modifiers on each roll9, and add all the results together.
+xtra damage o*er and a#o*e a )eaponCs normal damage is
not multiplied )hen you score a critical hit.
L2B he )eapon deals dou#le damage on a critical hit.
L3B he )eapon deals triple damage on a critical hit.
L3=L7B One head of this dou#le )eapon deals triple damage
on a critical hit. he other head deals 6uadruple damage on a
critical hit.
L7B he )eapon deals 6uadruple damage on a critical hit.
1CH2D=L2B he )eapon scores a threat on a natural roll of 12
or &; 7instead of ?ust &;9 and deals dou#le damage on a
critical hit.
1BH2D=L2B he )eapon scores a threat on a natural roll of 1%,
12, or &; 7instead of ?ust &;9 and deals dou#le damage on a
critical hit.
RangeB "ny attack at more than this distance is penalized for
range. 1eyond this range, the attack takes a cumulati*e H&
penalty for each full range increment 7or fraction thereof9 of
Page 1,;
distance to the target. 3or example, a dagger 7)ith a range of
1; feet9 thro)n at a target that is &5 feet a)ay )ould incur a
H/ penalty. " thro)n )eapon has a maximum range of fi*e
range increments. " pro?ectile )eapon can shoot to 1; range
increments.
AeightB his column gi*es the )eight of a Medium *ersion
of the )eapon. -al*e this num#er for $mall )eapons and
dou#le it for =arge )eapons. $ome )eapons ha*e a special
)eight. $ee the )eaponCs description for details.
,ypeB 4eapons are classified according to the type of
damage they dealB 1 for #ludgeoning, P for piercing, or $ for
slashing. $ome monsters may #e resistant or immune to
attacks from certain types of )eapons.
$ome )eapons deal damage of multiple types. :f a )eapon
causes t)o types of damage, the type it deals is not half one
type and half another8 all damage caused is of #oth types.
herefore, a creature )ould ha*e to #e immune to #oth types
of damage to ignore any of the damage caused #y such a
)eapon.
:n other cases, a )eapon can deal either of t)o types of
damage. :n a situation )here the damage type is significant,
the )ielder can choose )hich type of damage to deal )ith
such a )eapon.
'pecialB $ome )eapons ha*e special features in addition to
those noted in their descriptions.
BraceB :f you use a readied action to set a #race )eapon
against a charge, you deal dou#le damage on a successful hit
against a charging character 7see Com#at9.
'isar!B 4hen you use a disarm )eapon, you get a G& #onus
on Com#at Maneu*er Checks to disarm an enemy.
'oubleB Jou can use a dou#le )eapon to fight as if fighting
)ith t)o )eapons, #ut if you do, you incur all the normal
attack penalties associated )ith fighting )ith t)o )eapons,
?ust as if you )ere using a one.handed )eapon and a light
)eapon. " dou#le )eapon can #e )ielded as a one.handed
)eapon, #ut it cannot #e used as a dou#le )eapon )hen
)ielded in this )ayKonly one end of the )eapon can #e
used in any gi*en round.
Mon"B " monk )eapon can #e used #y a monk to perform a
flurry of #lo)s 7see Classes9.
3onlethalB hese )eapons deal nonlethal damage 7see
Com#at9.
.eachB Jou use a reach )eapon to strike opponents 1; feet
a)ay, #ut you canCt use it against an ad?acent foe.
TripB Jou can use a trip )eapon to make trip attacks. :f you
are tripped during your o)n trip attempt, you can drop the
)eapon to a*oid #eing tripped.
Aeapon De#cription#
Table @-8: 9eapons
'imple Aeapon# Co#t Dmg /'0
Dmg
/!0
Critical Range Aeight
8
,ype
2
'pecial
6nar!ed Attac"s
Gauntlet & gp 1d& 1d, L& K 1 l#. 1 K
5narmed strike K 1d& 1d, L& K K 1 nonlethal
&iht Melee 9eapons
(agger & gp 1d, 1d/ 12H&;@L& 1; ft. 1 l#. P or $ K
(agger, punching & gp 1d, 1d/ L, K 1 l#. P K
Gauntlet, spiked 5 gp 1d, 1d/ L& K 1 l#. P K
Mace, light 5 gp 1d/ 1d0 L& K / l#s. 1 K
$ickle 0 gp 1d/ 1d0 L& K & l#s. $ trip
?ne-5anded Melee 9eapons
Clu# K 1d/ 1d0 L& 1; ft. , l#s. 1 K
Mace, hea*y 1& gp 1d0 1d% L& K % l#s. 1 K
Morningstar % gp 1d0 1d% L& K 0 l#s. 1 and P K
$hortspear 1 gp 1d/ 1d0 L& &; ft. , l#s. P K
T#o-5anded Melee 9eapons
=ongspear 5 gp 1d0 1d% L, K 2 l#s. P #race, reach
Quarterstaff K 1d/@1d/ 1d0@1d0 L& K / l#s. 1 dou#le, monk
Page 1,1
$pear & gp 1d0 1d% L, &; ft. 0 l#s. P #race
.aned 9eapons
1lo)gun & gp 1 1d& L& &; ft. 1 l#. P K
(arts, #lo)gun 71;9 5 sp K K K K K K K
Cross#o), hea*y 5; gp 1d% 1d1; 12H&;@L& 1&; ft. % l#s. P K
1olts, cross#o) 71;9 1 gp K K K K 1 l#. K K
Cross#o), light ,5 gp 1d0 1d% 12H&;@L& %; ft. / l#s. P K
1olts, cross#o) 71;9 1 gp K K K K 1 l#. K K
(art 5 sp 1d, 1d/ L& &; ft. 1@& l#. P K
Oa*elin 1 gp 1d/ 1d0 L& ,; ft. & l#s. P K
$ling K 1d, 1d/ L& 5; ft. K 1 K
1ullets, sling 71;9 1 sp K K K K 5 l#s. K K
!artial Aeapon# Co#t Dmg /'0
Dmg
/!0
Critical Range Aeight
8
,ype
2
'pecial
&iht Melee 9eapons
"xe, thro)ing % gp 1d/ 1d0 L& 1; ft. & l#s. $ K
-ammer, light 1 gp 1d, 1d/ L& &; ft. & l#s. 1 K
-andaxe 0 gp 1d/ 1d0 L, K , l#s. $ K
<ukri % gp 1d, 1d/ 1%H&;@L& K & l#s. $ K
Pick, light / gp 1d, 1d/ L/ K , l#s. P K
$ap 1 gp 1d/ 1d0 L& K & l#s. 1 nonlethal
$hield, light special 1d& 1d, L& K special 1 K
$piked armor special 1d/ 1d0 L& K special P K
$piked shield, light special 1d, 1d/ L& K special P K
$tarknife &/ gp 1d, 1d/ L, &; ft. , l#s. P K
$)ord, short 1; gp 1d/ 1d0 12H&;@L& K & l#s. P K
?ne-5anded Melee 9eapons
1attleaxe 1; gp 1d0 1d% L, K 0 l#s. $ K
3lail % gp 1d0 1d% L& K 5 l#s. 1 disarm, trip
=ongs)ord 15 gp 1d0 1d% 12H&;@L& K / l#s. $ K
Pick, hea*y % gp 1d/ 1d0 L/ K 0 l#s. P K
'apier &; gp 1d/ 1d0 1%H&;@L& K & l#s. P K
$cimitar 15 gp 1d/ 1d0 1%H&;@L& K / l#s. $ K
$hield, hea*y special 1d, 1d/ L& K special 1 K
$piked shield, hea*y special 1d/ 1d0 L& K special P K
rident 15 gp 1d0 1d% L& 1; ft. / l#s. P #race
4arhammer 1& gp 1d0 1d% L, K 5 l#s. 1 K
T#o-5anded Melee 9eapons
3alchion !5 gp 1d0 &d/ 1%H&;@L& K % l#s. $ K
Glai*e % gp 1d% 1d1; L, K 1; l#s. $ reach
Greataxe &; gp 1d1; 1d1& L, K 1& l#s. $ K
Greatclu# 5 gp 1d% 1d1; L& K % l#s. 1 K
3lail, hea*y 15 gp 1d% 1d1; 12H&;@L& K 1; l#s. 1 disarm, trip
Greats)ord 5; gp 1d1; &d0 12H&;@L& K % l#s. $ K
Guisarme 2 gp 1d0 &d/ L, K 1& l#s. $ reach, trip
Page 1,&
-al#erd 1; gp 1d% 1d1; L, K 1& l#s. P or $ #race, trip
=ance 1; gp 1d0 1d% L, K 1; l#s. P reach
'anseur 1; gp 1d0 &d/ L, K 1& l#s. P disarm, reach
$cythe 1% gp 1d0 &d/ L/ K 1; l#s. P or $ trip
.aned 9eapons
=ong#o) !5 gp 1d0 1d% L, 1;; ft. , l#s. P K
"rro)s 7&;9 1 gp K K K K , l#s. K K
=ong#o), composite 1;; gp 1d0 1d% L, 11; ft. , l#s. P K
"rro)s 7&;9 1 gp K K K K , l#s. K K
$hort#o) ,; gp 1d/ 1d0 L, 0; ft. & l#s. P K
"rro)s 7&;9 1 gp K K K K , l#s. K K
$hort#o), composite !5 gp 1d/ 1d0 L, !; ft. & l#s. P K
"rro)s 7&;9 1 gp K K K K , l#s. K K
23otic Aeapon# Co#t Dmg /'0
Dmg
/!0
Critical Range Aeight
8
,ype
2
'pecial
&iht Melee 9eapons
<ama & gp 1d/ 1d0 L& K & l#s. $ monk, trip
Aunchaku & gp 1d/ 1d0 L& K & l#s. 1 disarm, monk
$ai 1 gp 1d, 1d/ L& K 1 l#. 1 disarm, monk
$iangham , gp 1d/ 1d0 L& K 1 l#. P monk
?ne-5anded Melee 9eapons
$)ord, #astard ,5 gp 1d% 1d1; 12H&;@L& K 0 l#s. $ K
4araxe, d)ar*en ,; gp 1d% 1d1; L, K % l#s. $ K
4hip 1 gp 1d& 1d, L& K & l#s. $
disarm, nonlethal, reach,
trip
T#o-5anded Melee 9eapons
"xe, orc dou#le 0; gp 1d0@1d0 1d%@1d% L, K 15 l#s. $ dou#le
Chain, spiked &5 gp 1d0 &d/ L& K 1; l#s. P disarm, trip
Cur*e #lade, el*en %; gp 1d% 1d1; 1%H&;@L& K ! l#s. $ K
3lail, dire 2; gp 1d0@1d0 1d%@1d% L& K 1; l#s. 1 disarm, dou#le, trip
-ammer, gnome
hooked
&; gp 1d0@1d/ 1d%@1d0 L,@L/ K 0 l#s. 1 or P dou#le, trip
$)ord, t)o.#laded 1;; gp 1d0@1d0 1d%@1d% 12H&;@L& K 1; l#s. $ dou#le
5rgrosh, d)ar*en 5; gp 1d0@1d/ 1d%@1d0 L, K 1& l#s. P or $ #race, dou#le
.aned 9eapons
1olas 5 gp 1d, 1d/ L& 1; ft. & l#s. 1 nonlethal, trip
Cross#o), hand 1;; gp 1d, 1d/ 12H&;@L& ,; ft. & l#s. P K
1olts 71;9 1 gp K K K K 1 l#. K K
Cross#o), repeating
hea*y
/;; gp 1d% 1d1; 12H&;@L& 1&; ft. 1& l#s. P K
1olts 759 1 gp K K K K 1 l#. K K
Cross#o), repeating
light
&5; gp 1d0 1d% 12H&;@L& %; ft. 0 l#s. P K
1olts 759 1 gp K K K K 1 l#. K K
Aet &; gp K K K 1; ft. 0 l#s. K K
$huriken 759 1 gp 1 1d& L& 1; ft. 1@& l#. P monk
Page 1,,
$ling staff, halfling &; gp 1d0 1d% L, %; ft. , l#s. 1 K
1ullets, sling 71;9 1 sp K K K K 5 l#s. K K
1 4eight figures are for Medium )eapons. " $mall )eapon )eighs half as much, and a =arge )eapon )eighs t)ice as
much.
& " )eapon )ith t)o types is #oth types if the entry specifies Dand,F or either type 7)ielderCs choice9 if the entry specifies
Dor.F
4eapons found on a#leB 4eapons are descri#ed #elo).
$plash )eapons are descri#ed under $pecial $u#stances and
:tems.
.rro6#B "n arro) used as a melee )eapon is treated as a
light impro*ised )eapon 7H/ penalty on attack rolls9 and
deals damage as a dagger of its size 7critical multiplier L&9.
"rro)s come in a leather 6ui*er that holds &; arro)s.
.3e, Frc DoubleB " cruel )eapon )ith #lades placed at
opposite ends of a long haft, an orc dou#le axe is a dou#le
)eapon.
lo6gunB 1lo)guns are generally used to deli*er
de#ilitating 7#ut rarely fatal9 poisons from a distance. hey
are nearly silent )hen fired. 3or a list of appropriate poisons,
see Poison.
ola#B " #olas is a pair of )eights, connected #y a thin rope
or cord. Jou can use this )eapon to make a ranged trip attack
against an opponent. Jou canCt #e tripped during your o)n
trip attempt )hen using a #olas.
olt#B " cross#o) #olt used as a melee )eapon is treated as
a light impro*ised )eapon 7H/ penalty on attack rolls9 and
deals damage as a dagger of its size 7crit L&9. 1olts come in a
case or 6ui*er that holds 1; #olts 7or 5, for a repeating
cross#o)9.
ullet#, 'lingB 1ullets are shaped metal #alls, designed to #e
used #y a sling or halfling sling staff. 1ullets come in a
leather pouch that holds 1; #ullets.
Chain, 'pi"edB " spiked chain is a#out / feet in length,
co*ered in )icked #ar#s. Jou can use the 4eapon 3inesse
feat to apply your (exterity modifier instead of your
$trength modifier to attack rolls )ith a spiked chain sized for
you, e*en though it isnCt a light )eapon.
Cro##bo6, 5andB Jou can dra) a hand cross#o) #ack #y
hand. =oading a hand cross#o) is a mo*e action that
pro*okes attacks of opportunity.
Jou can shoot, #ut not load, a hand cross#o) )ith one hand
at no penalty. Jou can shoot a hand cross#o) )ith each
hand, #ut you take a penalty on attack rolls as if attacking
)ith t)o light )eapons.
Cro##bo6, 5eavyB Jou dra) a hea*y cross#o) #ack #y
turning a small )inch. =oading a hea*y cross#o) is a full.
round action that pro*okes attacks of opportunity.
Aormally, operating a hea*y cross#o) re6uires t)o hands.
-o)e*er, you can shoot, #ut not load, a hea*y cross#o) )ith
one hand at a H/ penalty on attack rolls. Jou can shoot a
hea*y cross#o) )ith each hand, #ut you take a penalty on
attack rolls as if attacking )ith t)o one.handed )eapons.
his penalty is cumulati*e )ith the penalty for one.handed
firing.
Cro##bo6, 1ightB Jou dra) a light cross#o) #ack #y pulling
a le*er. =oading a light cross#o) is a mo*e action that
pro*okes attacks of opportunity.
Aormally, operating a light cross#o) re6uires t)o hands.
-o)e*er, you can shoot, #ut not load, a light cross#o) )ith
one hand at a H& penalty on attack rolls. Jou can shoot a light
cross#o) )ith each hand, #ut you take a penalty on attack
rolls as if attacking )ith t)o light )eapons. his penalty is
cumulati*e )ith the penalty for one.handed firing.
Cro##bo6, RepeatingB he repeating cross#o) 7)hether
hea*y or light9 holds 5 cross#o) #olts. "s long as it holds
#olts, you can reload it #y pulling the reloading le*er 7a free
action9. =oading a ne) case of 5 #olts is a full.round action
that pro*okes attacks of opportunity.
Jou can fire a repeating cross#o) )ith one hand or fire a
repeating cross#o) in each hand in the same manner as you
)ould a normal cross#o) of the same size. -o)e*er, you
must fire the )eapon )ith t)o hands in order to use the
reloading le*er, and you must use t)o hands to load a ne)
case of #olts.
Curve lade, 2lvenB +ssentially a longer *ersion of a
scimitar, #ut )ith a thinner #lade, the el*en cur*e #lade is
exceptionally rare. Jou recei*e a G& circumstance #onus to
your Com#at Maneu*er (efense )hene*er a foe attempts to
sunder your el*en cur*e #lade due to its flexi#le metal.
Jou can use the 4eapon 3inesse feat to apply your (exterity
modifier instead of your $trength modifier to attack rolls
)ith an el*en cur*e #lade sized for you, e*en though it isnCt a
light )eapon.
DaggerB " dagger has a #lade that is a#out 1 foot in length.
Jou get a G& #onus on $leight of -and skill checks made to
conceal a dagger on your #ody 7see 5sing $kills9.
Dagger, PunchingB " punching daggerCs #lade is attached to
a horizontal handle that pro?ects out from the fist )hen held.
&lailB " flail consists of a spiked metal #all, connected to a
Page 1,/
handle #y a sturdy chain.
&lail, DireB " dire flail consists of t)o spheres of spiked iron
dangling from chains at opposite ends of a long haft.
&lail, 5eavyB $imilar to a flail, a hea*y flail has a larger
metal #all and a longer handle.
GauntletB his metal glo*e lets you deal lethal damage
rather than nonlethal damage )ith unarmed strikes. " strike
)ith a gauntlet is other)ise considered an unarmed attack.
he cost and )eight gi*en are for a single gauntlet. Medium
and hea*y armors 7except #reastplate9 come )ith gauntlets.
Jour opponent cannot use a disarm action to disarm you of
gauntlets.
Gauntlet, 'pi"edB he cost and )eight gi*en are for a single
gauntlet. "n attack )ith a spiked gauntlet is considered an
armed attack. Jour opponent cannot use a disarm action to
disarm you of spiked gauntlets.
GlaiveB " glai*e is a simple #lade, mounted to the end of a
pole a#out ! feet in length.
Great#6ordB his immense t)o.handed s)ord is a#out 5
feet in length.
Gui#armeB " guisarme is an %.foot.long shaft )ith a #lade
and a hook mounted at the tip.
5alberdB " hal#erd is similar to a 5.foot.long spear, #ut it
also has a small, axe.like head mounted near the tip.
5ammer, Gnome 5oo"edB " gnome hooked hammer is a
dou#le )eaponKan ingenious tool )ith a hammer head at
one end of its haft and a long, cur*ed pick at the other. he
hammerCs #lunt head is a #ludgeoning )eapon that deals 1d0
points of damage 7crit L,9. :ts hook is a piercing )eapon that
deals 1d/ points of damage 7crit L/9. Jou can use either head
as the primary )eapon. Gnomes treat hooked hammers as
martial )eapons.
IavelinB " ?a*elin is a thin thro)ing spear . $ince it is not
designed for melee, you are treated as nonproficient )ith it
and take a H/ penalty on attack rolls if you use a ?a*elin as a
melee )eapon.
EamaB $imilar to a sickle, a kama is a short, cur*ed #lade
attached to a simple handle.
Eu"riB " kukri is a cur*ed #lade, a#out 1 foot in length.
1anceB " lance deals dou#le damage )hen used from the
#ack of a charging mount. 4hile mounted, you can )ield a
lance )ith one hand.
1ongbo6B "t almost 5 feet in height, a long#o) is made up
of one solid piece of carefully cur*ed )ood. Jou need t)o
hands to use a #o), regardless of its size. " long#o) is too
un)ieldy to use )hile you are mounted. :f you ha*e a
penalty for lo) $trength, apply it to damage rolls )hen you
use a long#o). :f you ha*e a $trength #onus, you can apply
it to damage rolls )hen you use a composite long#o) 7see
#elo)9, #ut not )hen you use a regular long#o).
1ongbo6, Compo#iteB Jou need at least t)o hands to use a
#o), regardless of its size. Jou can use a composite long#o)
)hile mounted. "ll composite #o)s are made )ith a
particular strength rating 7that is, each re6uires a minimum
$trength modifier to use )ith proficiency9. :f your $trength
#onus is less than the strength rating of the composite #o),
you canCt effecti*ely use it, so you take a H& penalty on
attacks )ith it. he default composite long#o) re6uires a
$trength modifier of G; or higher to use )ith proficiency. "
composite long#o) can #e made )ith a high strength rating
to take ad*antage of an a#o*e.a*erage $trength score8 this
feature allo)s you to add your $trength #onus to damage, up
to the maximum #onus indicated for the #o). +ach point of
$trength #onus granted #y the #o) adds 1;; gp to its cost. :f
you ha*e a penalty for lo) $trength, apply it to damage rolls
)hen you use a composite long#o).
3or purposes of 4eapon Proficiency and similar feats, a
composite long#o) is treated as if it )ere a long#o).
1ong#pearB " longspear is a#out % feet in length.
1ong#6ordB his s)ord is a#out ,.1@& feet in length.
!aceB " mace is made up of an ornate metal head attached
to a simple )ooden or metal shaft.
!ace, 5eavyB " hea*y mace has a larger head and a longer
handle than a normal mace.
!orning#tarB " morningstar is a spiked metal #all, affixed
to the top of a long handle.
NetB " net is used to entangle enemies. 4hen you thro) a
net, you make a ranged touch attack against your target. "
netCs maximum range is 1; feet. :f you hit, the target is
entangled. "n entangled creature takes a H& penalty on attack
rolls and a H/ penalty on (exterity, can mo*e at only half
speed, and cannot charge or run. :f you control the trailing
rope #y succeeding on an opposed $trength check )hile
holding it, the entangled creature can mo*e only )ithin the
limits that the rope allo)s. :f the entangled creature attempts
to cast a spell, it must make a concentration check )ith a (C
of 15 G the spellCs le*el or #e una#le to cast the spell.
"n entangled creature can escape )ith a (C &; +scape "rtist
check 7a full.round action9. he net has 5 hit points and can
#e #urst )ith a (C &5 $trength check 7also a full.round
action9. " net is useful only against creatures )ithin one size
category of you.
" net must #e folded to #e thro)n effecti*ely. he first time
you thro) your net in a fight, you make a normal ranged
touch attack roll. "fter the net is unfolded, you take a H/
penalty on attack rolls )ith it. :t takes & rounds for a
proficient user to fold a net and t)ice that long for a
nonproficient one to do so.
Nuncha"uB " nunchaku is made up of t)o )ooden or metal
Page 1,5
#ars connected #y a small length of rope or chain.
Juarter#taffB " 6uarterstaff is a simple piece of )ood, a#out
5 feet in length.
Ran#eurB $imilar in appearance to a trident, a ranseur has a
single spear at its tip, flanked #y a pair of short, cur*ing
#lades.
RapierB Jou can use the 4eapon 3inesse feat to apply your
(exterity modifier instead of your $trength modifier to
attack rolls )ith a rapier sized for you, e*en though it isnCt a
light )eapon. Jou canCt )ield a rapier in t)o hands in order
to apply 1.1@& times your $trength #onus to damage.
'aiB " sai is a metal spike flanked #y a pair of prongs used to
trap an enemyCs )eapon. 4ith a sai, you get a G& #onus on
Com#at Maneu*er Checks to sunder an enemyCs )eapon.
hough pointed, a sai is used primarily to #ludgeon foes and
to disarm )eapons.
'hield, 5eavy or 1ightB Jou can #ash )ith a shield instead
of using it for defense.
'hortbo6B " short#o) is made up of one piece of )ood,
a#out , feet in length. Jou need t)o hands to use a #o),
regardless of its size. Jou can use a short#o) )hile mounted.
:f you ha*e a penalty for lo) $trength, apply it to damage
rolls )hen you use a short#o). :f you ha*e a #onus for high
$trength, you can apply it to damage rolls )hen you use a
composite short#o) 7see #elo)9, #ut not a regular short#o).
'hortbo6, Compo#iteB Jou need at least t)o hands to use a
#o), regardless of its size. Jou can use a composite short#o)
)hile mounted. "ll composite #o)s are made )ith a
particular strength rating 7that is, each re6uires a minimum
$trength modifier to use )ith proficiency9. :f your $trength
#onus is lo)er than the strength rating of the composite #o),
you canCt effecti*ely use it, so you take a H& penalty on
attacks )ith it. he default composite short#o) re6uires a
$trength modifier of G; or higher to use )ith proficiency. "
composite short#o) can #e made )ith a high strength rating
to take ad*antage of an a#o*e.a*erage $trength score8 this
feature allo)s you to add your $trength #onus to damage, up
to the maximum #onus indicated for the #o). +ach point of
$trength #onus granted #y the #o) adds !5 gp to its cost. :f
you ha*e a penalty for lo) $trength, apply it to damage rolls
)hen you use a composite short#o).
3or purposes of 4eapon Proficiency, 4eapon 3ocus, and
similar feats, a composite short#o) is treated as if it )ere a
short#o).
'hort#pearB " shortspear is a#out , feet in length, making it
a suita#le thro)n )eapon.
'hort#6ordB his s)ord is a#out & feet in length.
'huri"enB " shuriken is a small piece of metal )ith
sharpened edges, designed for thro)ing. " shuriken canCt #e
used as a melee )eapon. "lthough they are thro)n )eapons,
shuriken are treated as ammunition for the purposes of
dra)ing them, crafting master)ork or other)ise special
*ersions of them, and )hat happens to them after they are
thro)n.
'ianghamB his )eapon is a handheld shaft fitted )ith a
pointed tip for sta##ing foes.
'lingB " sling is little more than a leather cup attached to a
pair of strings. Jour $trength modifier applies to damage
rolls )hen you use a sling, ?ust as it does for thro)n
)eapons. Jou can fire, #ut not load, a sling )ith one hand.
=oading a sling is a mo*e action that re6uires t)o hands and
pro*okes attacks of opportunity.
Jou can hurl ordinary stones )ith a sling, #ut stones are not
as dense or as round as #ullets. hus, such an attack deals
damage as if the )eapon )ere designed for a creature one
size category smaller than you and you take a H1 penalty on
attack rolls.
'ling 'taff, 5alflingB Made from a specially designed sling
attached to a short clu#, a halfling sling staff can #e used #y a
proficient )ielder to de*astating effect. Jour $trength
modifier applies to damage rolls )hen you use a halfling
sling staff, ?ust as it does for thro)n )eapons. Jou can fire,
#ut not load, a halfling sling staff )ith one hand. =oading a
halfling sling staff is a mo*e action that re6uires t)o hands
and pro*okes attacks of opportunity.
Jou can hurl ordinary stones )ith a halfling sling staff, #ut
stones are not as dense or as round as #ullets. hus, such an
attack deals damage as if the )eapon )ere designed for a
creature one size category smaller than you and you take a H1
penalty on attack rolls.
" halfling sling staff can #e used as a simple )eapon that
deals #ludgeoning damage e6ual to that of a clu# of its size.
-alflings treat halfling sling sta*es as martial )eapons.
'pearB " spear is 5 feet in length and can #e thro)n.
'pi"ed .rmorB Jou can outfit your armor )ith spikes,
)hich can deal damage in a grapple or as a separate attack.
$ee "rmor, #elo), for details.
'pi"ed 'hield, 5eavy or 1ightB Jou can #ash )ith a spiked
shield instead of using it for defense.
'tar"nifeB 3rom a central metal ring, four tapering metal
#lades extend like points on a compass rose. " )ielder can
sta# )ith the starknife or thro) it.
'tri"e, HnarmedB " Medium character deals 1d, points of
nonlethal damage )ith an unarmed strike. " $mall character
deals 1d& points of nonlethal damage. " monk or any
character )ith the :mpro*ed 5narmed $trike feat can deal
lethal or nonlethal damage )ith unarmed strikes, at his
discretion. he damage from an unarmed strike is considered
)eapon damage for the purposes of effects that gi*e you a
#onus on )eapon damage rolls.
Page 1,0
"n unarmed strike is al)ays considered a light )eapon.
herefore, you can use the 4eapon 3inesse feat to apply
your (exterity modifier instead of your $trength modifier to
attack rolls )ith an unarmed strike. 5narmed strikes do not
count as natural )eapons 7see Com#at9.
'6ord, a#tardB " #astard s)ord is a#out / feet in length,
making it too large to use in one hand )ithout special
training8 thus, it is an exotic )eapon. " character can use a
#astard s)ord t)o.handed as a martial )eapon.
'6ord, ,6o7ladedB " t)o.#laded s)ord is a dou#le
)eaponKt)in #lades extend from either side of a central,
short haft, allo)ing the )ielder to attack )ith graceful #ut
deadly flourishes.
,ridentB " trident has three metal prongs at end of a /.foot.
long shaft. his )eapon can #e thro)n.
Hrgro#h, D6arvenB " d)ar*en urgrosh is a dou#le )eapon
Kan axe head and a spear point on opposite ends of a long
haft. he urgroshCs axe head is a slashing )eapon that deals
1d% points of damage. :ts spear head is a piercing )eapon
that deals 1d0 points of damage. Jou can use either head as
the primary )eapon. he other #ecomes the off.hand
)eapon. :f you use an urgrosh against a charging character,
the spear head is the part of the )eapon that deals damage.
()ar*es treat d)ar*en urgroshes as martial )eapons.
Aara3e, D6arvenB " d)ar*en )araxe has a large, ornate
head mounted to a thick handle, making it too large to use in
one hand )ithout special training8 thus, it is an exotic
)eapon. " Medium character can use a d)ar*en )araxe t)o.
handed as a martial )eapon, or a =arge creature can use it
one.handed in the same )ay. " d)arf treats a d)ar*en
)araxe as a martial )eapon e*en )hen using it in one hand.
AhipB " )hip deals no damage to any creature )ith an
armor #onus of G1 or higher or a natural armor #onus of G,
or higher. he )hip is treated as a melee )eapon )ith 15.
foot reach, though you donCt threaten the area into )hich you
can make an attack. :n addition, unlike most other )eapons
)ith reach, you can use it against foes any)here )ithin your
reach 7including ad?acent foes9.
5sing a )hip pro*okes an attack of opportunity, ?ust as if
you had used a ranged )eapon.
Jou can use the 4eapon 3inesse feat to apply your (exterity
modifier instead of your $trength modifier to attack rolls
)ith a )hip sized for you, e*en though it isnCt a light
)eapon.
!a#ter6or" Aeapon#
" master)ork )eapon is a finely crafted *ersion of a normal
)eapon. 4ielding it pro*ides a G1 enhancement #onus on
attack rolls.
Jou canCt add the master)ork 6uality to a )eapon after it is
created8 it must #e crafted as a master)ork )eapon 7see the
Craft skill9. he master)ork 6uality adds ,;; gp to the cost
of a normal )eapon 7or 0 gp to the cost of a single unit of
ammunition9. "dding the master)ork 6uality to a dou#le
)eapon costs t)ice the normal increase 7G0;; gp9.
Master)ork ammunition is damaged 7effecti*ely destroyed9
)hen used. he enhancement #onus of master)ork
ammunition does not stack )ith any enhancement #onus of
the pro?ectile )eapon firing it.
"ll magic )eapons are automatically considered to #e of
master)ork 6uality. he enhancement #onus granted #y the
master)ork 6uality doesnCt stack )ith the enhancement
#onus pro*ided #y the )eaponCs magic.
+*en though some types of armor and shields can #e used as
)eapons, you canCt create a master)ork *ersion of such an
item that confers an enhancement #onus on attack rolls.
:nstead, master)ork armor and shields ha*e lessened armor
check penalties.
Armor
3or most, armor is the simplest )ay to protect oneself in a
)orld of rampant threats and dangers. Many characters can
)ear only the simplest of armors, and only some can use
shields. o )ear hea*ier armor effecti*ely, a character can
select the "rmor Proficiency feats, #ut most classes are
automatically proficient )ith the armors that )ork #est for
them.
-ere is the format for armor entries 7gi*en as column
headings on a#leB "rmor and $hields9.
Co#tB he cost in gold pieces of the armor for $mall or
Medium humanoid creatures. $ee a#leB "rmor for 5nusual
Creatures for armor prices for other creatures.
.rmor)'hield onu#B +ach type of armor grants an armor
#onus to "C, )hile shields grant a shield #onus to "C. he
armor #onus from a suit of armor doesnCt stack )ith other
effects or items that grant an armor #onus. $imilarly, the
shield #onus from a shield doesnCt stack )ith other effects
that grant a shield #onus.
!a3imum De3 onu#B his num#er is the maximum
(exterity #onus to "C that this type of armor allo)s.
(exterity #onuses in excess of this num#er are reduced to
this num#er for the purposes of determining the )earerCs "C.
-ea*ier armors limit mo#ility, reducing the )earerCs a#ility
to dodge #lo)s. his restriction doesnCt affect any other
(exterity.related a#ilities.
+*en if a characterCs (exterity #onus to "C drops to ;
#ecause of armor, this situation does not count as losing his
(exterity #onus to "C.
Page 1,!
" characterCs encum#rance 7the amount of gear carried,
including armor9 may also restrict the maximum (exterity
#onus that can #e applied to his "rmor Class.
ShieldsB $hields do not affect a characterCs maximum
(exterity #onus, except for to)er shields.
.rmor Chec" PenaltyB "ny armor hea*ier than leather, as
)ell as any shield, hurts a characterCs a#ility to use (exterity.
and $trength.#ased skills. "n armor check penalty applies to
all (exterity. and $trength.#ased skill checks. " characterCs
encum#rance may also incur an armor check penalty.
ShieldsB :f a character is )earing armor and using a shield,
#oth armor check penalties apply.
3onproficient #ith Ar!or 9ornB " character )ho )ears
armor and@or uses a shield )ith )hich he is not proficient
takes the armorCs 7and@or shieldCs9 armor check penalty on
attack rolls as )ell as on all (exterity. and $trength.#ased
a#ility and skill checks. he penalty for nonproficiency )ith
armor stacks )ith the penalty for shields.
Sleepin in Ar!orB " character )ho sleeps in medium or
hea*y armor is automatically fatigued the next day. -e takes
a H& penalty on $trength and (exterity and canCt charge or
run. $leeping in light armor does not cause fatigue.
.rcane 'pell &ailure ChanceB "rmor interferes )ith the
gestures that a spellcaster must make to cast an arcane spell
that has a somatic component. "rcane spellcasters face the
possi#ility of arcane spell failure if theyCre )earing armor.
1ards can )ear light armor and use shields )ithout incurring
any arcane spell failure chance for their #ard spells.
Castin an Arcane Spell in Ar!orB " character )ho casts an
arcane spell )hile )earing armor must usually make an
arcane spell failure check. he num#er in the "rcane $pell
3ailure Chance column on a#leB "rmor and $hields is the
percentage chance that the spell fails and is ruined. :f the
spell lacks a somatic component, ho)e*er, it can #e cast )ith
no chance of arcane spell failure.
ShieldsB :f a character is )earing armor and using a shield,
add the t)o num#ers together to get a single arcane spell
failure chance.
'peedB Medium or hea*y armor slo)s the )earer do)n. he
num#er on a#leB "rmor and $hields is the characterCs speed
)hile )earing the armor. -umans, el*es, half.el*es, and
half.orcs ha*e an unencum#ered speed of ,; feet. hey use
the first column. ()ar*es, gnomes, and halflings ha*e an
unencum#ered speed of &; feet. hey use the second column.
'emem#er, ho)e*er, that a d)arfCs land speed remains &;
feet e*en in medium or hea*y armor or )hen carrying a
medium or hea*y load.
ShieldsB $hields do not affect a characterCs speed.
AeightB his column gi*es the )eight of the armor sized for
a Medium )earer. "rmor fitted for $mall characters )eighs
half as much, and armor for =arge characters )eighs t)ice as
much.
.rmor De#cription#
Table @-@: Ar!or and Shields
.rmor Co#t
.rmor)'hield
onu#
!a3imum De3
onu#
.rmor Chec"
Penalty
.rcane 'pell
&ailure
Chance
'peed
Aeight
8
;0 ft* 20 ft*
&iht ar!or
Padded 5 gp G1 G% ; 5I ,; ft. &; ft. 1; l#s.
=eather 1; gp G& G0 ; 1;I ,; ft. &; ft. 15 l#s.
$tudded leather &5 gp G, G5 H1 15I ,; ft. &; ft. &; l#s.
Chain shirt 1;; gp G/ G/ H& &;I ,; ft. &; ft. &5 l#s.
Mediu! ar!or
-ide 15 gp G/ G/ H, &;I &; ft. 15 ft. &5 l#s.
$cale mail 5; gp G5 G, H/ &5I &; ft. 15 ft. ,; l#s.
Chainmail 15; gp G0 G& H5 ,;I &; ft. 15 ft. /; l#s.
1reastplate &;; gp G0 G, H/ &5I &; ft. 15 ft. ,; l#s.
5ea%y ar!or
$plint mail &;; gp G! G; H! /;I &; ft.
&
15 ft.
&
/5 l#s.
1anded mail &5; gp G! G1 H0 ,5I &; ft.
&
15 ft.
&
,5 l#s.
-alf.plate 0;; gp G% G; H! /;I &; ft.
&
15 ft.
&
5; l#s.
Page 1,%
.rmor Co#t
.rmor)'hield
onu#
!a3imum De3
onu#
.rmor Chec"
Penalty
.rcane 'pell
&ailure
Chance
'peed
Aeight
8
;0 ft* 20 ft*
3ull plate 1,5;; gp G2 G1 H0 ,5I &; ft.
&
15 ft.
&
5; l#s.
Shields
1uckler 15 gp G1 K H1 5I K K 5 l#s.
$hield, light )ooden , gp G1 K H1 5I K K 5 l#s.
$hield, light steel 2 gp G1 K H1 5I K K 0 l#s.
$hield, hea*y )ooden ! gp G& K H& 15I K K 1; l#s.
$hield, hea*y steel &; gp G& K H& 15I K K 15 l#s.
$hield, to)er ,; gp G/
,
G& H1; 5;I K K /5 l#s.
+,tras
"rmor spikes G5; gp K K K K K K G1; l#s.
Gauntlet, locked % gp K K special n@a
/
K K G5 l#s.
$hield spikes G1; gp K K K K K K G5 l#s.
1 4eight figures are for armor sized to fit Medium characters. "rmor fitted for $mall characters )eighs half as much, and
armor fitted for =arge characters )eighs t)ice as much.
& 4hen running in hea*y armor, you mo*e only triple your speed, not 6uadruple.
, " to)er shield can instead grant you co*er. $ee the description.
/ -and not free to cast spells.
"ny special #enefits or accessories to the types of armor
found on a#leB "rmor and $hields are descri#ed #elo).
.rmor 'pi"e#B Jou can ha*e spikes added to your armor,
)hich allo) you to deal extra piercing damage 7see Dspiked
armorF on a#leB 4eapons9 on a successful grapple attack.
he spikes count as a martial )eapon. :f you are not
proficient )ith them, you take a H/ penalty on grapple
checks )hen you try to use them. Jou can also make a
regular melee attack 7or off.hand attack9 )ith the spikes, and
they count as a light )eapon in this case. 7Jou canCt also
make an attack )ith armor spikes if you ha*e already made
an attack )ith another off.hand )eapon, and *ice *ersa.9 "n
enhancement #onus to a suit of armor does not impro*e the
spikesC effecti*eness, #ut the spikes can #e made into magic
)eapons in their o)n right.
anded !ailB 1anded mail is made up of o*erlapping strips
of metal, fastened to a leather #acking. he suit includes
gauntlets.
rea#tplateB Co*ering only the torso, a #reastplate is made
up of a single piece of sculpted metal.
uc"lerB his small metal shield is )orn strapped to your
forearm. Jou can use a #o) or cross#o) )ithout penalty
)hile carrying it. Jou can also use your shield arm to )ield a
)eapon 7)hether you are using an off.hand )eapon or using
your off hand to help )ield a t)o.handed )eapon9, #ut you
take a H1 penalty on attack rolls )hile doing so. his penalty
stacks )ith those that may apply for fighting )ith your off
hand and for fighting )ith t)o )eapons. :n any case, if you
use a )eapon in your off hand, you lose the #ucklerCs "C
#onus until your next turn. Jou can cast a spell )ith somatic
components using your shield arm, #ut you lose the #ucklerCs
"C #onus until your next turn. Jou canCt make a shield #ash
)ith a #uckler.
Chain 'hirtB Co*ering the torso, this shirt is made up of
thousands of interlocking metal rings.
ChainmailB 5nlike a chain shirt, chainmail co*ers the legs
and arms of the )earer. he suit includes gauntlets.
&ull PlateB his metal suit includes gauntlets, hea*y leather
#oots, a *isored helmet, and a thick layer of padding that is
)orn underneath the armor. +ach suit of full plate must #e
indi*idually fitted to its o)ner #y a master armorsmith,
although a captured suit can #e resized to fit a ne) o)ner at
a cost of &;; to %;; 7&d/ L 1;;9 gold pieces.
Gauntlet, 1oc"edB his armored gauntlet has small chains
and #races that allo) the )earer to attach a )eapon to the
gauntlet so that it cannot #e dropped easily. :t pro*ides a G1;
#onus to your Com#at Maneu*er (efense to keep from #eing
disarmed in com#at. 'emo*ing a )eapon from a locked
gauntlet or attaching a )eapon to a locked gauntlet is a full.
round action that pro*okes attacks of opportunity.
he price gi*en is for a single locked gauntlet. he )eight
gi*en applies only if youCre )earing a #reastplate, light
armor, or no armor. Other)ise, the locked gauntlet replaces a
gauntlet you already ha*e as part of the armor.
Page 1,2
4hile the gauntlet is locked, you canCt use the hand )earing
it for casting spells or employing skills. 7Jou can still cast
spells )ith somatic components, pro*ided that your other
hand is free.9
=ike a normal gauntlet, a locked gauntlet lets you deal lethal
damage rather than nonlethal damage )ith an unarmed
strike.
5alf7PlateB Com#ining elements of full plate and chainmail,
half.plate includes gauntlets and a helm.
5ideB -ide armor is made up of the tanned and preser*ed
skin of any thick.hided #east.
1eatherB =eather armor is made up of pieces of hard #oiled
leather carefully se)n together.
PaddedB =ittle more than hea*y, 6uilted cloth, this armor
pro*ides only the most #asic protection.
'cale !ailB $cale mail is made up of dozens of small
o*erlapping metal plates. he suit includes gauntlets.
'hield, 5eavyM Aooden or 'teelB Jou strap a shield to your
forearm and grip it )ith your hand. " hea*y shield is so
hea*y that you canCt use your shield hand for anything else.
9ooden or SteelB 4ooden and steel shields offer the same
#asic protection, though they respond differently to spells
and effects.
Shield Bash Attac"sB Jou can #ash an opponent )ith a hea*y
shield, using it as an off.hand )eapon. $ee Dshield, hea*yF
on a#leB 4eapons for the damage dealt #y a shield #ash.
5sed this )ay, a hea*y shield is a martial #ludgeoning
)eapon. 3or the purpose of penalties on attack rolls, treat a
hea*y shield as a one.handed )eapon. :f you use your shield
as a )eapon, you lose its "C #onus until your next turn. "n
enhancement #onus on a shield does not impro*e the
effecti*eness of a shield #ash made )ith it, #ut the shield can
#e made into a magic )eapon in its o)n right.
'hield, 1ightM Aooden or 'teelB Jou strap a shield to your
forearm and grip it )ith your hand. " light shieldCs )eight
lets you carry other items in that hand, although you cannot
use )eapons )ith it.
9ooden or SteelB 4ooden and steel shields offer the same
#asic protection, though they respond differently to some
spells and effects.
Shield Bash Attac"sB Jou can #ash an opponent )ith a light
shield, using it as an off.hand )eapon. $ee Dshield, lightF on
a#leB 4eapons for the damage dealt #y a shield #ash. 5sed
this )ay, a light shield is a martial #ludgeoning )eapon. 3or
the purpose of penalties on attack rolls, treat a light shield as
a light )eapon. :f you use your shield as a )eapon, you lose
its "C #onus until your next turn. "n enhancement #onus on
a shield does not impro*e the effecti*eness of a shield #ash
made )ith it, #ut the shield can #e made into a magic
)eapon in its o)n right.
'hield, ,o6erB his massi*e )ooden shield is nearly as tall
as you are. :n most situations, it pro*ides the indicated shield
#onus to your "C. "s a standard action, ho)e*er, you can
use a to)er shield to grant you total co*er until the #eginning
of your next turn. 4hen using a to)er shield in this )ay, you
must choose one edge of your space. hat edge is treated as a
solid )all for attacks targeting you only. Jou gain total co*er
for attacks that pass through this edge and no co*er for
attacks that do not pass through this edge 7see Com#at9. he
shield does not, ho)e*er, pro*ide co*er against targeted
spells8 a spellcaster can cast a spell on you #y targeting the
shield you are holding. Jou cannot #ash )ith a to)er shield,
nor can you use your shield hand for anything else.
4hen employing a to)er shield in com#at, you take a H&
penalty on attack rolls #ecause of the shieldCs encum#rance.
'hield 'pi"e#B hese spikes turn a shield into a martial
piercing )eapon and increase the damage dealt #y a shield
#ash as if the shield )ere designed for a creature one size
category larger than you 7see Dspiked shieldsF on a#leB
4eapons9. Jou canCt put spikes on a #uckler or a to)er
shield. Other)ise, attacking )ith a spiked shield is like
making a shield #ash attack.
"n enhancement #onus on a spiked shield does not impro*e
the effecti*eness of a shield #ash made )ith it, #ut a spiked
shield can #e made into a magic )eapon in its o)n right.
'plint !ailB $plint mail is made up of metal strips, like
#anded mail. he suit includes gauntlets.
'tudded 1eatherB $imilar to leather armor, this suit is
reinforced )ith small metal studs.
!a#ter6or" .rmor
Oust as )ith )eapons, you can purchase or craft master)ork
*ersions of armor or shields. $uch a )ell.made item
functions like the normal *ersion, except that its armor check
penalty is lessened #y 1.
" master)ork suit of armor or shield costs an extra 15; gp
o*er and a#o*e the normal cost for that type of armor or
shield.
he master)ork 6uality of a suit of armor or shield ne*er
pro*ides a #onus on attack or damage rolls, e*en if the armor
or shield is used as a )eapon.
"ll magic armors and shields are automatically considered to
#e of master)ork 6uality.
Jou canCt add the master)ork 6uality to armor or a shield
after it is created8 it must #e crafted as a master)ork item.
Page 1/;
.rmor for Hnu#ual Creature#
Table @-A: Ar!or for 6nusual Creatures
'i$e
5umanoid Nonhumanoid
Co#t Aeight Co#t Aeight
$mall L1 L1@& L& L1@&
Medium L1 L1 L& L1
=arge L& L& L/ L&
-uge L/ L5 L% L5
Gargantuan L% L% L10 L%
Colossal L10 L1& L,& L1&
P(i*ide armor #onus #y &.
"rmor and shields for unusually #ig creatures, unusually
little creatures, and nonhumanoid creatures 7such as horses9
ha*e different costs and )eights from those gi*en on a#leB
"rmor and $hields. 'efer to the appropriate line on a#leB
"rmor for 5nusual Creatures and apply the multipliers to
cost and )eight for the armor type in 6uestion.
Getting -nto and Fut of .rmor
he time re6uired to don armor depends on its type8 see
a#leB (onning "rmor.
DonB his column tells ho) long it takes a character to put
the armor on. 7One minute is 1; rounds.9 'eadying
7strapping on9 a shield is only a mo*e action.
Don 5a#tilyB his column tells ho) long it takes to put the
armor on in a hurry. he armor check penalty and armor
#onus for hastily donned armor are each 1 point )orse than
normal.
RemoveB his column tells ho) long it takes to get the armor
off. 'emo*ing a shield from the arm and dropping it is only a
mo*e action.
Table @-B: 'onnin Ar!or
.rmor ,ype Don
Don
5a#tily
Remove
$hield 7any9
1 mo*e
action
n@a
1 mo*e
action
Padded, leather, hide,
studded leather, or
chain shirt
1 minute 5 rounds 1 minute
1
1reastplate, scale
mail, chainmail,
#anded mail, or splint
mail
/ minutes
1
1 minute 1 minute
1
.rmor ,ype Don
Don
5a#tily
Remove
-alf.plate or full plate / minutes
&
/ minutes
1
1d/G1
minutes
1
1 :f the character has some help, cut this time in half. "
single character doing nothing else can help one or t)o
ad?acent characters. )o characters canCt help each other
don armor at the same time.
& he )earer must ha*e help to don this armor. 4ithout
help, it can #e donned only hastily.
S0ecial )aterials
4eapons and armor can #e crafted using materials that
possess innate special properties. :f you make a suit of armor
or )eapon out of more than one special material, you get the
#enefit of only the most pre*alent material. -o)e*er, you
can #uild a dou#le )eapon )ith each head made of a
different special material.
+ach of the special materials descri#ed #elo) has a definite
game effect. $ome creatures ha*e damage reduction making
them resistant to all #ut a special type of damage, such as
that dealt #y e*il.aligned )eapons or #ludgeoning )eapons.
Others are *ulnera#le to )eapons of a particular material.
Characters may choose to carry se*eral different types of
)eapons, depending upon the types of creatures they most
commonly encounter.
.damantineB Mined from rocks that fell from the hea*ens,
this ultrahard metal adds to the 6uality of a )eapon or suit of
armor. 4eapons fashioned from adamantine ha*e a natural
a#ility to #ypass hardness )hen sundering )eapons or
attacking o#?ects, ignoring hardness less than &; 7see
"dditional 'ules9. "rmor made from adamantine grants its
)earer damage reduction of 1@K if itCs light armor, &@K if itCs
medium armor, and ,@K if itCs hea*y armor. "damantine is
so costly that )eapons and armor made from it are al)ays of
master)ork 6uality8 the master)ork cost is included in the
prices gi*en #elo). hus, adamantine )eapons and
ammunition ha*e a G1 enhancement #onus on attack rolls,
and the armor check penalty of adamantine armor is lessened
#y 1 compared to ordinary armor of its type. :tems )ithout
metal parts cannot #e made from adamantine. "n arro)
could #e made of adamantine, #ut a 6uarterstaff could not.
4eapons and armor normally made of steel that are made of
adamantine ha*e one.third more hit points than normal.
"damantine has /; hit points per inch of thickness and
hardness &;.
Page 1/1
,ype of .damantine -tem -tem Co#t !odifier
"mmunition G0; gp per missile
=ight armor G5,;;; gp
Medium armor G1;,;;; gp
-ea*y armor G15,;;; gp
4eapon G,,;;; gp
Dar"6oodB his rare magic )ood is as hard as normal )ood
#ut *ery light. "ny )ooden or mostly )ooden item 7such as
a #o) or spear9 made from dark)ood is considered a
master)ork item and )eighs only half as much as a normal
)ooden item of that type. :tems not normally made of )ood
or only partially of )ood 7such as a #attleaxe or a mace9
either cannot #e made from dark)ood or do not gain any
special #enefit from #eing made of dark)ood. he armor
check penalty of a dark)ood shield is lessened #y &
compared to an ordinary shield of its type. o determine the
price of a dark)ood item, use the original )eight #ut add 1;
gp per pound to the price of a master)ork *ersion of that
item.
(ark)ood has 1; hit points per inch of thickness and
hardness 5.
DragonhideB "rmorsmiths can )ork )ith the hides of
dragons to produce armor or shields of master)ork 6uality.
One dragon produces enough hide for a single suit of
master)ork hide armor for a creature one size category
smaller than the dragon. 1y selecting only choice scales and
#its of hide, an armorsmith can produce one suit of
master)ork #anded mail for a creature t)o sizes smaller, one
suit of master)ork half.plate for a creature three sizes
smaller, or one master)ork #reastplate or suit of full plate for
a creature four sizes smaller. :n each case, enough hide is
a*aila#le to produce a light or hea*y master)ork shield in
addition to the armor, pro*ided that the dragon is =arge or
larger. :f the dragonhide comes from a dragon that had
immunity to an energy type, the armor is also immune to that
energy type, although this does not confer any protection to
the )earer. :f the armor or shield is later gi*en the a#ility to
protect the )earer against that energy type, the cost to add
such protection is reduced #y &5I.
1ecause dragonhide armor isnCt made of metal, druids can
)ear it )ithout penalty.
(ragonhide armor costs t)ice as much as master)ork armor
of that type, #ut it takes no longer to make than ordinary
armor of that type 7dou#le all Craft results9.
(ragonhide has 1; hit points per inch of thickness and
hardness 1;. he hide of a dragon is typically #et)een 1@&
inch and 1 inch thick.
-ron, ColdB his iron, mined deep underground and kno)n
for its effecti*eness against demons and fey creatures, is
forged at a lo)er temperature to preser*e its delicate
properties. 4eapons made of cold iron cost t)ice as much to
make as their normal counterparts. "lso, adding any magical
enhancements to a cold iron )eapon increases its price #y
&,;;; gp. his increase is applied the first time the item is
enhanced, not once per a#ility added.
:tems )ithout metal parts cannot #e made from cold iron. "n
arro) could #e made of cold iron, #ut a 6uarterstaff could
not. " dou#le )eapon )ith one cold iron half costs 5;I
more than normal.
Cold iron has ,; hit points per inch of thickness and hardness
1;.
!ithralB Mithral is a *ery rare sil*ery, glistening metal that
is lighter than steel #ut ?ust as hard. 4hen )orked like steel,
it #ecomes a )onderful material from )hich to create armor,
and is occasionally used for other items as )ell. Most mithral
armors are one category lighter than normal for purposes of
mo*ement and other limitations. -ea*y armors are treated as
medium, and medium armors are treated as light, #ut light
armors are still treated as light. his decrease does not apply
to proficiency in )earing the armor. " character )earing
mithral full plate must #e proficient in )earing hea*y armor
to a*oid adding the armorCs check penalty to all his attack
rolls and skill checks that in*ol*e mo*ing. $pell failure
chances for armors and shields made from mithral are
decreased #y 1;I, maximum (exterity #onuses are
increased #y &, and armor check penalties are decreased #y ,
7to a minimum of ;9.
"n item made from mithral )eighs half as much as the same
item made from other metals. :n the case of )eapons, this
lighter )eight does not change a )eaponCs size category or
the ease )ith )hich it can #e )ielded 7)hether it is light,
one.handed, or t)o.handed9. :tems not primarily of metal are
not meaningfully affected #y #eing partially made of mithral.
7" longs)ord can #e a mithral )eapon, )hile a 6uarterstaff
cannot.9 Mithral )eapons count as sil*er for the purpose of
o*ercoming damage reduction.
4eapons or armors fashioned from mithral are al)ays
master)ork items as )ell8 the master)ork cost is included in
the prices gi*en #elo).
Mithral has ,; hit points per inch of thickness and hardness
15.
,ype of !ithral -tem -tem Co#t !odifier
=ight armor G1,;;; gp
Medium armor G/,;;; gp
-ea*y armor G2,;;; gp
$hield G1,;;; gp
Other items G5;; gp@l#.
'ilver, .lchemicalB " complex process in*ol*ing metallurgy
and alchemy can #ond sil*er to a )eapon made of steel so
Page 1/&
that it #ypasses the damage reduction of creatures such as
lycanthropes.
On a successful attack )ith a sil*ered slashing or piercing
)eapon, the )ielder takes a H1 penalty on the damage roll
7)ith a minimum of 1 point of damage9. he alchemical
sil*ering process canCt #e applied to nonmetal items, and it
doesnCt )ork on rare metals such as adamantine, cold iron,
and mithral.
"lchemical sil*er has 1; hit points per inch of thickness and
hardness %.
,ype of .lchemical 'ilver -tem
-tem Co#t
!odifier
"mmunition G& gp
=ight )eapon G&; gp
One.handed )eapon, or one head of a
dou#le )eapon
G2; gp
)o.handed )eapon, or #oth heads of a
dou#le )eapon
G1%; gp
Goods And Ser!ices
Table @-C: /oods and Ser%ices
&dventuring Gear
-tem Co#t Aeight
1ackpack 7empty9 & gp & l#s.
1
1arrel 7empty9 & gp ,; l#s.
1asket 7empty9 / sp 1 l#.
1edroll 1 sp 5 l#s.
1
1ell 1 gp K
1lanket, )inter 5 sp , l#s.
1
1lock and tackle 5 gp 5 l#s.
1ottle, glass & gp 1 l#.
1ucket 7empty9 5 sp & l#s.
Caltrops 1 gp & l#s.
Candle 1 cp K
Can*as 7s6. yd.9 1 sp 1 l#.
Case, map or scroll 1 gp 1@& l#.
Chain 71; ft.9 ,; gp & l#s.
Chalk, 1 piece 1 cp K
Chest 7empty9 & gp &5 l#s.
Cro)#ar & gp 5 l#s.
3ire)ood 7per day9 1 cp &; l#s.
3ishhook 1 sp K
3ishing net, &5 s6. ft. / gp 5 l#s.
3lask 7empty9 , cp 1.1@& l#s.
3lint and steel 1 gp K
Grappling hook 1 gp / l#s.
-ammer 5 sp & l#s.
-ourglass &5 gp 1 l#.
:nk 71 oz. *ial9 % gp K
:nkpen 1 sp K
Oug, clay , cp 2 l#s.
=adder, 1;.foot & sp &; l#s.
=amp, common 1 sp 1 l#.
=antern, #ullseye 1& gp , l#s.
=antern, hooded ! gp & l#s.
&oc"
$imple &; gp 1 l#.
"*erage /; gp 1 l#.
Good %; gp 1 l#.
$uperior 15; gp 1 l#.
Manacles 15 gp & l#s.
Manacles, master)ork 5; gp & l#s.
Mirror, small steel 1; gp 1@& l#.
Mug@ankard, clay & cp 1 l#s.
Oil 71.pint flask9 1 sp 1 l#s.
Paper 7sheet9 / sp K
Parchment 7sheet9 & sp K
Pick, minerCs , gp 1; l#s.
Pitcher, clay & cp 5 l#s.
Piton 1 sp 1@& l#.
Pole, 1;.foot 5 cp % l#s.
Pot, iron % sp / l#s.
Pouch, #elt 7empty9 1 gp 1@& l#.
1
'am, porta#le 1; gp &; l#s.
'ations, trail 7per day9 5 sp 1 l#.
1
'ope, hemp 75; ft.9 1 gp 1; l#s.
'ope, silk 75; ft.9 1; gp 5 l#s.
$ack 7empty9 1 sp 1@& l#.
1
$ealing )ax 1 gp 1 l#s.
$e)ing needle 5 sp K
$ho*el or spade & gp % l#s.
$ignal )histle % sp K
$ignet ring 5 gp K
$ledge 1 gp 1; l#s.
$oap 7per l#.9 5 sp 1 l#.
$pyglass 1,;;; gp 1 l#.
ent 1; gp &; l#s.
1
orch 1 cp 1 l#.
Page 1/,
>ial, ink or potion 1 gp K
4ater clock 1,;;; gp &;; l#s.
4aterskin 1 gp / l#s.
1
4hetstone & cp 1 l#s.
"pecial "ubstances and Items
-tem Co#t Aeight
"cid 7flask9 1; gp 1 l#.
"lchemistCs fire 7flask9 &; gp 1 l#.
"ntitoxin 7*ial9 5; gp K
+*er#urning torch 11; gp 1 l#.
-oly )ater 7flask9 &5 gp 1 l#.
$mokestick &; gp 1@& l#.
$unrod & gp 1 l#.
anglefoot #ag 5; gp / l#s.
hunderstone ,; gp 1 l#.
indert)ig 1 gp K
Tools and "'ill +its
-tem Co#t Aeight
"lchemistCs la# &;; gp /; l#s.
"rtisanCs tools 5 gp 5 l#s.
"rtisanCs tools, master)ork 55 gp 5 l#s.
Clim#erCs kit %; gp 5 l#s.
1
(isguise kit 5; gp % l#s.
1
-ealerCs kit 5; gp 1 l#.
-olly and mistletoe K K
-oly sym#ol, )ooden 1 gp K
-oly sym#ol, sil*er &5 gp 1 l#.
Magnifying glass 1;; gp K
Musical instrument,
common
5 gp , l#s.
1
Musical instrument,
master)ork
1;; gp , l#s.
1
$cale, merchantCs & gp 1 l#.
$pell component pouch 5 gp & l#s.
$pell#ook, )izardCs 7#lank9 15 gp , l#s.
hie*esC tools ,; gp 1 l#.
hie*esC tools, master)ork 1;; gp & l#s.
ool, master)ork 5; gp 1 l#.
%lothing
"rtisanCs outfit 1 gp / l#s.
1
ClericCs *estments 5 gp 0 l#s.
1
Cold.)eather outfit % gp ! l#s.
1
CourtierCs outfit ,; gp 0 l#s.
1
+ntertainerCs outfit , gp / l#s.
1
+xplorerCs outfit 1; gp % l#s.
1
MonkCs outfit 5 gp & l#s.
1
Ao#leCs outfit !5 gp 1; l#s.
1
PeasantCs outfit 1 sp & l#s.
1
'oyal outfit &;; gp 15 l#s.
1
$cholarCs outfit 5 gp 0 l#s.
1
ra*elerCs outfit 1 gp 5 l#s.
1
-ood, .rin', and Lodging
-tem Co#t Aeight
Ale
Gallon & sp % l#s.
Mug / cp 1 l#.
1an6uet 7per person9 1; gp K
1read, loaf of & cp 1@& l#.
Cheese, hunk of 1 sp 1@& l#.
0nn stay *per day-
Good & gp K
Common 5 sp K
Poor & sp K
Meals *per day-
Good 5 sp K
Common , sp K
Poor 1 sp K
Meat, chunk of , sp 1@& l#.
9ine
Common 7pitcher9 & sp 0 l#s.
3ine 7#ottle9 1; gp 1.1@& l#s.
/ounts and 0elated Gear
-tem Co#t Aeight
Bardin
Medium creature L&
&
L1
&
=arge creature L/
&
L&
&
1it and #ridle & gp 1 l#.
(og, guard &5 gp K
(og, riding 15; gp K
(onkey or mule % gp K
3eed 7per day9 5 cp 1; l#s.
5orse
-orse, hea*y &;; gp K
-orse, hea*y 7com#at
trained9
,;; gp K
-orse, light !5 gp K
-orse, light7com#at
trained9
11; gp K
Page 1//
Pony ,; gp K
Pony 7com#at trained9 /5 gp K
Saddle
Military &; gp ,; l#s.
Pack 5 gp 15 l#s.
'iding 1; gp &5 l#s.
Saddle, +,otic
Military 0; gp /; l#s.
Pack 15 gp &; l#s.
'iding ,; gp ,; l#s.
$addle#ags / gp % l#s.
$ta#ling 7per day9 5 sp K
Transport
-tem Co#t Aeight
Carriage 1;; gp 0;; l#s.
Cart 15 gp &;; l#s.
Galley ,;,;;; gp K
<eel#oat ,,;;; gp K
=ongship 1;,;;; gp K
'o)#oat 5; gp 1;; l#s.
Oar & gp 1; l#s.
$ailing ship 1;,;;; gp K
$led &; gp ,;; l#s.
4agon ,5 gp /;; l#s.
4arship &5,;;; gp K
"pellcasting and "ervices
'ervice Co#t
Coach ca# , cp per mile
-ireling, trained , sp per day
-ireling, untrained 1 sp per day
Messenger & cp per mile
'oad or gate toll 1 cp
$hipCs passage 1 sp per mile
$pellcasting
Caster le*el L spell le*el L 1;
gp
,
K Ao )eight, or no )eight )orth noting.
1 hese items )eigh one.6uarter this amount )hen made for
$mall characters. Containers for $mall characters also carry
one.6uarter the normal amount.
& 'elati*e to similar armor made for a Medium humanoid.
, $ee spell description for additional costs. :f the additional
costs put the spellCs total cost a#o*e ,,;;; gp, that spell is
not generally a*aila#le. 5se a spell le*el of 1@& for ;.le*el
spells to calculate the cost.
1eyond armor and )eapons, a character can carry a )hole
*ariety of gear, from rations 7to sustain him on long tra*els9,
to rope 7)hich is useful in countless circumstances9. Most of
the common gear carried #y ad*enturers is summarized on
a#leB Goods and $er*ices.
.dventuring Gear
$ome of the pieces of ad*enturing gear found on a#leB
Goods and $er*ices are descri#ed #elo), along )ith any
special #enefits they confer on the user 7DyouF9.
Caltrop#B " caltrop is a four.pronged metal spike crafted so
that one prong faces up no matter ho) the caltrop comes to
rest. Jou scatter caltrops on the ground in the hope that your
enemies step on them or are at least forced to slo) do)n to
a*oid them. One &.pound #ag of caltrops co*ers an area 5
feet s6uare.
+ach time a creature mo*es into an area co*ered #y caltrops
7or spends a round fighting )hile standing in such an area9, it
runs the risk of stepping on one. Make an attack roll for the
caltrops 7#ase attack #onus G;9 against the creature. 3or this
attack, the creatureCs shield, armor, and deflection #onuses do
not count. :f the creature is )earing shoes or other foot)ear,
it gets a G& armor #onus to "C. :f the attack succeeds, the
creature has stepped on a caltrop. he caltrop deals 1 point of
damage, and the creatureCs speed is reduced #y half #ecause
its foot is )ounded. his mo*ement penalty lasts for &/
hours, until the creature is successfully treated )ith a (C 15
-eal check, or until it recei*es at least 1 point of magical
healing. " charging or running creature must immediately
stop if it steps on a caltrop. "ny creature mo*ing at half
speed or slo)er can pick its )ay through a #ed of caltrops
)ith no trou#le.
Caltrops may not )ork against unusual opponents.
CandleB " candle dimly illuminates a small area, increasing
the light le*el in a 5.foot radius #y one step 7darkness
#ecomes dim light and dim light #ecomes normal light9. "
candle cannot increase the light le*el a#o*e normal light. "
candle #urns for 1 hour.
ChainB Chain has hardness 1; and 5 hit points. :t can #e
#urst )ith a (C &0 $trength check.
Cro6barB " cro)#ar grants a G& circumstance #onus on
$trength checks made to force open a door or chest. :f used
in com#at, treat a cro)#ar as a one.handed impro*ised
)eapon that deals #ludgeoning damage e6ual to that of a
clu# of its size.
&lint and 'teelB =ighting a torch )ith flint and steel is a full.
round action, and lighting any other fire )ith them takes at
least that long.
Grappling 5oo"B hro)ing a grappling hook re6uires a
ranged attack roll, treating the hook as a thro)n )eapon )ith
a range increment of 1; feet. O#?ects )ith ample places to
Page 1/5
catch the hook are "C 5.
5ammerB :f a hammer is used in com#at, treat it as a one.
handed impro*ised )eapon that deals #ludgeoning damage
e6ual to that of a spiked gauntlet of its size.
-n"B :nk in colors other than #lack costs t)ice as much.
Iug, ClayB his #asic ?ug is fitted )ith a stopper and holds 1
gallon of li6uid.
1amp, CommonB " lamp illuminates a small area, pro*iding
normal light in a 15.foot radius and increasing the light le*el
#y one step for an additional 15 feet #eyond that area
7darkness #ecomes dim light and dim light #ecomes normal
light9. " lamp does not increase the light le*el in normal light
or #right light. " lamp #urns for 0 hours on one pint of oil.
Jou can carry a lamp in one hand.
1antern, ull#eyeB " #ullseye lantern pro*ides normal light
in a 0;.foot cone and increases the light le*el #y one step in
the area #eyond that, out to a 1&;.foot cone 7darkness
#ecomes dim light and dim light #ecomes normal light9. "
#ullseye lantern does not increase the light le*el in normal
light or #right light. " lantern #urns for 0 hours on one pint
of oil. Jou can carry a lantern in one hand.
1antern, 5oodedB " hooded lantern sheds normal light in a
,;.foot radius and increases the light le*el #y one step for an
additional ,; feet #eyond that area 7darkness #ecomes dim
light and dim light #ecomes normal light9. " hooded lantern
does not increase the light le*el in normal light or #right
light. " lantern #urns for 0 hours on one pint of oil. Jou can
carry a lantern in one hand.
1oc"B he (C to open a lock )ith the (isa#le (e*ice skill
depends on the lockCs 6ualityB simple 7(C &;9, a*erage 7(C
&59, good 7(C ,;9, or superior 7(C /;9.
!anacle#, 'tandard and !a#ter6or"B Manacles can #ind
a Medium creature. " manacled creature can use the +scape
"rtist skill to slip free 7(C ,;, or (C ,5 for master)ork
manacles9. 1reaking the manacles re6uires a $trength check
7(C &0, or (C &% for master)ork manacles9. Manacles ha*e
hardness 1; and 1; hit points.
Most manacles ha*e locks8 add the cost of the lock you )ant
to the cost of the manacles.
3or the same cost, you can #uy manacles for a $mall
creature. 3or a =arge creature, manacles cost 1; times the
indicated amount, and for a -uge creature, 1;; times the
indicated amount. Gargantuan, Colossal, iny, (iminuti*e,
and 3ine creatures can #e held only #y specially made
manacles, )hich cost at least 1;; times the indicated amount.
FilB " pint of oil #urns for 0 hours in a lantern or lamp. Jou
can also use a flask of oil as a splash )eapon. 5se the rules
for alchemistCs fire 7see $pecial $u#stances and :tems on
a#leB Goods and $er*ices9, except that it takes a full.round
action to prepare a flask )ith a fuse. Once it is thro)n, there
is a 5;I chance of the flask igniting successfully.
Jou can pour a pint of oil on the ground to co*er an area 5
feet s6uare, pro*ided that the surface is smooth. :f lit, the oil
#urns for & rounds and deals 1d, points of fire damage to
each creature in the area.
Pic", !iner%#B :f a minerCs pick is used in com#at, treat it as
a t)o.handed impro*ised )eapon that deals piercing damage
e6ual to that of a hea*y pick of its size.
Ram, PortableB his iron.shod )ooden #eam gi*es you a G&
circumstance #onus on $trength checks made to #reak open a
door and allo)s a second person to help, automatically
increasing your #onus #y &.
Rope, 5empB his rope has & hit points and can #e #urst
)ith a (C &, $trength check.
Rope, 'il"B his rope has / hit points and can #e #urst )ith a
(C &/ $trength check.
'hovelB :f a sho*el is used in com#at, treat it as a one.handed
impro*ised )eapon that deals #ludgeoning damage e6ual to
that of a clu# of its size.
'pygla##B O#?ects *ie)ed through a spyglass are magnified
to t)ice their size. Characters using a spyglass take a H1
penalty on Perception skill checks per &; feet of distance to
the target, if the target is *isi#le.
,orchB " torch #urns for 1 hour, shedding normal light in a
&;.foot radius and increasing the light le*el #y one step for
an additional &; feet #eyond that area 7darkness #ecomes
dim light and dim light #ecomes normal light9. " torch does
not increase the light le*el in normal light or #right light. :f a
torch is used in com#at, treat it as a one.handed impro*ised
)eapon that deals #ludgeoning damage e6ual to that of a
gauntlet of its size, plus 1 point of fire damage.
DialB " *ial is made out of glass or steel and holds 1 ounce of
li6uid.
Aater Cloc"B his large, #ulky contri*ance gi*es the time
accurately to )ithin half an hour per day since it )as last set.
:t re6uires a source of )ater, and it must #e kept still #ecause
it marks time #y the regulated flo) of droplets of )ater.
'pecial 'ub#tance# and -tem#
"ny of these su#stances except for the e*er#urning torch and
holy )ater can #e made #y a character )ith the Craft
7alchemy9 skill.
.cidB Jou can thro) a flask of acid as a splash )eapon.
reat this attack as a ranged touch attack )ith a range
increment of 1; feet. " direct hit deals 1d0 points of acid
damage. +*ery creature )ithin 5 feet of the point )here the
acid hits takes 1 point of acid damage from the splash.
.lchemi#t%# &ireB Jou can thro) a flask of alchemistCs fire as
Page 1/0
a splash )eapon. reat this attack as a ranged touch attack
)ith a range increment of 1; feet.
" direct hit deals 1d0 points of fire damage. +*ery creature
)ithin 5 feet of the point )here the flask hits takes 1 point of
fire damage from the splash. On the round follo)ing a direct
hit, the target takes an additional 1d0 points of damage. :f
desired, the target can use a full.round action to attempt to
extinguish the flames #efore taking this additional damage.
+xtinguishing the flames re6uires a (C 15 'eflex sa*e.
'olling on the ground pro*ides the target a G& #onus on the
sa*e. =eaping into a lake or magically extinguishing the
flames automatically smothers the fire.
.ntito3inB :f you drink a *ial of antitoxin, you get a G5
alchemical #onus on 3ortitude sa*ing thro)s against poison
for 1 hour.
2verburning ,orchB his other)ise normal torch has a
continual fla!e spell cast on it. his causes it to shed light
like an ordinary torch, #ut it does not emit heat or deal fire
damage if used as a )eapon.
5oly AaterB -oly )ater damages undead creatures and e*il
outsiders almost as if it )ere acid. " flask of holy )ater can
#e thro)n as a splash )eapon.
reat this attack as a ranged touch attack )ith a range
increment of 1; feet. " flask #reaks if thro)n against the
#ody of a corporeal creature, #ut to use it against an
incorporeal creature, you must open the flask and pour the
holy )ater out onto the target. hus, you can douse an
incorporeal creature )ith holy )ater only if you are ad?acent
to it. (oing so is a ranged touch attack that does not pro*oke
attacks of opportunity.
" direct hit #y a flask of holy )ater deals &d/ points of
damage to an undead creature or an e*il outsider. +ach such
creature )ithin 5 feet of the point )here the flask hits takes 1
point of damage from the splash.
emples to good deities sell holy )ater at cost 7making no
profit9. -oly )ater is made using the bless #ater spell.
'mo"e#tic"B his alchemically treated )ooden stick
instantly creates thick, opa6ue smoke )hen #urned. he
smoke fills a 1;.foot cu#e 7treat the effect as a fo cloud
spell, except that a moderate or stronger )ind dissipates the
smoke in 1 round9. he stick is consumed after 1 round, and
the smoke dissipates naturally after 1 minute.
'unrodB his 1.foot.long, gold.tipped, iron rod glo)s
#rightly )hen struck as a standard action. :t sheds normal
light in a ,;.foot radius and increases the light le*el #y one
step for an additional ,; feet #eyond that area 7darkness
#ecomes dim light and dim light #ecomes normal light9. "
sunrod does not increase the light le*el in normal light or
#right light. :t glo)s for 0 hours, after )hich the gold tip is
#urned out and )orthless.
,anglefoot agB " tanglefoot #ag is a small sack filled )ith
tar, resin, and other sticky su#stances. 4hen you thro) a
tanglefoot #ag at a creature 7as a ranged touch attack )ith a
range increment of 1; feet9, the #ag comes apart and goo
#ursts out, entangling the target and then #ecoming tough
and resilient upon exposure to air. "n entangled creature
takes a H& penalty on attack rolls and a H/ penalty to
(exterity and must make a (C 15 'eflex sa*e or #e glued to
the floor, una#le to mo*e. +*en on a successful sa*e, it can
mo*e only at half speed. -uge or larger creatures are
unaffected #y a tanglefoot #ag. " flying creature is not stuck
to the floor, #ut it must make a (C 15 'eflex sa*e or #e
una#le to fly 7assuming it uses its )ings to fly9 and fall to the
ground. " tanglefoot #ag does not function under)ater.
" creature that is glued to the floor 7or una#le to fly9 can
#reak free #y making a (C 1! $trength check or #y dealing
15 points of damage to the goo )ith a slashing )eapon. "
creature trying to scrape goo off itself, or another creature
assisting, does not need to make an attack roll8 hitting the
goo is automatic, after )hich the creature that hit makes a
damage roll to see ho) much of the goo )as scraped off.
Once free, the creature can mo*e 7including flying9 at half
speed. :f the entangled creature attempts to cast a spell, it
must make concentration check )ith a (C of 15 G the spellCs
le*el or #e una#le to cast the spell. he goo #ecomes #rittle
and fragile after &d/ rounds, cracking apart and losing its
effecti*eness. "n application of uni%ersal sol%ent to a stuck
creature dissol*es the alchemical goo immediately.
,hunder#toneB Jou can thro) this stone as a ranged attack
)ith a range increment of &; feet. 4hen it strikes a hard
surface 7or is struck hard9, it creates a deafening #ang that is
treated as a sonic attack. +ach creature )ithin a 1;.foot.
radius spread must make a (C 15 3ortitude sa*e or #e
deafened for 1 hour. " deafened creature, in addition to the
o#*ious effects, takes a H/ penalty on initiati*e and has a
&;I chance to miscast and lose any spell )ith a *er#al
component that it tries to cast.
$ince you donCt need to hit a specific target, you can simply
aim at a particular 5.foot s6uare. reat the target s6uare as
"C 5.
,indert6igB he alchemical su#stance on the end of this
small, )ooden stick ignites )hen struck against a rough
surface. Creating a flame )ith a tindert)ig is much faster
than creating a flame )ith flint and steel 7or a magnifying
glass9 and tinder. =ighting a torch )ith a tindert)ig is a
standard action 7rather than a full.round action9, and lighting
any other fire )ith one is at least a standard action.
,ool# and '"ill Eit#
hese items are particularly useful to characters )ith certain
skills and class a#ilities.
.lchemi#t%# 1abB his la# is used for making alchemical
items, and pro*ides a G& circumstance #onus on Craft
Page 1/!
7alchemy9 checks. :t has no #earing on the costs related to
the Craft 7alchemy9 skill. 4ithout this la#, a character )ith
the Craft 7alchemy9 skill is assumed to ha*e enough tools to
use the skill #ut not enough to get the G& #onus that the la#
pro*ides.
.rti#an%# ,ool#B hese special tools include the items needed
to pursue any craft. 4ithout them, you ha*e to use
impro*ised tools 7H& penalty on Craft checks9, if you can do
the ?o# at all.
.rti#an%# ,ool#, !a#ter6or"B hese tools ser*e the same
purpose as artisanCs tools, #ut master)ork artisanCs tools are
the perfect tools for the ?o#, so you get a G& circumstance
#onus on Craft checks made )ith them.
Climber%# EitB hese crampons, pitons, ropes, and tools gi*e
you a G& circumstance #onus on Clim# checks.
Di#gui#e EitB he kit is the perfect tool for disguise and
pro*ides a G& circumstance #onus on (isguise checks. "
disguise kit is exhausted after 1; uses.
5ealer%# EitB his collection of #andages and her#s pro*ides
a G& circumstance #onus on -eal checks. " healerCs kit is
exhausted after 1; uses.
5olly and !i#tletoeB (ruids commonly use these plants as
di*ine focuses )hen casting spells.
5oly 'ymbol, 'ilver or AoodenB " holy sym#ol focuses
positi*e energy and is used #y good clerics and paladins 7or
#y neutral clerics )ho )ant to cast good spells or channel
positi*e energy9. +ach religion has its o)n holy sym#ol.
6nholy Sy!bolsB "n unholy sym#ol is like a holy sym#ol
except that it focuses negati*e energy and is used #y e*il
clerics 7or #y neutral clerics )ho )ant to cast e*il spells or
channel negati*e energy9.
!agnifying Gla##B his simple lens allo)s a closer look at
small o#?ects. :t is also useful as a su#stitute for flint and
steel )hen starting fires. =ighting a fire )ith a magnifying
glass re6uires #right light, such as sunlight to focus, tinder to
ignite, and at least a full.round action. " magnifying glass
grants a G& circumstance #onus on "ppraise checks
in*ol*ing any item that is small or highly detailed.
!u#ical -n#trument, Common or !a#ter6or"B "
master)ork instrument grants a G& circumstance #onus on
Perform checks in*ol*ing its use.
'cale, !erchant%#B " merchantCs scale grants a G&
circumstance #onus on "ppraise checks in*ol*ing items that
are *alued #y )eight, including anything made of precious
metals.
'pell Component PouchB " spellcaster )ith a spell
component pouch is assumed to ha*e all the material
components and focuses needed for spellcasting, except for
those components that ha*e a specific cost, di*ine focuses,
and focuses that )ouldnCt fit in a pouch.
'pellboo", Ai$ard%#B " spell#ook has 1;; pages of
parchment, and each spell takes up one page per spell le*el
7one page each for ;.le*el spells9.
,hieve#% ,ool#B his kit contains lockpicks and other tools
you need to use the (isa#le (e*ice skill. 4ithout these tools,
you must use impro*ised tools, and you take a H&
circumstance penalty on (isa#le (e*ice checks.
,hieve#% ,ool#, !a#ter6or"B his kit contains extra tools
and tools of #etter make, )hich grant a G& circumstance
#onus on (isa#le (e*ice checks.
,ool, !a#ter6or"B his )ell.made item is the perfect tool
for the ?o#. :t grants a G& circumstance #onus on a related
skill check 7if any9. 1onuses pro*ided #y multiple
master)ork items do not stack.
Clothing
"ll characters #egin play )ith one outfit, *alued at 1; gp or
less. "dditional outfits can #e purchased normally.
.rti#an%# FutfitB his outfit includes a shirt )ith #uttons, a
skirt or pants )ith a dra)string, shoes, and perhaps a cap or
hat. :t may also include a #elt or a leather or cloth apron for
carrying tools.
Cleric%# De#tment#B hese clothes are for performing
priestly functions, not for ad*enturing. ClericCs *estments
typically include a cassock, stole, and surplice.
Cold7Aeather FutfitB his outfit includes a )ool coat, linen
shirt, )ool cap, hea*y cloak, thick pants or skirt, and #oots.
his outfit grants a G5 circumstance #onus on 3ortitude
sa*ing thro)s against exposure to cold )eather.
Courtier%# FutfitB his outfit includes fancy, tailored clothes
in )hate*er fashion happens to #e the current style in the
courts of the no#les. "nyone trying to influence no#les or
courtiers )hile )earing street dress )ill ha*e a hard time of
it 7H& penalty on Charisma.#ased skill checks to influence
such indi*iduals9. :f you )ear this outfit )ithout ?e)elry
7costing an additional 5; gp9, you look like an out.of.place
commoner.
2ntertainer%# FutfitB his set of flashyKperhaps e*en
gaudyKclothes is for entertaining. 4hile the outfit looks
)himsical, its practical design lets you tum#le, dance, )alk a
tightrope, or ?ust run 7if the audience turns ugly9.
23plorer%# FutfitB his set of clothes is for someone )ho
ne*er kno)s )hat to expect. :t includes sturdy #oots, leather
#reeches or a skirt, a #elt, a shirt 7perhaps )ith a *est or
?acket9, glo*es, and a cloak. 'ather than a leather skirt, a
leather o*ertunic may #e )orn o*er a cloth skirt. he clothes
ha*e plenty of pockets 7especially the cloak9. he outfit also
includes any extra accessories you might need, such as a
scarf or a )ide.#rimmed hat.
Page 1/%
!on"%# FutfitB his simple outfit includes sandals, loose
#reeches, and a loose shirt, and is #ound together )ith
sashes. he outfit is designed to gi*e you maximum mo#ility,
and itCs made of high.6uality fa#ric. Jou can conceal small
)eapons in pockets hidden in the folds, and the sashes are
strong enough to ser*e as short ropes.
Noble%# FutfitB hese clothes are designed specifically to #e
expensi*e and gaudy. Precious metals and gems are )orked
into the clothing. " )ould.#e no#le also needs a signet ring
and ?e)elry 7)orth at least 1;; gp9 to accessorize this outfit.
Pea#ant%# FutfitB his set of clothes consists of a loose shirt
and #aggy #reeches, or a loose shirt and skirt or o*erdress.
Cloth )rappings are used for shoes.
Royal FutfitB his is ?ust the clothing, not the royal scepter,
cro)n, ring, and other accoutrements. 'oyal clothes are
ostentatious, )ith gems, gold, silk, and fur in a#undance.
'cholar%# FutfitB Perfect for a scholar, this outfit includes a
ro#e, a #elt, a cap, soft shoes, and possi#ly a cloak.
,raveler%# FutfitB his set of clothes consists of #oots, a
)ool skirt or #reeches, a sturdy #elt, a shirt 7perhaps )ith a
*est or ?acket9, and an ample cloak )ith a hood.
&ood, Drin", and 1odging
hese prices are for meals and accommodations at
esta#lishments in an a*erage city.
-nnB Poor accommodations at an inn amount to a place on
the floor near the hearth. Common accommodations consist
of a place on a raised, heated floor and the use of a #lanket
and a pillo). Good accommodations consist of a small,
pri*ate room )ith one #ed, some amenities, and a co*ered
cham#er pot in the corner.
!eal#B Poor meals might #e composed of #read, #aked
turnips, onions, and )ater. Common meals might consist of
#read, chicken ste), carrots, and )atered.do)n ale or )ine.
Good meals might #e composed of #read and pastries, #eef,
peas, and ale or )ine.
!ount# and Related Gear
hese are the common mounts a*aila#le in most cities. $ome
markets might ha*e additional creatures a*aila#le, such as
camels or e*en griffons, depending on the terrain. $uch
additional choices are up to GM discretion.
arding, !edium Creature and 1arge CreatureB 1arding
is a type of armor that co*ers the head, neck, chest, #ody, and
possi#ly legs of a horse or other mount. 1arding made of
medium or hea*y armor pro*ides #etter protection than light
#arding, #ut at the expense of speed. 1arding can #e made of
any of the armor types found on a#leB "rmor and $hields.
"rmor for a horse 7a =arge nonhumanoid creature9 costs four
times as much as human armor 7a Medium humanoid
creature9 and also )eighs t)ice as much 7see a#leB "rmor
for 5nusual Creatures9. :f the #arding is for a pony or other
Medium mount, the cost is only dou#le, and the )eight is the
same as for Medium armor )orn #y a humanoid. Medium or
hea*y #arding slo)s a mount that )ears it, as sho)n on the
ta#le #elo).
3lying mounts canCt fly in medium or hea*y #arding.
'emo*ing and fitting #arding takes fi*e times as long as the
figures gi*en on a#leB (onning "rmor. " #arded animal
cannot #e used to carry any load other than a rider and
normal saddle#ags.
arding
!odifier
/<0 ft0 /=0 ft*0 /60 ft*0
Medium ,; ft. ,5 ft. /; ft.
-ea*y ,; ft.P ,5 ft.P /; ft.P
P " mount )earing hea*y armor mo*es at only triple its
normal speed )hen running instead of 6uadruple.
Dog, RidingB his Medium dog is specially trained to carry a
$mall humanoid rider. :t is #ra*e in com#at like a )ar.
trained horse. (ue to its smaller stature, you take no damage
)hen you fall from a riding dog.
Don"ey or !uleB (onkeys and mules are stolid in the face
of danger, hardy, surefooted, and capa#le of carrying hea*y
loads o*er *ast distances. 5nlike a horse, a donkey or a mule
is )illing 7though not eager9 to enter dungeons and other
strange or threatening places.
&eedB -orses, donkeys, mules, and ponies can graze to
sustain themsel*es, #ut pro*iding feed for them is #etter. :f
you ha*e a riding dog, you ha*e to feed it meat.
5or#eB " horse is suita#le as a mount for a human, d)arf,
elf, half.elf, or half.orc. " pony is smaller than a horse and is
a suita#le mount for a gnome or halfling.
" com#at.trained horse can #e ridden into com#at )ithout
danger. $ee the -andle "nimal skill for a list of tricks kno)n
#y horses and ponies )ith com#at training.
'addle, 23oticB "n exotic saddle is designed for an unusual
mount. +xotic saddles come in military, pack, and riding
styles.
'addle, !ilitaryB his saddle #races the rider, pro*iding a
G& circumstance #onus on 'ide checks related to staying in
the saddle. :f youCre knocked unconscious )hile in a military
saddle, you ha*e a !5I chance to stay in the saddle.
'addle, Pac"B " pack saddle holds gear and supplies, #ut not
a rider. :t holds as much gear as the mount can carry.
'addle, RidingB :f you are knocked unconscious )hile in a
Page 1/2
riding saddle, you ha*e a 5;I chance to stay in the saddle.
,ran#port
he prices listed are to purchase the *ehicle. hese prices
generally exclude cre) or animals.
CarriageB his four.)heeled *ehicle can transport as many
as four people )ithin an enclosed ca#, plus t)o dri*ers. :n
general, t)o horses 7or other #easts of #urden9 dra) it. "
carriage comes )ith the harness needed to pull it.
CartB his t)o.)heeled *ehicle can #e dra)n #y a single
horse 7or other #east of #urden9. :t comes )ith a harness.
GalleyB his three.masted ship has !; oars on either side and
re6uires a total cre) of &;;. " galley is 1,; feet long and &;
feet )ide, and can carry 15; tons of cargo or &5; soldiers.
3or %,;;; gp more, it can #e fitted )ith a ram and castles
)ith firing platforms fore, aft, and amidships. his ship
cannot make sea *oyages and sticks to the coast. :t mo*es
a#out / miles per hour )hen #eing ro)ed or under sail.
EeelboatB his 5;. to !5.foot.long ship is 15 to &; feet )ide
and has a fe) oars to supplement its single mast )ith a
s6uare sail. :t has a cre) of % to 15 and can carry /; to 5;
tons of cargo or 1;; soldiers. :t can make sea *oyages, as
)ell as sail do)n ri*ers 7thanks to its flat #ottom9. :t mo*es
a#out 1 mile per hour.
1ong#hipB his !5.foot.long ship )ith /; oars re6uires a
total cre) of 5;. :t has a single mast and a s6uare sail, and it
can carry 5; tons of cargo or 1&; soldiers. " longship can
make sea *oyages. :t mo*es a#out , miles per hour )hen
#eing ro)ed or under sail.
Ro6boatB his %. to 1&.foot.long #oat )ith t)o oars holds
t)o or three Medium passengers. :t mo*es a#out 1.1@& miles
per hour.
'ailing 'hipB his large, sea)orthy ship is !5 to 2; feet long
and &; feet )ide, and has a cre) of &;. :t can carry 15; tons
of cargo. :t has s6uare sails on its t)o masts and can make
sea *oyages. :t mo*es a#out & miles per hour.
'ledB his is a )agon on runners for sno) and ice tra*el. :n
general, t)o horses 7or other #easts of #urden9 dra) it. " sled
comes )ith the harness needed to pull it.
AagonB " four.)heeled, open *ehicle for transporting hea*y
loads. )o horses 7or other #easts of #urden9 must dra) it. "
)agon comes )ith the harness needed to pull it.
Aar#hipB his 1;;.foot.long ship has a single mast,
although oars can also propel it. :t has a cre) of 0; to %;
ro)ers. his ship can carry 10; soldiers, #ut not for long
distances, since there isnCt room for supplies to support that
many people. he )arship cannot make sea *oyages and
sticks to the coast. :t is not used for cargo. :t mo*es a#out &.
1@& miles per hour )hen #eing ro)ed or under sail.
'pellca#ting and 'ervice#
$ometimes the #est solution to a pro#lem is to hire someone
else to take care of it.
Coach CabB he price gi*en is for a ride in a coach that
transports people 7and light cargo9 #et)een to)ns. 3or a ride
in a ca# that transports passengers )ithin a city, 1 copper
piece usually takes you any)here you need to go.
5ireling, ,rainedB he amount gi*en is the typical daily
)age for mercenary )arriors, masons, craftsmen, cooks,
scri#es, teamsters, and other trained hirelings. his *alue
represents a minimum )age8 many such hirelings re6uire
significantly higher pay.
5ireling, HntrainedB he amount sho)n is the typical daily
)age for la#orers, maids, and other menial )orkers.
!e##engerB his includes horse.riding messengers and
runners. hose )illing to carry a message to a place they
)ere going any)ay may ask for only half the indicated
amount.
Road or Gate ,ollB " toll is sometimes charged to cross a
)ell.kept and )ell.guarded road to pay for patrols on it and
for its upkeep. Occasionally, a large, )alled city charges a
toll to enter or exit 7or sometimes ?ust to enter9.
'hip%# Pa##ageB Most ships do not specialize in passengers,
#ut many ha*e the capa#ility to take a fe) along )hen
transporting cargo. (ou#le the gi*en cost for creatures larger
than Medium or creatures that are other)ise difficult to #ring
a#oard a ship.
'pellca#tingB he indicated amount is ho) much it costs to
get a spellcaster to cast a spell for you. his cost assumes
that you can go to the spellcaster and ha*e the spell cast at
his con*enience 7generally at least &/ hours later, so that the
spellcaster has time to prepare the spell in 6uestion9. :f you
)ant to #ring the spellcaster some)here to cast a spell you
need to negotiate )ith him, and the default ans)er is no.
he cost gi*en is for any spell that does not re6uire a costly
material component. :f the spell includes a material
component, add the cost of that component to the cost of the
spell. :f the spell has a focus component 7other than a di*ine
focus9, add 1@1; the cost of that focus to the cost of the spell.
3urthermore, if a spell has dangerous conse6uences, the
spellcaster )ill certainly re6uire proof that you can and )ill
pay for dealing )ith any such conse6uences 7that is,
assuming that the spellcaster e*en agrees to cast such a spell,
)hich isnCt certain9. :n the case of spells that transport the
caster and characters o*er a distance, you )ill likely ha*e to
pay for t)o castings of the spell, e*en if you arenCt returning
)ith the caster.
:n addition, not e*ery to)n or *illage has a spellcaster of
sufficient le*el to cast any spell. :n general, you must tra*el
Page 15;
to a small to)n 7or larger settlement9 to #e reasona#ly
assured of finding a spellcaster capa#le of casting 1st.le*el
spells, a large to)n for &nd.le*el spells, a small city for ,rd.
or /th.le*el spells, a large city for 5th. or 0th.le*el spells,
and a metropolis for !th. or %th.le*el spells. +*en a
metropolis isnCt guaranteed to ha*e a local spellcaster a#le to
cast 2th.le*el spells.
Page 151
9. Additional R%les
Alignment
" creatureCs general moral and personal attitudes are
represented #y its alignmentB la)ful good, neutral good,
chaotic good, la)ful neutral, neutral, chaotic neutral, la)ful
e*il, neutral e*il, or chaotic e*il.
"lignment is a tool for de*eloping your characterCs identity
Kit is not a strait?acket for restricting your character. +ach
alignment represents a #road range of personality types or
personal philosophies, so t)o characters of the same
alignment can still #e 6uite different from each other. :n
addition, fe) people are completely consistent.
"ll creatures ha*e an alignment. "lignment determines the
effecti*eness of some spells and magic items.
"nimals and other creatures incapa#le of moral action are
neutral. +*en deadly *ipers and tigers that eat people are
neutral #ecause they lack the capacity for morally right or
)rong #eha*ior. (ogs may #e o#edient and cats free.spirited,
#ut they do not ha*e the moral capacity to #e truly la)ful or
chaotic.
Good Der#u# 2vil
Good characters and creatures protect innocent life. +*il
characters and creatures de#ase or destroy innocent life,
)hether for fun or profit.
Good implies altruism, respect for life, and a concern for the
dignity of sentient #eings. Good characters make personal
sacrifices to help others.
+*il implies hurting, oppressing, and killing others. $ome
e*il creatures simply ha*e no compassion for others and kill
)ithout 6ualms if doing so is con*enient. Others acti*ely
pursue e*il, killing for sport or out of duty to some e*il deity
or master.
People )ho are neutral )ith respect to good and e*il ha*e
compunctions against killing the innocent, #ut may lack the
commitment to make sacrifices to protect or help others.
1a6 Der#u# Chao#
=a)ful characters tell the truth, keep their )ord, respect
authority, honor tradition, and ?udge those )ho fall short of
their duties. Chaotic characters follo) their consciences,
resent #eing told )hat to do, fa*or ne) ideas o*er tradition,
and do )hat they promise if they feel like it.
=a) implies honor, trust)orthiness, o#edience to authority,
and relia#ility. On the do)nside, la)fulness can include
closed.mindedness, reactionary adherence to tradition, self.
righteousness, and a lack of adapta#ility. hose )ho
consciously promote la)fulness say that only la)ful
#eha*ior creates a society in )hich people can depend on
each other and make the right decisions in full confidence
that others )ill act as they should.
Chaos implies freedom, adapta#ility, and flexi#ility. On the
do)nside, chaos can include recklessness, resentment to)ard
legitimate authority, ar#itrary actions, and irresponsi#ility.
hose )ho promote chaotic #eha*ior say that only unfettered
personal freedom allo)s people to express themsel*es fully
and lets society #enefit from the potential that its indi*iduals
ha*e )ithin them.
$omeone )ho is neutral )ith respect to la) and chaos has
some respect for authority and feels neither a compulsion to
o#ey nor a compulsion to re#el. $he is generally honest, #ut
can #e tempted into lying or decei*ing others.
.lignment 'tep#
Occasionally the rules refer to DstepsF )hen dealing )ith
alignment. :n this case, DstepsF refers to the num#er of
alignment shifts #et)een the t)o alignments, as sho)n on
the follo)ing diagram. Aote that diagonal DstepsF count as
t)o steps. 3or example, a la)ful neutral character is one step
a)ay from a la)ful good alignment, and three steps a)ay
from a chaotic e*il alignment. " clericCs alignment must #e
)ithin one step of the alignment of her deity.
1a6ful Neutral Chaotic
Good =a)ful Good Aeutral Good Chaotic Good
Neutral =a)ful Aeutral Aeutral Chaotic Aeutral
2vil =a)ful +*il Aeutral +*il Chaotic +*il
,he Nine .lignment#
Aine distinct alignments define the possi#le com#inations of
the la)ful.chaotic axis )ith the good.e*il axis. +ach
description #elo) depicts a typical character of that
alignment. 'emem#er that indi*iduals *ary from this norm,
and that a gi*en character may act more or less in accord
)ith his alignment from day to day. 5se these descriptions as
guidelines, not as scripts.
he first six alignments, la)ful good through chaotic neutral,
are standard alignments for player characters. he three e*il
alignments are usually for monsters and *illains. 4ith the
GMCs permission, a player may assign an e*il alignment to
his PC, #ut such characters are often a source of disruption
and conflict )ith good and neutral party mem#ers. GMs are
encouraged to carefully consider ho) e*il PCs might affect
the campaign #efore allo)ing them.
Page 15&
1a6ful Good( " la)ful good character acts as a good person
is expected or re6uired to act. $he com#ines a commitment
to oppose e*il )ith the discipline to fight relentlessly. $he
tells the truth, keeps her )ord, helps those in need, and
speaks out against in?ustice. " la)ful good character hates to
see the guilty go unpunished.
=a)ful good com#ines honor )ith compassion.
Neutral Good( " neutral good character does the #est that a
good person can do. -e is de*oted to helping others. -e
)orks )ith kings and magistrates #ut does not feel #eholden
to them.
Aeutral good means doing )hat is good and right )ithout
#ias for or against order.
Chaotic Good( " chaotic good character acts as his
conscience directs him )ith little regard for )hat others
expect of him. -e makes his o)n )ay, #ut heCs kind and
#ene*olent. -e #elie*es in goodness and right #ut has little
use for la)s and regulations. -e hates it )hen people try to
intimidate others and tell them )hat to do. -e follo)s his
o)n moral compass, )hich, although good, may not agree
)ith that of society.
Chaotic good com#ines a good heart )ith a free spirit.
1a6ful Neutral( " la)ful neutral character acts as la),
tradition, or a personal code directs her. Order and
organization are paramount. $he may #elie*e in personal
order and li*e #y a code or standard, or she may #elie*e in
order for all and fa*or a strong, organized go*ernment.
=a)ful neutral means you are relia#le and honora#le )ithout
#eing a zealot.
Neutral( " neutral character does )hat seems to #e a good
idea. $he doesnCt feel strongly one )ay or the other )hen it
comes to good *s. e*il or la) *s. chaos 7and thus neutral is
sometimes called Dtrue neutralF9. Most neutral characters
exhi#it a lack of con*iction or #ias rather than a commitment
to neutrality. $uch a character pro#a#ly thinks of good as
#etter than e*ilKafter all, she )ould rather ha*e good
neigh#ors and rulers than e*il ones. $till, sheCs not personally
committed to upholding good in any a#stract or uni*ersal
)ay.
$ome neutral characters, on the other hand, commit
themsel*es philosophically to neutrality. hey see good, e*il,
la), and chaos as pre?udices and dangerous extremes. hey
ad*ocate the middle )ay of neutrality as the #est, most
#alanced road in the long run.
Aeutral means you act naturally in any situation, )ithout
pre?udice or compulsion.
Chaotic Neutral( " chaotic neutral character follo)s his
)hims. -e is an indi*idualist first and last. -e *alues his
o)n li#erty #ut doesnCt stri*e to protect othersC freedom. -e
a*oids authority, resents restrictions, and challenges
traditions. " chaotic neutral character does not intentionally
disrupt organizations as part of a campaign of anarchy. o do
so, he )ould ha*e to #e moti*ated either #y good 7and a
desire to li#erate others9 or e*il 7and a desire to make those
others suffer9. " chaotic neutral character may #e
unpredicta#le, #ut his #eha*ior is not totally random. -e is
not as likely to ?ump off a #ridge as he is to cross it.
Chaotic neutral represents freedom from #oth societyCs
restrictions and a do.gooderCs zeal.
1a6ful 2vil( " la)ful e*il *illain methodically takes )hat
he )ants )ithin the limits of his code of conduct )ithout
regard for )hom it hurts. -e cares a#out tradition, loyalty,
and order, #ut not a#out freedom, dignity, or life. -e plays #y
the rules #ut )ithout mercy or compassion. -e is
comforta#le in a hierarchy and )ould like to rule, #ut is
)illing to ser*e. -e condemns others not according to their
actions #ut according to race, religion, homeland, or social
rank. -e is loath to #reak la)s or promises.
his reluctance comes partly from his nature and partly
#ecause he depends on order to protect himself from those
)ho oppose him on moral grounds. $ome la)ful e*il *illains
ha*e particular ta#oos, such as not killing in cold #lood 7#ut
ha*ing underlings do it9 or not letting children come to harm
7if it can #e helped9. hey imagine that these compunctions
put them a#o*e unprincipled *illains.
$ome la)ful e*il people and creatures commit themsel*es to
e*il )ith a zeal like that of a crusader committed to good.
1eyond #eing )illing to hurt others for their o)n ends, they
take pleasure in spreading e*il as an end unto itself. hey
may also see doing e*il as part of a duty to an e*il deity or
master.
=a)ful e*il represents methodical, intentional, and organized
e*il.
Neutral 2vil( " neutral e*il *illain does )hate*er she can
get a)ay )ith. $he is out for herself, pure and simple. $he
sheds no tears for those she kills, )hether for profit, sport, or
con*enience. $he has no lo*e of order and holds no illusions
that follo)ing la)s, traditions, or codes )ould make her any
#etter or more no#le. On the other hand, she doesnCt ha*e the
restless nature or lo*e of conflict that a chaotic e*il *illain
has.
$ome neutral e*il *illains hold up e*il as an ideal,
committing e*il for its o)n sake. Most often, such *illains
are de*oted to e*il deities or secret societies.
Aeutral e*il represents pure e*il )ithout honor and )ithout
*ariation.
Chaotic 2vil( " chaotic e*il character does )hat his greed,
hatred, and lust for destruction dri*e him to do. -e is *icious,
ar#itrarily *iolent, and unpredicta#le. :f he is simply out for
)hate*er he can get, he is ruthless and #rutal. :f he is
committed to the spread of e*il and chaos, he is e*en )orse.
Page 15,
hankfully, his plans are haphazard, and any groups he ?oins
or forms are likely to #e poorly organized. ypically, chaotic
e*il people can #e made to )ork together only #y force, and
their leader lasts only as long as he can th)art attempts to
topple or assassinate him.
Chaotic e*il represents the destruction not only of #eauty and
life, #ut also of the order on )hich #eauty and life depend.
Changing .lignment#
"lignment is a tool, a con*enient shorthand you can use to
summarize the general attitude of an APC, region, religion,
organization, monster, or e*en magic item.
Certain character classes in Classes list repercussions for
those )ho donCt adhere to a specific alignment, and some
spells and magic items ha*e different effects on targets
depending on alignment, #ut #eyond that itCs generally not
necessary to )orry too much a#out )hether someone is
#eha*ing differently from his stated alignment. :n the end,
the Game Master is the one )ho gets to decide if somethingCs
in accordance )ith its indicated alignment, #ased on the
descriptions gi*en pre*iously and his o)n opinion and
interpretationKthe only thing the GM needs to stri*e for is
to #e consistent as to )hat constitutes the difference #et)een
alignments like chaotic neutral and chaotic e*il. hereCs no
hard and fast mechanic #y )hich you can measure alignment
Kunlike hit points or skill ranks or "rmor Class, alignment
is solely a la#el the GM controls.
:tCs #est to let players play their characters as they )ant. :f a
player is roleplaying in a )ay that you, as the GM, think
doesnCt fit his alignment, let him kno) that heCs acting out of
alignment and tell him )hyK#ut do so in a friendly manner.
:f a character )ants to change his alignment, let himKin
most cases, this should amount to little more than a change
of personality, or in some cases, no change at all if the
alignment change )as more of an ad?ustment to more
accurately summarize ho) a player, in your opinion, is
portraying his character. :n some cases, changing alignments
can impact a characterCs a#ilitiesKsee the class )rite.ups in
Classes for details. "n atonement spell may #e necessary to
repair damage done #y alignment changes arising from
in*oluntary sources or momentary lapses in personality.
Players )ho fre6uently ha*e their characters change
alignment should in all likelihood #e playing chaotic neutral
characters.
:ital Statistics
he follo)ing section determines a characterCs starting age,
height, and )eight. he characterCs race and class influence
these statistics. Consult your GM #efore making a character
that does not conform to these statistics.
.ge
Jou can choose or randomly generate your characterCs age. :f
you choose it, it must #e at least the minimum age for the
characterCs race and class. "lternati*ely, roll the dice
indicated for your class on a#leB 'andom $tarting "ges and
add the result to the minimum age of adulthood for your race
to determine ho) old your character is.
Table A-1: .ando! Startin Aes
Race .dulthood
arbarian,
Rogue,
'orcerer
ard,
&ighter,
Paladin,
Ranger
Cleric,
Druid,
!on",
Ai$ard
-uman 15 years G1d/ G1d0 G&d0
()arf /; years G,d0 G5d0 G!d0
+lf 11; years G/d0 G0d0 G1;d0
Gnome /; years G/d0 G0d0 G2d0
-alf.elf &; years G1d0 G&d0 G,d0
-alf.orc 1/ years G1d/ G1d0 G&d0
-alfling &; years G&d/ G,d0 G/d0
4ith age, a characterCs physical a#ility scores decrease and
his mental a#ility scores increase 7see a#leB "ging +ffects9.
he effects of each aging step are cumulati*e. -o)e*er,
none of a characterCs a#ility scores can #e reduced #elo) 1 in
this )ay.
4hen a character reaches *enera#le age, secretly roll his
maximum age and record the result, )hich the player does
not kno). " character )ho reaches his maximum age dies of
old age sometime during the follo)ing year.
he maximum ages are for player characters. Most people in
the )orld at large die from pestilence, accidents, infections,
or *iolence #efore getting to *enera#le age.
Table A-2: Ain +ffects
Race
!iddle
.ge
8
Fld
2
Denerable
;
!a3imum
.ge
-uman ,5 years 5, years !; years
!; G &d&;
years
()arf 1&5 years 1%% years &5; years
&5; G &dI
years
+lf 1!5 years &0, years ,5; years
,5; G /dI
years
Gnome 1;; years 15; years &;; years
&;; G ,dI
years
-alf.elf 0& years 2, years 1&5 years
1&5 G ,d&;
years
Page 15/
Race
!iddle
.ge
8
Fld
2
Denerable
;
!a3imum
.ge
-alf.orc ,; years /5 years 0; years
0; G &d1;
years
-alfling 5; years !5 years 1;; years
1;; G 5d&;
years
1 "t middle age, H1 to $tr, (ex, and Con8 G1 to :nt, 4is, and
Cha.
& "t old age, H& to $tr, (ex, and Con8 G1 to :nt, 4is, and
Cha.
, "t *enera#le age, H, to $tr, (ex, and Con8 G1 to :nt, 4is,
and Cha.
5eight and Aeight
o determine a characterCs height, roll the modifier dice
indicated on a#leB 'andom -eight and 4eight and add the
result, in inches, to the #ase height for your characterCs race
and gender. o determine a characterCs )eight, multiply the
result of the modifier dice #y the )eight multiplier and add
the result to the #ase )eight for your characterCs race and
gender.
Table A-3: .ando! 5eiht and 9eiht
Race
a#e
5eight
a#e
Aeight
!odifier
Aeight
!ultiplier
-uman, male / ft. 1; in. 1&; l#s. &d1; L5 l#s.
-uman, female / ft. 5 in. %5 l#s. &d1; L5 l#s.
()arf, male , ft. 2 in. 15; l#s. &d/ L! l#s.
()arf, female , ft. ! in. 1&; l#s. &d/ L! l#s.
+lf, male 5 ft. / in. 1;; l#s. &d% L, l#s.
+lf, female 5 ft. / in. 2; l#s. &d0 L, l#s.
Gnome, male , ft. ; in. ,5 l#s. &d/ L1 l#.
Gnome, female & ft. 1; in. ,; l#s. &d/ L1 l#.
-alf.elf, male 5 ft. & in. 11; l#s. &d% L5 l#s.
-alf.elf, female 5 ft. ; in. 2; l#s. &d% L5 l#s.
-alf.orc, male / ft. 1; in. 15; l#s. &d1& L! l#s.
-alf.orc,
female
/ ft. 5 in. 11; l#s. &d1& L! l#s.
-alfling, male & ft. % in. ,; l#s. &d/ L1 l#.
-alfling,
female
& ft. 0 in. &5 l#s. &d/ L1 l#.
Carrying Capacity
hese carrying capacity rules determine ho) much a
characterCs e6uipment slo)s him do)n. +ncum#rance comes
in t)o partsB encum#rance #y armor and encum#rance #y
total )eight.
+ncum#rance #y "rmorB " characterCs armor determines his
maximum (exterity #onus to "C, armor check penalty,
speed, and running speed. 5nless your character is )eak or
carrying a lot of gear, thatCs all you need to kno)8 the extra
gear your character carries )onCt slo) him do)n any more
than the armor already does.
:f your character is )eak or carrying a lot of gear, ho)e*er,
then youCll need to calculate encum#rance #y )eight. (oing
so is most important )hen your character is trying to carry
some hea*y o#?ect.
Table A-7: Carryin Capacity
'trength
'core
1ight 1oad !edium 1oad 5eavy 1oad
1 , l#s. or less /H0 l#s. !H1; l#s.
& 0 l#s. or less !H1, l#s. 1/H&; l#s.
, 1; l#s. or less 11H&; l#s. &1H,; l#s.
/ 1, l#s. or less 1/H&0 l#s. &!H/; l#s.
5 10 l#s. or less 1!H,, l#s. ,/H5; l#s.
0 &; l#s. or less &1H/; l#s. /1H0; l#s.
! &, l#s. or less &/H/0 l#s. /!H!; l#s.
% &0 l#s. or less &!H5, l#s. 5/H%; l#s.
2 ,; l#s. or less ,1H0; l#s. 01H2; l#s.
1; ,, l#s. or less ,/H00 l#s. 0!H1;; l#s.
11 ,% l#s. or less ,2H!0 l#s. !!H115 l#s.
1& /, l#s. or less //H%0 l#s. %!H1,; l#s.
1, 5; l#s. or less 51H1;; l#s. 1;1H15; l#s.
1/ 5% l#s. or less 52H110 l#s. 11!H1!5 l#s.
15 00 l#s. or less 0!H1,, l#s. 1,/H&;; l#s.
10 !0 l#s. or less !!H15, l#s. 15/H&,; l#s.
1! %0 l#s. or less %!H1!, l#s. 1!/H&0; l#s.
1% 1;; l#s. or less 1;1H&;; l#s. &;1H,;; l#s.
12 110 l#s. or less 11!H&,, l#s. &,/H,5; l#s.
&; 1,, l#s. or less 1,/H&00 l#s. &0!H/;; l#s.
&1 15, l#s. or less 15/H,;0 l#s. ,;!H/0; l#s.
&& 1!, l#s. or less 1!/H,/0 l#s. ,/!H5&; l#s.
&, &;; l#s. or less &;1H/;; l#s. /;1H0;; l#s.
&/ &,, l#s. or less &,/H/00 l#s. /0!H!;; l#s.
&5 &00 l#s. or less &0!H5,, l#s. 5,/H%;; l#s.
&0 ,;0 l#s. or less ,;!H01, l#s. 01/H2&; l#s.
&! ,/0 l#s. or less ,/!H02, l#s. 02/H1,;/; l#s.
&% /;; l#s. or less /;1H%;; l#s. %;1H1,&;; l#s.
&2 /00 l#s. or less /0!H2,, l#s. 2,/H1,/;; l#s.
G1; L/ L/ L/
+ncum#rance #y 4eightB :f you )ant to determine )hether
Page 155
your characterCs gear is hea*y enough to slo) him do)n
more than his armor already does, total the )eight of all the
characterCs items, including armor, )eapons, and gear.
Compare this total to the characterCs $trength on a#leB
Carrying Capacity. (epending on the characterCs carrying
capacity, he or she may #e carrying a light, medium, or
hea*y load. =ike armor, a characterCs load affects his
maximum (exterity #onus to "C, carries a check penalty
7)hich )orks like an armor check penalty9, reduces the
characterCs speed, and affects ho) fast the character can run,
as sho)n on a#leB +ncum#rance +ffects. " medium or
hea*y load counts as medium or hea*y armor for the purpose
of a#ilities or skills that are restricted #y armor. Carrying a
light load does not encum#er a character.
:f your character is )earing armor, use the )orse figure
7from armor or from load9 for each category. (o not stack
the penalties.
Table A-8: +ncu!brance +ffects
1oad !a3 De3
Chec"
Penalty
'peed
Run
/;0 ft*0 /20 ft*0
Medium G, H, &; ft. 15 ft. L/
-ea*y G1 H0 &; ft. 15 ft. L,
=ifting and (raggingB " character can lift as much as his
maximum load o*er his head. " characterCs maximum load is
the highest amount of )eight listed for a characterCs $trength
in the hea*y load column of a#leB Carrying Capacity.
" character can lift as much as dou#le his maximum load off
the ground, #ut he or she can only stagger around )ith it.
4hile o*erloaded in this )ay, the character loses any
(exterity #onus to "C and can mo*e only 5 feet per round
7as a full.round action9.
" character can generally push or drag along the ground as
much as fi*e times his maximum load. 3a*ora#le conditions
can dou#le these num#ers, and #ad circumstances can reduce
them #y half or more.
1igger and $maller CreaturesB he figures on a#leB
Carrying Capacity are for Medium #ipedal creatures. " larger
#ipedal creature can carry more )eight depending on its size
category, as follo)sB =arge L&, -uge L/, Gargantuan L%,
Colossal L10. " smaller creature can carry less )eight
depending on its size category, as follo)sB $mall L,@/, iny
L1@&, (iminuti*e L1@/, 3ine L1@%.
Quadrupeds can carry hea*ier loads than #ipeds can.
Multiply the *alues corresponding to the creatureCs $trength
score from a#leB Carrying Capacity #y the appropriate
modifier, as follo)sB 3ine L1@/, (iminuti*e L1@&, iny L,@/,
$mall L1, Medium L1.1@&, =arge L,, -uge L0, Gargantuan
L1&, Colossal L&/.
remendous $trengthB 3or $trength scores not sho)n on
a#leB Carrying Capacity, find the $trength score #et)een &;
and &2 that has the same num#er in the DonesF digit as the
creatureCs $trength score does and multiply the num#ers in
that ro) #y / for e*ery 1; points the creatureCs $trength is
a#o*e the score for that ro).
.rmor and 2ncumbrance for Fther a#e
'peed#
he ta#le #elo) pro*ides reduced speed figures for all #ase
speeds from 5 feet to 1&; feet 7in 5.foot increments9.
a#e 'peed
Reduced
'peed
a#e 'peed
Reduced
'peed
5 ft. 5 ft. 05 ft. /5 ft.
1; ft.H15 ft. 1; ft. !; ft.H!5 ft. 5; ft.
&; ft. 15 ft. %; ft. 55 ft.
&5 ft.H,; ft. &; ft. %5 ft.H2; ft. 0; ft.
,5 ft. &5 ft. 25 ft. 05 ft.
/; ft.H/5 ft. ,; ft. 1;; ft.H1;5 ft. !; ft.
5; ft. ,5 ft. 11; ft. !5 ft.
55 ft.H0; ft. /; ft. 115 ft.H1&; ft. %; ft.
)o!ement
here are three mo*ement scales, as follo)sB
actical, for com#at, measured in feet 7or 5.foot
s6uares9 per round.
=ocal, for exploring an area, measured in feet per
minute.
O*erland, for getting from place to place, measured
in miles per hour or miles per day.
Modes of Mo*ementB 4hile mo*ing at the different
mo*ement scales, creatures generally )alk, hustle, or run.
4alkB " )alk represents unhurried #ut purposeful mo*ement
7, miles per hour for an unencum#ered adult human9.
-ustleB " hustle is a ?og 7a#out 0 miles per hour for an
unencum#ered human9. " character mo*ing his speed t)ice
in a single round, or mo*ing that speed in the same round
that he or she performs a standard action or another mo*e
action, is hustling )hen he or she mo*es.
'un 7L,9B Mo*ing three times speed is a running pace for a
character in hea*y armor 7a#out ! miles per hour for a human
in full plate9.
'un 7L/9B Mo*ing four times speed is a running pace for a
character in light, medium, or no armor 7 a#out 1& miles per
hour for an unencum#ered human, or 2 miles per hour for a
human in chainmail9 $ee a#leB Mo*ement and (istance for
details.
Page 150
Table A-@: Mo%e!ent and 'istance
'peed 8= feet 20 feet ;0 feet <0 feet
Fne Round /,actical0L
4alk 15 ft. &; ft. ,; ft. /; ft.
-ustle ,; ft. /; ft. 0; ft. %; ft.
'un 7L,9 /5 ft. 0; ft. 2; ft. 1&; ft.
'un 7L/9 0; ft. %; ft. 1&; ft. 10; ft.
Fne !inute /1ocal0
4alk 15; ft. &;; ft. ,;; ft. /;; ft.
-ustle ,;; ft. /;; ft. 0;; ft. %;; ft.
'un 7L,9 /5; ft. 0;; ft. 2;; ft. 1,&;; ft.
'un 7L/9 0;; ft. %;; ft. 1,&;; ft. 1,0;; ft.
Fne 5our /Fverland0
4alk 1.1@& miles & miles , miles / miles
-ustle , miles / miles 0 miles % miles
'un K K K K
Fne Day /Fverland0
4alk 1& miles 10 miles &/ miles ,& miles
-ustle K K K K
'un K K K K
P actical mo*ement is often measured in s6uares on the
#attle grid 71 s6uare S 5 feet9 rather than feet.
,actical !ovement
actical mo*ement is used for com#at. Characters generally
donCt )alk during com#at, for o#*ious reasonsKthey hustle
or run instead. " character )ho mo*es his speed and takes
some action is hustling for a#out half the round and doing
something else the other half.
Table A-A: 5a!pered Mo%e!ent
Condition .dditional !ovement Co#t
(ifficult terrain L&
O#stacleP L&
Poor *isi#ility L&
:mpassa#le K
P May re6uire a skill check
-ampered Mo*ementB (ifficult terrain, o#stacles, and poor
*isi#ility can hamper mo*ement 7see a#leB -ampered
Mo*ement for details9. 4hen mo*ement is hampered, each
s6uare mo*ed into usually counts as t)o s6uares, effecti*ely
reducing the distance that a character can co*er in a mo*e.
:f more than one hampering condition applies, multiply all
additional costs that apply. his is a specific exception to the
normal rule for dou#ling.
:n some situations, your mo*ement may #e so hampered that
you donCt ha*e sufficient speed e*en to mo*e 5 feet 71
s6uare9. :n such a case, you may use a full.round action to
mo*e 5 feet 71 s6uare9 in any direction, e*en diagonally.
+*en though this looks like a 5.foot step, itCs not, and thus it
pro*okes attacks of opportunity normally. 7Jou canCt take
ad*antage of this rule to mo*e through impassa#le terrain or
to mo*e )hen all mo*ement is prohi#ited to you.9
Jou canCt run or charge through any s6uare that )ould
hamper your mo*ement.
1ocal !ovement
Characters exploring an area use local mo*ement, measured
in feet per minute.
4alkB " character can )alk )ithout a pro#lem on the local
scale.
-ustleB " character can hustle )ithout a pro#lem on the local
scale. $ee O*erland Mo*ement, #elo), for mo*ement
measured in miles per hour.
'unB " character can run for a num#er of rounds e6ual to his
Constitution score on the local scale )ithout needing to rest.
$ee Com#at for rules co*ering extended periods of running.
Table A-B: Terrain and ?%erland Mo%e!ent
,errain 5igh6ay Road or ,rail ,rac"le##
(esert, sandy L1 L1@& L1@&
3orest L1 L1 L1@&
-ills L1 L,@/ L1@&
Oungle L1 L,@/ L1@/
Moor L1 L1 L,@/
Mountains L,@/ L,@/ L1@&
Plains L1 L1 L,@/
$)amp L1 L,@/ L1@&
undra, frozen L1 L,@/ L,@/
Fverland !ovement
Characters co*ering long distances cross.country use
o*erland mo*ement. O*erland mo*ement is measured in
miles per hour or miles per day. " day represents % hours of
actual tra*el time. 3or ro)ed )atercraft, a day represents 1;
hours of ro)ing. 3or a sailing ship, it represents &/ hours.
4alkB " character can )alk % hours in a day of tra*el )ithout
a pro#lem. 4alking for longer than that can )ear him out
7see 3orced March, #elo)9.
-ustleB " character can hustle for 1 hour )ithout a pro#lem.
-ustling for a second hour in #et)een sleep cycles deals 1
point of nonlethal damage, and each additional hour deals
Page 15!
t)ice the damage taken during the pre*ious hour of hustling.
" character )ho takes any nonlethal damage from hustling
#ecomes fatigued.
" fatigued character canCt run or charge and takes a penalty
of H& to $trength and (exterity. +liminating the nonlethal
damage also eliminates the fatigue.
'unB " character canCt run for an extended period of time.
"ttempts to run and rest in cycles effecti*ely )ork out to a
hustle.
errainB he terrain through )hich a character tra*els affects
the distance he can co*er in an hour or a day 7see a#leB
errain and O*erland Mo*ement9. " high)ay is a straight,
ma?or, pa*ed road. " road is typically a dirt track. " trail is
like a road, except that it allo)s only single.file tra*el and
does not #enefit a party tra*eling )ith *ehicles. rackless
terrain is a )ild area )ith no paths.
3orced MarchB :n a day of normal )alking, a character )alks
for % hours. he rest of the daylight time is spent making and
#reaking camp, resting, and eating.
" character can )alk for more than % hours in a day #y
making a forced march. 3or each hour of marching #eyond %
hours, a Constitution check 7(C 1;, G& per extra hour9 is
re6uired. :f the check fails, the character takes 1d0 points of
nonlethal damage. " character )ho takes any nonlethal
damage from a forced march #ecomes fatigued. +liminating
the nonlethal damage also eliminates the fatigue. :tCs possi#le
for a character to march into unconsciousness #y pushing
himself too hard.
Mounted Mo*ementB " mount #earing a rider can mo*e at a
hustle. he damage it takes )hen doing so, ho)e*er, is lethal
damage, not nonlethal damage. he creature can also #e
ridden in a forced march, #ut its Constitution checks
automatically fail, and the damage it takes is lethal damage.
Mounts also #ecome fatigued )hen they take any damage
from hustling or forced marches.
$ee a#leB Mounts and >ehiclesB Mounts and >ehicles for
mounted speeds and speeds for *ehicles pulled #y draft
animals.
4ater#orne Mo*ementB $ee a#leB Mounts and >ehiclesB
Mounts and >ehicles for speeds for )ater *ehicles.
Table A-C: Mounts and 2ehicles
!ount)Dehicle Per 5our Per Day
Mount *carryin load-
=ight horse 0 miles /% miles
=ight horse 71!5H5&5 l#s.9
1
/ miles ,& miles
-ea*y horse 5 miles /; miles
-ea*y horse 7&&2H02; l#s.9
1
,.1@& miles &% miles
Pony / miles ,& miles
!ount)Dehicle Per 5our Per Day
Pony 7151H/5; l#s.9
1
, miles &/ miles
(og, riding / miles ,& miles
(og, riding 71;1H,;; l#s.9
1
, miles &/ miles
Cart or )agon & miles 10 miles
Ship
'aft or #arge 7poled or to)ed9
&
1@& mile 5 miles
<eel#oat 7ro)ed9
&
1 mile 1; miles
'o)#oat 7ro)ed9
&
1.1@& miles 15 miles
$ailing ship 7sailed9 & miles /% miles
4arship 7sailed and ro)ed9 &.1@& miles 0; miles
=ongship 7sailed and ro)ed9 , miles !& miles
Galley 7ro)ed and sailed9 / miles 20 miles
1
Quadrupeds, such as horses, can carry hea*ier loads than
characters can. $ee Carrying Capacity for more information.
&
'afts, #arges, keel#oats, and ro)#oats are most often used
on lakes and ri*ers. :f going do)nstream, add the speed of
the current 7typically , miles per hour9 to the speed of the
*ehicle. :n addition to 1; hours of #eing ro)ed, the *ehicle
can also float an additional 1/ hours, if someone can guide
it, adding an additional /& miles to the daily distance
tra*eled. hese *ehicles canYt #e ro)ed against any
significant current, #ut they can #e pulled upstream #y draft
animals on the shores.
2va#ion and Pur#uit
:n round.#y.round mo*ement, )hen simply counting off
s6uares, itCs impossi#le for a slo) character to get a)ay from
a determined fast character )ithout mitigating circumstances.
=ike)ise, itCs no pro#lem for a fast character to get a)ay
from a slo)er one.
4hen the speeds of the t)o concerned characters are e6ual,
thereCs a simple )ay to resol*e a chaseB :f one creature is
pursuing another, #oth are mo*ing at the same speed, and the
chase continues for at least a fe) rounds, ha*e them make
opposed (exterity checks to see )ho is the faster o*er those
rounds. :f the creature #eing chased )ins, it escapes. :f the
pursuer )ins, it catches the fleeing creature.
$ometimes a chase occurs o*erland and could last all day,
)ith the t)o sides only occasionally getting glimpses of each
other at a distance. :n the case of a long chase, an opposed
Constitution check made #y all parties determines )hich can
keep pace the longest. :f the creature #eing chased rolls the
highest, it gets a)ay. :f not, the chaser runs do)n its prey,
outlasting it )ith stamina.
Page 15%
"x0loration
3e) rules are as *ital to the success of ad*enturers than those
pertaining to *ision, lighting, and ho) to #reak things. 'ules
for each of these are explained #elo).
Di#ion and 1ight
()ar*es and half.orcs ha*e dark*ision, #ut the other races
presented in 'aces need light to see #y. $ee a#leB =ight
$ources and :llumination for the radius that a light source
illuminates and ho) long it lasts. he increased entry
indicates an area outside the lit radius in )hich the light le*el
is increased #y one step 7from darkness to dim light, for
example9.
Table A-1D: &iht Sources and 0llu!ination
FbKect Normal -ncrea#ed Duration
Candle n@a
1
5 ft. 1 hr.
+%erburnin torch &; ft. /; ft. Permanent
=amp, common 15 ft. ,; ft. 0 hr.@pint
=antern, #ullseye 0;.ft. cone 1&;.ft. cone 0 hr.@pint
=antern, hooded ,; ft. 0; ft. 0 hr.@pint
$unrod ,; ft. 0; ft. 0 hr.
orch &; ft. /; ft. 1 hr.
'pell Normal -ncrea#e Duration
Continual fla!e &; ft. /; ft. Permanent
'ancin lihts
7torches9
&; ft. 7each9 /; ft. 7each9 1 min.
'ayliht 0; ft.
&
1&; ft. ,; min.
&iht &; ft. /; ft. 1; min.
1
" candle does not pro*ide normal illumination, only dim
illumination.
&
he light for a daylight spell is #right light.
:n an area of #right light, all characters can see clearly. $ome
creatures, such as those )ith light sensiti*ity and light
#lindness, take penalties )hile in areas of #right light. "
creature canCt use $tealth in an area of #right light unless it is
in*isi#le or has co*er. "reas of #right light include outside in
direct sunshine and inside the area of a daylight spell.
Aormal light functions ?ust like #right light, #ut characters
)ith light sensiti*ity and light #lindness do not take
penalties. "reas of normal light include underneath a forest
canopy during the day, )ithin &; feet of a torch, and inside
the area of a light spell.
:n an area of dim light, a character can see some)hat.
Creatures )ithin this area ha*e concealment 7&;I miss
chance in com#at9 from those )ithout dark*ision or the
a#ility to see in darkness. " creature )ithin an area of dim
light can make a $tealth check to conceal itself. "reas of dim
light include outside at night )ith a moon in the sky, #right
starlight, and the area #et)een &; and /; feet from a torch.
:n areas of darkness, creatures )ithout dark*ision are
effecti*ely #linded. :n addition to the o#*ious effects, a
#linded creature has a 5;I miss chance in com#at 7all
opponents ha*e total concealment9, loses any (exterity
#onus to "C, takes a H& penalty to "C, and takes a H/
penalty on Perception checks that rely on sight and most
$trength. and (exterity.#ased skill checks. "reas of darkness
include an unlit dungeon cham#er, most ca*erns, and outside
on a cloudy, moonless night.
Characters )ith lo).light *ision 7el*es, gnomes, and half.
el*es9 can see o#?ects t)ice as far a)ay as the gi*en radius.
(ou#le the effecti*e radius of #right light, normal light, and
dim light for such characters.
Characters )ith dark*ision 7d)ar*es and half.orcs9 can see
lit areas normally as )ell as dark areas )ithin 0; feet. "
creature canCt hide )ithin 0; feet of a character )ith
dark*ision unless it is in*isi#le or has co*er.
rea"ing and 2ntering
4hen attempting to #reak an o#?ect, you ha*e t)o choicesB
smash it )ith a )eapon or #reak it )ith sheer strength.
Table A-11: Si<e and Ar!or Class of ?b:ects
'i$e .C !odifier
Colossal H%
Gargantuan H/
-uge H&
=arge H1
Medium G;
$mall G1
iny G&
(iminuti*e G/
3ine G%
Table A-12: Substance 5ardness and 5it Points
'ub#tance 5ardne## 5it Point#
Glass 1 1@in. of thickness
Paper or cloth ; &@in. of thickness
'ope ; &@in. of thickness
:ce ; ,@in. of thickness
=eather or hide & 5@in. of thickness
4ood 5 1;@in. of thickness
Page 152
'ub#tance 5ardne## 5it Point#
$tone % 15@in. of thickness
:ron or steel 1; ,;@in. of thickness
Mithral 15 ,;@in. of thickness
"damantine &; /;@in. of thickness
Table A-13: ?b:ect 5ardness and 5it Points
FbKect 5ardne## 5it Point# rea" DC
'ope 71 in. diameter9 ; & &,
$imple )ooden door 5 1; 1,
$mall chest 5 1 1!
Good )ooden door 5 15 1%
reasure chest 5 15 &,
$trong )ooden door 5 &; &,
Masonry )all 71 ft. thick9 % 2; ,5
-e)n stone 7, ft. thick9 % 5/; 5;
Chain 1; 5 &0
Manacles 1; 1; &0
Master)ork manacles 1; 1; &%
:ron door 7& in. thick9 1; 0; &%
Table A-17: 'Cs to Brea" or Burst 0te!s
'trength Chec" to( DC
1reak do)n simple door 1,
1reak do)n good door 1%
1reak do)n strong door &,
1urst rope #onds &,
1end iron #ars &/
1reak do)n #arred door &5
1urst chain #onds &0
1reak do)n iron door &%
Condition DC .dKu#tmentL
-old portal G5
"rcane lock G1;
P :f #oth apply, use the larger num#er.
'ma#hing an FbKect
$mashing a )eapon or shield )ith a slashing or #ludgeoning
)eapon is accomplished )ith the sunder com#at maneu*er
7see Com#at9. $mashing an o#?ect is like sundering a )eapon
or shield, except that your com#at maneu*er check is
opposed #y the o#?ectCs "C. Generally, you can smash an
o#?ect only )ith a #ludgeoning or slashing )eapon.
"rmor ClassB O#?ects are easier to hit than creatures #ecause
they donCt usually mo*e, #ut many are tough enough to shrug
off some damage from each #lo). "n o#?ectCs "rmor Class is
e6ual to 1; G its size modifier 7see a#leB $ize and "rmor
Class of O#?ects9 G its (exterity modifier. "n inanimate
o#?ect has not only a (exterity of ; 7H5 penalty to "C9, #ut
also an additional H& penalty to its "C. 3urthermore, if you
take a full.round action to line up a shot, you get an
automatic hit )ith a melee )eapon and a G5 #onus on attack
rolls )ith a ranged )eapon.
-ardnessB +ach o#?ect has hardnessKa num#er that
represents ho) )ell it resists damage. 4hen an o#?ect is
damaged, su#tract its hardness from the damage. Only
damage in excess of its hardness is deducted from the
o#?ectCs hit points 7see a#leB Common "rmor, 4eapon, and
$hield -ardness and -it Points, a#leB $u#stance -ardness
and -it Points, and a#leB O#?ect -ardness and -it Points9.
-it PointsB "n o#?ectCs hit point total depends on )hat it is
made of and ho) #ig it is 7see a#leB Common "rmor,
4eapon, and $hield -ardness and -it Points, a#leB
$u#stance -ardness and -it Points, and a#leB O#?ect
-ardness and -it Points9. O#?ects that take damage e6ual to
or greater than half their total hit points gain the #roken
condition 7see Conditions9. 4hen an o#?ectCs hit points reach
;, itCs ruined.
>ery large o#?ects ha*e separate hit point totals for different
sections.
+nergy "ttacksB +nergy attacks deal half damage to most
o#?ects. (i*ide the damage #y & #efore applying the o#?ectCs
hardness. $ome energy types might #e particularly effecti*e
against certain o#?ects, su#?ect to GM discretion. 3or
example, fire might do full damage against parchment, cloth,
and other o#?ects that #urn easily. $onic might do full
damage against glass and crystal o#?ects.
'anged 4eapon (amageB O#?ects take half damage from
ranged )eapons 7unless the )eapon is a siege engine or
something similar9. (i*ide the damage dealt #y & #efore
applying the o#?ectCs hardness.
:neffecti*e 4eaponsB Certain )eapons ?ust canCt effecti*ely
deal damage to certain o#?ects. 3or example, a #ludgeoning
)eapon cannot #e used to damage a rope. =ike)ise, most
melee )eapons ha*e little effect on stone )alls and doors,
unless they are designed for #reaking up stone, such as a pick
or hammer.
:mmunitiesB O#?ects are immune to nonlethal damage and to
critical hits. +*en animated o#?ects, )hich are other)ise
considered creatures, ha*e these immunities.
Magic "rmor, $hields, and 4eaponsB +ach G1 of
enhancement #onus adds & to the hardness of armor, a
)eapon, or a shield, and G1; to the itemCs hit points.
>ulnera#ility to Certain "ttacksB Certain attacks are
especially successful against some o#?ects. :n such cases,
attacks deal dou#le their normal damage and may ignore the
o#?ectCs hardness.
Page 10;
(amaged O#?ectsB " damaged o#?ect remains functional )ith
the #roken condition until the itemCs hit points are reduced to
;, at )hich point it is destroyed.
(amaged 7#ut not destroyed9 o#?ects can #e repaired )ith the
Craft skill and a num#er of spells.
$a*ing hro)sB Aonmagical, unattended items ne*er make
sa*ing thro)s. hey are considered to ha*e failed their
sa*ing thro)s, so they are al)ays fully affected #y spells and
other attacks that allo) sa*ing thro)s to resist or negate. "n
item attended #y a character 7#eing grasped, touched, or
)orn9 makes sa*ing thro)s as the character 7that is, using the
characterCs sa*ing thro) #onus9.
Magic items al)ays get sa*ing thro)s. " magic itemCs
3ortitude, 'eflex, and 4ill sa*e #onuses are e6ual to & G half
its caster le*el. "n attended magic item either makes sa*ing
thro)s as its o)ner or uses its o)n sa*ing thro) #onus,
)hiche*er is #etter.
"nimated O#?ectsB "nimated o#?ects count as creatures for
purposes of determining their "rmor Class 7do not treat them
as inanimate o#?ects9.
rea"ing -tem#
4hen a character tries to #reak or #urst something )ith
sudden force rather than #y dealing damage, use a $trength
check 7rather than an attack roll and damage roll, as )ith the
sunder special attack9 to determine )hether he succeeds.
$ince hardness doesnCt affect an o#?ectCs 1reak (C, this *alue
depends more on the construction of the item than on the
material the item is made of. Consult a#leB (Cs to 1reak or
1urst :tems for a list of common 1reak (Cs.
:f an item has lost half or more of its hit points, the item
gains the #roken condition 7see Conditions9 and the (C to
#reak it drops #y &.
=arger and smaller creatures get size #onuses and size
penalties on $trength checks to #reak open doors as follo)sB
3ine H10, (iminuti*e H1&, iny H%, $mall H/, =arge G/,
-uge G%, Gargantuan G1&, Colossal G10.
" cro)#ar or porta#le ram impro*es a characterCs chance of
#reaking open a door 7see +6uipment9.
Table A-18: Co!!on Ar!or, 9eapon, and Shield
5ardness and 5it Points
Aeapon or 'hield 5ardne##
8
5it Point#
2, ;
=ight #lade 1; &
One.handed #lade 1; 5
)o.handed #lade 1; 1;
=ight metal.hafted )eapon 1; 1;
One.handed metal.hafted 1; &;
Aeapon or 'hield 5ardne##
8
5it Point#
2, ;
)eapon
=ight hafted )eapon 5 &
One.handed hafted )eapon 5 5
)o.handed hafted )eapon 5 1;
Pro?ectile )eapon 5 5
"rmor special
/
armor #onus L 5
1uckler 1; 5
=ight )ooden shield 5 !
-ea*y )ooden shield 5 15
=ight steel shield 1; 1;
-ea*y steel shield 1; &;
o)er shield 5 &;
1
"dd G& for each G1 enhancement #onus of magic items.
&
he hp *alue gi*en is for Medium armor, )eapons, and
shields. (i*ide #y & for each size category of the item
smaller than Medium, or multiply it #y & for each size
category larger than Medium.
,
"dd 1; hp for each G1 enhancement #onus of magic
items.
/
>aries #y material8 see a#leB $u#stance -ardness and
-it Points.
Page 101
;. Combat
5o6 Combat Aor"#
Com#at is cyclical8 e*ery#ody acts in turn in a regular cycle
of rounds. Com#at follo)s this se6uenceB
1. 4hen com#at #egins, all com#atants roll initiati*e.
&. (etermine )hich characters are a)are of their opponents.
hese characters can act during a surprise round. :f all the
characters are a)are of their opponents, proceed )ith normal
rounds. $ee the surprise section for more information.
,. "fter the surprise round 7if any9, all com#atants are ready
to #eing the first normal round of com#at.
/. Com#atants act in initiati*e order 7highest to lo)est9.
5. 4hen e*eryone has had a turn, the next round #egins )ith
the com#atant )ith the highest initiati*e, and steps , and /
repeat until com#at ends.
,he Combat Round
+ach round represents 0 seconds in the game )orld8 there are
1; rounds in a minute of com#at. " round normally allo)s
each character in*ol*ed in a com#at situation to act.
+ach roundCs acti*ity #egins )ith the character )ith the
highest initiati*e result and then proceeds in order. 4hen a
characterCs turn comes up in the initiati*e se6uence, that
character performs his entire roundCs )orth of actions. 73or
exceptions, see "ttacks of Opportunity and $pecial :nitiati*e
"ctions.9
4hen the rules refer to a Dfull roundF, they usually mean a
span of time from a particular initiati*e count in one round to
the same initiati*e count in the next round. +ffects that last a
certain num#er of rounds end ?ust #efore the same initiati*e
count that they #egan on.
-nitiative
"t the start of a #attle, each com#atant makes an initiati*e
check. "n initiati*e check is a (exterity check. +ach
character applies his or her (exterity modifier to the roll, as
)ell as other modifiers from feats, spells, and other effects.
Characters act in order, counting do)n from the highest
result to the lo)est. :n e*ery round that follo)s, the
characters act in the same order 7unless a character takes an
action that results in his or her initiati*e changing8 see
$pecial :nitiati*e "ctions9.
:f t)o or more com#atants ha*e the same initiati*e check
result, the com#atants )ho are tied act in order of total
initiati*e modifier 7highest first9. :f there is still a tie, the tied
characters should roll to determine )hich one of them goes
#efore the other.
&lat7&ootedB "t the start of a #attle, #efore you ha*e had a
chance to act 7specifically, #efore your first regular turn in
the initiati*e order9, you are flat.footed. Jou canCt use your
(exterity #onus to "C 7if any9 )hile flat.footed. 1ar#arians
and rogues of high enough le*el ha*e the uncanny dodge
extraordinary a#ility, )hich means that they cannot #e caught
flat.footed. Characters )ith uncanny dodge retain their
(exterity #onus to their "C and can make attacks of
opportunity #efore they ha*e acted in the first round of
com#at. " flat.footed character canCt make attacks of
opportunity, unless he has the Com#at 'eflexes feat.
-nactionB +*en if you canCt take actions, you retain your
initiati*e score for the duration of the encounter.
'urpri#e
4hen a com#at starts, if you are not a)are of your
opponents and they are a)are of you, youCre surprised.
$ometimes all the com#atants on a side are a)are of their
opponents, sometimes none are, and sometimes only some of
them are. $ometimes a fe) com#atants on each side are
a)are and the other com#atants on each side are una)are.
(etermining a)areness may call for Perception checks or
other checks.
,he 'urpri#e RoundB :f some #ut not all of the com#atants
are a)are of their opponents, a surprise round happens
#efore regular rounds #egin. :n initiati*e order 7highest to
lo)est9, com#atants )ho started the #attle a)are of their
opponents each take a standard or mo*e action during the
surprise round. Jou can also take free actions during the
surprise round. :f no one or e*eryone is surprised, no surprise
round occurs.
Hna6are Combatant#B Com#atants )ho are una)are at the
start of #attle donCt get to act in the surprise round. 5na)are
com#atants are flat.footed #ecause they ha*e not acted yet,
so they lose any (exterity #onus to "C.
Combat Statistics
his section summarizes the statistics that determine success
in com#at, then details ho) to use them.
.ttac" Roll
"n attack roll represents your attempt to strike your
Page 10&
opponent on your turn in a round. 4hen you make an attack
roll, you roll a d&; and add your attack #onus. 7Other
modifiers may also apply to this roll.9 :f your result e6uals or
#eats the targetCs "rmor Class, you hit and deal damage.
.utomatic !i##e# and 5it#B " natural 1 7the d&; comes up
19 on an attack roll is al)ays a miss. " natural &; 7the d&;
comes up &;9 is al)ays a hit. " natural &; is also a threatKa
possi#le critical hit 7see the attack action9.
.ttac" onu#
Jour attack #onus )ith a melee )eapon is the follo)ingB
a#e attac" bonu# B 'trength modifier
B #i$e modifier
4ith a ranged )eapon, your attack #onus is the follo)ingB
a#e attac" bonu# B De3terity modifier
B #i$e modifier B range penalty
.rmor Cla##
Jour "rmor Class 7"C9 represents ho) hard it is for
opponents to land a solid, damaging #lo) on you. :tCs the
attack roll result that an opponent needs to achie*e to hit you.
Jour "C is e6ual to the follo)ingB
80 B armor bonu# B #hield bonu#
B De3terity modifier B other modifier#
Aote that armor limits your (exterity #onus, so if youCre
)earing armor, you might not #e a#le to apply your )hole
(exterity #onus to your "C 7see a#leB "rmor and $hields9.
$ometimes you canCt use your (exterity #onus 7if you ha*e
one9. :f you canCt react to a #lo), you canCt use your
(exterity #onus to "C. :f you donCt ha*e a (exterity #onus,
your "C does not change.
Fther !odifier#B Many other factors modify your "C.
+nhance!ent BonusesB +nhancement #onuses apply to your
armor to increase the armor #onus it pro*ides.
'eflection BonusB Magical deflection effects )ard off attacks
and impro*e your "C.
3atural Ar!orB :f your race has a tough hide, scales, or thick
skin you recei*e a #onus to your "C.
'ode BonusesB (odge #onuses represent acti*ely a*oiding
#lo)s. "ny situation that denies you your (exterity #onus
also denies you dodge #onuses. 74earing armor, ho)e*er,
does not limit these #onuses the )ay it limits a (exterity
#onus to "C.9 5nlike most sorts of #onuses, dodge #onuses
stack )ith each other.
Si<e ModifierB Jou recei*e a #onus or penalty to your "C
#ased on your size. $ee a#leB $ize Modifiers.
Table B-1: Si<e Modifiers
'i$e 'i$e !odifier
Colossal H%
Gargantuan H/
-uge H&
=arge H1
Medium G;
$mall G1
iny G&
(iminuti*e G/
3ine G%
,ouch .ttac"#B $ome attacks completely disregard armor,
including shields and natural armorKthe aggressor need only
touch a foe for such an attack to take full effect. :n these
cases, the attacker makes a touch attack roll 7either ranged or
melee9. 4hen you are the target of a touch attack, your "C
doesnCt include any armor #onus, shield #onus, or natural
armor #onus. "ll other modifiers, such as your size modifier,
(exterity modifier, and deflection #onus 7if any9 apply
normally. $ome creatures ha*e the a#ility to make
incorporeal touch attacks. hese attacks #ypass solid o#?ects,
such as armor and shields, #y passing through them.
:ncorporeal touch attacks )ork similarly to normal touch
attacks except that they also ignore co*er #onuses.
:ncorporeal touch attacks do not ignore armor #onuses
granted #y force effects, such as !ae ar!or and bracers of
ar!or.
Damage
:f your attack succeeds, you deal damage. he type of
)eapon used determines the amount of damage you deal.
(amage reduces a targetCs current hit points.
!inimum DamageB :f penalties reduce the damage result to
less than 1, a hit still deals 1 point of nonlethal damage.
'trength onu#B 4hen you hit )ith a melee or thro)n
)eapon, including a sling, add your $trength modifier to the
damage result. " $trength penalty, #ut not a #onus, applies
on damage rolls made )ith a #o) that is not a composite
#o).
?ff-5and 9eaponB 4hen you deal damage )ith a )eapon in
your off hand, you add only 1@& your $trength #onus. :f you
ha*e a $trength penalty, the entire penalty applies.
9ieldin a 9eapon T#o-5andedB 4hen you deal damage
)ith a )eapon that you are )ielding t)o.handed, you add 1.
1@& times your $trength #onus 7$trength penalties are not
Page 10,
multiplied9. Jou donCt get this higher $trength #onus,
ho)e*er, )hen using a light )eapon )ith t)o hands.
!ultiplying DamageB $ometimes you multiply damage #y
some factor, such as on a critical hit. 'oll the damage 7)ith
all modifiers9 multiple times and total the results.
3oteB 4hen you multiply damage more than once, each
multiplier )orks off the original, unmultiplied damage. $o if
you are asked to dou#le the damage t)ice, the end result is
three times the normal damage.
+,ceptionB +xtra damage dice o*er and a#o*e a )eaponCs
normal damage are ne*er multiplied.
.bility DamageB Certain creatures and magical effects can
cause temporary or permanent a#ility damage 7a reduction to
an a#ility score9.
5it Point#
4hen your hit point total reaches ;, youCre disa#led. 4hen it
reaches H1, youCre dying. 4hen it gets to a negati*e amount
e6ual to your Constitution score, youCre dead. $ee :n?ury and
(eath, for more information.
.ttac"# of Fpportunity
$ometimes a com#atant in a melee lets her guard do)n or
takes a reckless action. :n this case, com#atants near her can
take ad*antage of her lapse in defense to attack her for free.
hese free attacks are called attacks of opportunity. $ee the
"ttacks of Opportunity diagram for an example of ho) they
)ork.
,hreatened '>uare#B Jou threaten all s6uares into )hich
you can make a melee attack, e*en )hen it is not your turn.
Generally, that means e*erything in all s6uares ad?acent to
your space 7including diagonally9. "n enemy that takes
certain actions )hile in a threatened s6uare pro*okes an
attack of opportunity from you. :f youCre unarmed, you donCt
normally threaten any s6uares and thus canCt make attacks of
opportunity.
.each 9eaponsB Most creatures of Medium or smaller size
ha*e a reach of only 5 feet. his means that they can make
melee attacks only against creatures up to 5 feet 71 s6uare9
a)ay. -o)e*er, $mall and Medium creatures )ielding reach
)eapons threaten more s6uares than a typical creature. :n
addition, most creatures larger than Medium ha*e a natural
reach of 1; feet or more.
Provo"ing an .ttac" of FpportunityB )o kinds of actions
can pro*oke attacks of opportunityB mo*ing out of a
threatened s6uare and performing certain actions )ithin a
threatened s6uare.
Mo%inB Mo*ing out of a threatened s6uare usually pro*okes
attacks of opportunity from threatening opponents. here are
t)o common methods of a*oiding such an attackKthe 5.foot
step and the )ithdra) action.
Perfor!in a 'istractin ActB $ome actions, )hen
performed in a threatened s6uare, pro*oke attacks of
opportunity as you di*ert your attention from the #attle.
a#leB "ctions in Com#at notes many of the actions that
pro*oke attacks of opportunity.
'emem#er that e*en actions that normally pro*oke attacks of
opportunity may ha*e exceptions to this rule.
!a"ing an .ttac" of FpportunityB "n attack of
opportunity is a single melee attack, and most characters can
only make one per round. Jou donCt ha*e to make an attack
Page 10/
Attac"s of ?pportunity
:n this com#at, the fighter and the sorcerer fight an ogre
and his go#lin #uddy.
E1B he fighter can safely approach this )ay )ithout
pro*oking an attack of opportunity, as he does not pass
through a s6uare threatened #y the ogre 7)ho has 1; feet
of reach9 or the go#lin.
E&B :f the fighter approaches this )ay, he pro*okes t)o
attacks of opportunity since he passes through a s6uare
#oth creatures threaten.
E,B he sorcerer mo*es a)ay using a )ithdra) action. he
first s6uare she lea*es is not threatened as a result, and she
can thus mo*e a)ay from the go#lin safely, #ut )hen she
lea*es the second s6uare, she pro*okes an attack of
opportunity from the ogre 7)ho has 1; feet of reach9. $he
could instead limit her mo*ement to a 5.foot step, as a free
action, and not pro*oke any attacks of opportunity.
of opportunity if you donCt )ant to. Jou make your attack of
opportunity at your normal attack #onus, e*en if youC*e
already attacked in the round. "n attack of opportunity
DinterruptsF the normal flo) of actions in the round. :f an
attack of opportunity is pro*oked, immediately resol*e the
attack of opportunity, then continue )ith the next characterCs
turn 7or complete the current turn, if the attack of opportunity
)as pro*oked in the midst of a characterCs turn9.
Co!bat .efle,es and Additional Attac"s of ?pportunityB :f
you ha*e the Com#at 'eflexes feat, you can add your
(exterity modifier to the num#er of attacks of opportunity
you can make in a round. his feat does not let you make
more than one attack for a gi*en opportunity, #ut if the same
opponent pro*okes t)o attacks of opportunity from you, you
could make t)o separate attacks of opportunity 7since each
one represents a different opportunity9. Mo*ing out of more
than one s6uare threatened #y the same opponent in the same
round doesnCt count as more than one opportunity for that
opponent. "ll these attacks are at your full normal attack
#onus.
'peed
Jour speed tells you ho) far you can mo*e in a round and
still do something, such as attack or cast a spell. Jour speed
depends mostly on your size and your armor.
()ar*es, gnomes, and halflings ha*e a speed of &; feet 7/
s6uares9, or 15 feet 7, s6uares9 )hen )earing medium or
hea*y armor 7except for d)ar*es, )ho mo*e &; feet in any
armor9.
-umans, el*es, half.el*es, half.orcs, and most humanoid
monsters ha*e a speed of ,; feet 70 s6uares9, or &; feet 7/
s6uares9 in medium or hea*y armor.
:f you use t)o mo*e actions in a round 7sometimes called a
Ddou#le mo*eF action9, you can mo*e up to dou#le your
speed. :f you spend the entire round running, you can mo*e
up to 6uadruple your speed 7or triple if you are in hea*y
armor9.
'aving ,hro6#
Generally, )hen you are su#?ect to an unusual or magical
attack, you get a sa*ing thro) to a*oid or reduce the effect.
=ike an attack roll, a sa*ing thro) is a d&; roll plus a #onus
#ased on your class and le*el 7see Classes9, and an associated
a#ility score. Jour sa*ing thro) modifier isB
a#e #ave bonu# B ability modifier
'aving ,hro6 ,ype#B he three different kinds of sa*ing
thro)s are 3ortitude, 'eflex, and 4illB
)ortitudeB hese sa*es measure your a#ility to stand up to
physical punishment or attacks against your *itality and
health. "pply your Constitution modifier to your 3ortitude
sa*ing thro)s.
.efle,B hese sa*es test your a#ility to dodge area attacks
and unexpected situations. "pply your (exterity modifier to
your 'eflex sa*ing thro)s.
9illB hese sa*es reflect your resistance to mental influence
as )ell as many magical effects. "pply your 4isdom
modifier to your 4ill sa*ing thro)s.
'aving ,hro6 Difficulty Cla##B he (C for a sa*e is
determined #y the attack itself.
.utomatic &ailure# and 'ucce##e#B " natural 1 7the d&;
comes up 19 on a sa*ing thro) is al)ays a failure 7and may
cause damage to exposed items8 see :tems $ur*i*ing after a
$a*ing hro)9. " natural &; 7the d&; comes up &;9 is al)ays
a success.
.ction# in Combat
(uring one turn, there are a )ide *ariety of actions that your
character can perform, from s)inging a s)ord to casting a
spell.
.ction ,ype#
"n actionCs type essentially tells you ho) long the action
takes to perform 7)ithin the frame)ork of the 0.second
com#at round9 and ho) mo*ement is treated. here are six
types of actionsB standard actions, mo*e actions, full.round
actions, s)ift actions, immediate actions, and free actions.
:n a normal round, you can perform a standard action and a
mo*e action, or you can perform a full.round action. Jou can
also perform one s)ift action and one or more free actions.
Jou can al)ays take a mo*e action in place of a standard
action.
:n some situations 7such as in a surprise round9, you may #e
limited to taking only a single mo*e action or standard
action.
'tandard .ctionB " standard action allo)s you to do
something, most commonly to make an attack or cast a spell.
$ee a#leB "ctions in Com#at for other standard actions.
!ove .ctionB " mo*e action allo)s you to mo*e up to your
speed or perform an action that takes a similar amount of
time. $ee a#leB "ctions in Com#at for other mo*e actions.
Jou can take a mo*e action in place of a standard action. :f
you mo*e no actual distance in a round 7commonly #ecause
you ha*e s)apped your mo*e action for one or more
e6ui*alent actions9, you can take one 5.foot step either
#efore, during, or after the action.
&ull7Round .ctionB " full.round action consumes all your
Page 105
effort during a round. he only mo*ement you can take
during a full.round action is a 5.foot step #efore, during, or
after the action. Jou can also perform free actions and s)ift
actions 7see #elo)9. $ee a#leB "ctions in Com#at for a list
of full.round actions.
$ome full.round actions do not allo) you to take a 5.foot
step.
$ome full.round actions can #e taken as standard actions, #ut
only in situations )hen you are limited to performing only a
standard action during your round. he descriptions of
specific actions detail )hich actions allo) this option.
&ree .ctionB 3ree actions consume a *ery small amount of
time and effort. Jou can perform one or more free actions
)hile taking another action normally. -o)e*er, there are
reasona#le limits on )hat you can really do for free, as
decided #y the GM.
'6ift .ctionB " s)ift action consumes a *ery small amount
of time, #ut represents a larger expenditure of effort and
energy than a free action. Jou can perform only a single
s)ift action per turn.
-mmediate .ctionB "n immediate action is *ery similar to a
s)ift action, #ut can #e performed at any timeKe*en if itCs
not your turn.
Not an .ctionB $ome acti*ities are so minor that they are not
e*en considered free actions. hey literally donCt take any
time at all to do and are considered an inherent part of doing
something else, such as nocking an arro) as part of an attack
)ith a #o).
Re#tricted .ctivityB :n some situations, you may #e una#le
to take a full roundCs )orth of actions. :n such cases, you are
restricted to taking only a single standard action or a single
mo*e action 7plus free and s)ift actions as normal9. Jou
canCt take a full.round action 7though you can start or
complete a full.round action #y using a standard action8 see
#elo)9.
Table B-2: Actions in Co!bat
'tandard .ction .ttac" of
Fpportunity
8
"ttack 7melee9 Ao
"ttack 7ranged9 Jes
"ttack 7unarmed9 Jes
"cti*ate a magic item other than a potion
or oil
Ao
"id another
May#e
&
Cast a spell 71 standard action casting
time9
Jes
Channel energy Ao
Concentrate to maintain an acti*e spell Ao
(ismiss a spell Ao
(ra) a hidden )eapon 7see $leight of
-and skill9
Ao
(rink a potion or apply an oil Jes
+scape a grapple Ao
3eint Ao
=ight a torch )ith a tindert)ig Jes
=o)er spell resistance Ao
'ead a scroll Jes
'eady 7triggers a standard action9 Ao
$ta#ilize a dying friend 7see -eal skill9 Jes
otal defense Ao
5se extraordinary a#ility Ao
5se skill that takes 1 action 5sually
5se spell.like a#ility Jes
5se supernatural a#ility Ao
!ove .ction .ttac" of
Fpportunity
8
Mo*e Jes
Control a frightened mount Jes
(irect or redirect an acti*e spell Ao
(ra) a )eapon
,
Ao
=oad a hand cross#o) or light cross#o) Jes
Open or close a door Ao
Mount@dismount a steed Ao
Mo*e a hea*y o#?ect Jes
Pick up an item Jes
$heathe a )eapon Jes
$tand up from prone Jes
'eady or drop a shield
,
Ao
'etrie*e a stored item Jes
&ull7Round .ction .ttac" of
Fpportunity
8
3ull attack Ao
Charge
/
Ao
(eli*er coup de grace Jes
Page 100
+scape from a net Jes
+xtinguish flames Ao
=ight a torch Jes
=oad a hea*y or repeating cross#o) Jes
=ock or unlock )eapon in locked gauntlet Jes
Prepare to thro) splash )eapon Jes
'un Jes
5se skill that takes 1 round 5sually
5se a touch spell on up to six friends Jes
4ithdra)
/
Ao
&ree .ction .ttac" of
Fpportunity
8
Cease concentration on a spell Ao
(rop an item Ao
(rop to the floor Ao
Prepare spell components to cast a spell
5
Ao
$peak Ao
'6ift .ction .ttac" of
Fpportunity
8
Cast a 6uickened spell Ao
-mmediate .ction .ttac" of
Fpportunity
8
Cast feather fall Ao
No .ction .ttac" of
Fpportunity
8
(elay Ao
5.foot step Ao
.ction ,ype Darie# .ttac" of
Fpportunity
8
Perform a com#at maneu*er
0
Jes
5se feat
!
>aries
1 'egardless of the action, if you mo*e out of a threatened
s6uare, you usually pro*oke an attack of opportunity. his
column indicates )hether the action itself, not mo*ing,
pro*okes an attack of opportunity.
& :f you aid someone performing an action that )ould
normally pro*oke an attack of opportunity, then the act of
aiding another pro*okes an attack of opportunity as )ell.
, :f you ha*e a #ase attack #onus of G1 or higher, you can
com#ine one of these actions )ith a regular mo*e. :f you
ha*e the )o.4eapon 3ighting feat, you can dra) t)o light
or one.handed )eapons in the time it )ould normally take
you to dra) one.
/ May #e taken as a standard action if you are limited to
taking only a single action in a round.
5 5nless the component is an extremely large or a)k)ard
item.
0 $ome com#at maneu*ers su#stitute for a melee attack, not
an action. "s melee attacks, they can #e used once in an
attack or charge action, one or more times in a full.attack
action, or e*en as an attack of opportunity. Others are used
as a separate action.
! he description of a feat defines its effect.
'tandard .ction#
Most of the common actions characters take, aside from
mo*ement, fall into the realm of standard actions.
.ttac"
Making an attack is a standard action.
!elee .ttac"#B 4ith a normal melee )eapon, you can strike
any opponent )ithin 5 feet. 7Opponents )ithin 5 feet are
considered ad?acent to you.9 $ome melee )eapons ha*e
reach, as indicated in their descriptions. 4ith a typical reach
)eapon, you can strike opponents 1; feet a)ay, #ut you canCt
strike ad?acent foes 7those )ithin 5 feet9.
Hnarmed .ttac"#B $triking for damage )ith punches, kicks,
and head #utts is much like attacking )ith a melee )eapon,
except for the follo)ingB
Attac"s of ?pportunityB "ttacking unarmed pro*okes an
attack of opportunity from the character you attack, pro*ided
she is armed. he attack of opportunity comes #efore your
attack. "n unarmed attack does not pro*oke attacks of
opportunity from other foes, nor does it pro*oke an attack of
opportunity from an unarmed foe.
"n unarmed character canCt take attacks of opportunity 7#ut
see D"rmedF 5narmed "ttacks, #elo)9.
DAr!edG 6nar!ed Attac"sB $ometimes a characterCs or
creatureCs unarmed attack counts as an armed attack. " monk,
a character )ith the :mpro*ed 5narmed $trike feat, a
spellcaster deli*ering a touch attack spell, and a creature )ith
natural physical )eapons all count as #eing armed 7see
natural attacks9.
Aote that #eing armed counts for #oth offense and defense
7the character can make attacks of opportunity9.
6nar!ed Stri"e 'a!aeB "n unarmed strike from a Medium
character deals 1d, points of #ludgeoning damage 7plus your
$trength modifier, as normal9. " $mall characterCs unarmed
strike deals 1d& points of #ludgeoning damage, )hile a =arge
characterCs unarmed strike deals 1d/ points of #ludgeoning
Page 10!
damage. "ll damage from unarmed strikes is nonlethal
damage. 5narmed strikes count as light )eapons 7for
purposes of t)o.)eapon attack penalties and so on9.
'ealin &ethal 'a!aeB Jou can specify that your unarmed
strike )ill deal lethal damage #efore you make your attack
roll, #ut you take a H/ penalty on your attack roll. :f you ha*e
the :mpro*ed 5narmed $trike feat, you can deal lethal
damage )ith an unarmed strike )ithout taking a penalty on
the attack roll.
Ranged .ttac"#B 4ith a ranged )eapon, you can shoot or
thro) at any target that is )ithin the )eaponCs maximum
range and in line of sight. he maximum range for a thro)n
)eapon is fi*e range increments. 3or pro?ectile )eapons, it is
1; range increments. $ome ranged )eapons ha*e shorter
maximum ranges, as specified in their descriptions.
Natural .ttac"#B "ttacks made )ith natural )eapons, such
as cla)s and #ites, are melee attacks that can #e made
against any creature )ithin your reach 7usually 5 feet9. hese
attacks are made using your full attack #onus and deal an
amount of damage that depends on their type 7plus your
$trength modifier, as normal9. Jou do not recei*e additional
natural attacks for a high #ase attack #onus. :nstead, you
recei*e additional attack rolls for multiple lim# and #ody
parts capa#le of making the attack 7as noted #y the race or
a#ility that grants the attacks9. :f you possess only one
natural attack 7such as a #iteKt)o cla) attacks do not
6ualify9, you add 1H1@& times your $trength #onus on
damage rolls made )ith that attack.
$ome natural attacks are denoted as secondary natural
attacks, such as tails and )ings. "ttacks )ith secondary
natural attacks are made using your #ase attack #onus minus
5. hese attacks deal an amount of damage depending on
their type, #ut you only add half your $trength modifier on
damage rolls.
Jou can make attacks )ith natural )eapons in com#ination
)ith attacks made )ith a melee )eapon and unarmed strikes,
so long as a different lim# is used for each attack. 3or
example, you cannot make a cla) attack and also use that
hand to make attacks )ith a longs)ord. 4hen you make
additional attacks in this )ay, all of your natural attacks are
treated as secondary natural attacks, using your #ase attack
#onus minus 5 and adding only 1@& of your $trength modifier
on damage rolls. :n addition, all of your attacks made )ith
melee )eapons and unarmed strikes are made as if you )ere
t)o.)eapon fighting. Jour natural attacks are treated as
light, off.hand )eapons for determining the penalty to your
other attacks. 3eats such as )o.4eapon 3ighting and
Multiattack can reduce these penalties.
!ultiple .ttac"#B " character )ho can make more than one
attack per round must use the full.attack action 7see 3ull.
'ound "ctions9 in order to get more than one attack.
'hooting or ,hro6ing into a !eleeB :f you shoot or thro) a
ranged )eapon at a target engaged in melee )ith a friendly
character, you take a H/ penalty on your attack roll. )o
characters are engaged in melee if they are enemies of each
other and either threatens the other. 7"n unconscious or
other)ise immo#ilized character is not considered engaged
unless he is actually #eing attacked.9
:f your target 7or the part of your target youCre aiming at, if
itCs a #ig target9 is at least 1; feet a)ay from the nearest
friendly character, you can a*oid the H/ penalty, e*en if the
creature youCre aiming at is engaged in melee )ith a friendly
character.
:f your target is t)o size categories larger than the friendly
characters it is engaged )ith, this penalty is reduced to H&.
here is no penalty for firing at a creature that is three size
categories larger than the friendly characters it is engaged
)ith.
Precise ShotB :f you ha*e the Precise $hot feat, you donCt take
this penalty.
&ighting Defen#ively a# a 'tandard .ctionB Jou can
choose to fight defensi*ely )hen attacking. :f you do so, you
take a H/ penalty on all attacks in a round to gain a G& to "C
for the same round.
Critical 5it#B 4hen you make an attack roll and get a
natural &; 7the d&; sho)s &;9, you hit regardless of your
targetCs "rmor Class, and you ha*e scored a Dthreat,F
meaning the hit might #e a critical hit 7or DcritF9. o find out
if itCs a critical hit, you immediately make an attempt to
DconfirmF the critical hitKanother attack roll )ith all the
same modifiers as the attack roll you ?ust made. :f the
confirmation roll also results in a hit against the targetCs "C,
your original hit is a critical hit. 7he critical roll ?ust needs
to hit to gi*e you a crit, it doesnCt need to come up &; again.9
:f the confirmation roll is a miss, then your hit is ?ust a
regular hit.
" critical hit means that you roll your damage more than
once, )ith all your usual #onuses, and add the rolls together.
5nless other)ise specified, the threat range for a critical hit
on an attack roll is &;, and the multiplier is L&.
+,ceptionB Precision damage 7such as from a rogueCs sneak
attack class feature9 and additional damage dice from special
)eapon 6ualities 7such as fla!in9 are not multiplied )hen
you score a critical hit.
0ncreased Threat .aneB $ometimes your threat range is
greater than &;. hat is, you can score a threat on a lo)er
num#er. :n such cases, a roll of lo)er than &; is not an
automatic hit. "ny attack roll that doesnCt result in a hit is not
a threat.
0ncreased Critical MultiplierB $ome )eapons deal #etter than
dou#le damage on a critical hit 7see +6uipment9.
Spells and Critical 5itsB " spell that re6uires an attack roll
can score a critical hit. " spell attack that re6uires no attack
Page 10%
roll cannot score a critical hit. :f a spell causes a#ility
damage or drain 7see $pecial "#ilities9, the damage or drain
is dou#led on a critical hit.
.ctivate !agic -tem
Many magic items donCt need to #e acti*ated. Certain magic
items, ho)e*er, do need to #e acti*ated, especially potions,
scrolls, )ands, rods, and staffs. 5nless other)ise noted,
acti*ating a magic item is a standard action.
'pell Completion -tem#B "cti*ating a spell completion item
is the e6ui*alent of casting a spell. :t re6uires concentration
and pro*okes attacks of opportunity. Jou lose the spell if
your concentration is #roken, and you can attempt to acti*ate
the item )hile on the defensi*e, as )ith casting a spell.
'pell ,rigger, Command Aord, or H#e7.ctivated -tem#B
"cti*ating any of these kinds of items does not re6uire
concentration and does not pro*oke attacks of opportunity.
Ca#t a 'pell
Most spells re6uire 1 standard action to cast. Jou can cast
such a spell either #efore or after you take a mo*e action.
3oteB Jou retain your (exterity #onus to "C )hile casting.
'pell Component#B o cast a spell )ith a *er#al 7>9
component, your character must speak in a firm *oice. :f
youCre gagged or in the area of a silence spell, you canCt cast
such a spell. " spellcaster )ho has #een deafened has a &;I
chance to spoil any spell he tries to cast if that spell has a
*er#al component.
o cast a spell )ith a somatic 7$9 component, you must
gesture freely )ith at least one hand. Jou canCt cast a spell of
this type )hile #ound, grappling, or )ith #oth your hands
full or occupied.
o cast a spell )ith a material 7M9, focus 739, or di*ine focus
7(39 component, you ha*e to ha*e the proper materials, as
descri#ed #y the spell. 5nless these components are
ela#orate, preparing them is a free action. 3or material
components and focuses )hose costs are not listed in the
spell description, you can assume that you ha*e them if you
ha*e your spell component pouch.
ConcentrationB Jou must concentrate to cast a spell. :f you
canCt concentrate, you canCt cast a spell. :f you start casting a
spell #ut something interferes )ith your concentration, you
must make a concentration check or lose the spell. he
checkCs (C depends on )hat is threatening your
concentration 7see Magic9. :f you fail, the spell fizzles )ith
no effect. :f you prepare spells, it is lost from preparation. :f
you cast at )ill, it counts against your daily limit of spells
e*en though you did not cast it successfully.
Concentrating to !aintain a 'pellB $ome spells re6uire
continued concentration to keep them going. Concentrating
to maintain a spell is a standard action that doesnCt pro*oke
an attack of opportunity. "nything that could #reak your
concentration )hen casting a spell can keep you from
concentrating to maintain a spell. :f your concentration
#reaks, the spell ends.
Ca#ting ,imeB Most spells ha*e a casting time of 1 standard
action. " spell cast in this manner immediately takes effect.
.ttac"# of FpportunityB Generally, if you cast a spell, you
pro*oke attacks of opportunity from threatening enemies. :f
you take damage from an attack of opportunity, you must
make a concentration check 7(C 1; G points of damage
taken G the spellCs le*el9 or lose the spell. $pells that re6uire
only a free action to cast donCt pro*oke attacks of
opportunity.
Ca#ting on the Defen#iveB Casting a spell )hile on the
defensi*e does not pro*oke an attack of opportunity. :t does,
ho)e*er, re6uire a concentration check 7(C 15 G dou#le the
spellCs le*el9 to successfully cast the spell. 3ailure means that
you lose the spell.
,ouch 'pell# in CombatB Many spells ha*e a range of
touch. o use these spells, you cast the spell and then touch
the su#?ect. :n the same round that you cast the spell, you
may also touch 7or attempt to touch9 as a free action. Jou
may take your mo*e #efore casting the spell, after touching
the target, or #et)een casting the spell and touching the
target. Jou can automatically touch one friend or use the
spell on yourself, #ut to touch an opponent, you must
succeed on an attack roll.
Touch Attac"sB ouching an opponent )ith a touch spell is
considered to #e an armed attack and therefore does not
pro*oke attacks of opportunity. he act of casting a spell,
ho)e*er, does pro*oke an attack of opportunity. ouch
attacks come in t)o typesB melee touch attacks and ranged
touch attacks. Jou can score critical hits )ith either type of
attack as long as the spell deals damage. Jour opponentCs "C
against a touch attack does not include any armor #onus,
shield #onus, or natural armor #onus. -is size modifier,
(exterity modifier, and deflection #onus 7if any9 all apply
normally.
5oldin the ChareB :f you donCt discharge the spell in the
round )hen you cast the spell, you can hold the charge
indefinitely. Jou can continue to make touch attacks round
after round. :f you touch anything or anyone )hile holding a
charge, e*en unintentionally, the spell discharges. :f you cast
another spell, the touch spell dissipates. Jou can touch one
friend as a standard action or up to six friends as a full.round
action. "lternati*ely, you may make a normal unarmed
attack 7or an attack )ith a natural )eapon9 )hile holding a
charge. :n this case, you arenCt considered armed and you
pro*oke attacks of opportunity as normal for the attack. :f
your unarmed attack or natural )eapon attack normally
doesnCt pro*oke attacks of opportunity, neither does this
Page 102
attack. :f the attack hits, you deal normal damage for your
unarmed attack or natural )eapon and the spell discharges. :f
the attack misses, you are still holding the charge.
Ranged ,ouch 'pell# in CombatB $ome spells allo) you to
make a ranged touch attack as part of the casting of the spell.
hese attacks are made as part of the spell and do not re6uire
a separate action. 'anged touch attacks pro*oke an attack of
opportunity, e*en if the spell that causes the attacks )as cast
defensi*ely. 5nless other)ise noted, ranged touch attacks
cannot #e held until a later turn.
Di#mi## a 'pellB (ismissing an acti*e spell is a standard
action that doesnCt pro*oke attacks of opportunity.
'tart)Complete &ull7Round .ction
he Dstart full.round actionF standard action lets you start
undertaking a full.round action, )hich you can complete in
the follo)ing round #y using another standard action. Jou
canCt use this action to start or complete a full attack, charge,
run, or )ithdra).
,otal Defen#e
Jou can defend yourself as a standard action. Jou get a G/
dodge #onus to your "C for 1 round. Jour "C impro*es at
the start of this action. Jou canCt com#ine total defense )ith
fighting defensi*ely or )ith the #enefit of the Com#at
+xpertise feat. Jou canCt make attacks of opportunity )hile
using total defense.
H#e 'pecial .bility
5sing a special a#ility is usually a standard action, #ut
)hether it is a standard action, a full.round action, or not an
action at all is defined #y the a#ility.
'pell71i"e .bilitie# /'p0B 5sing a spell.like a#ility )orks
like casting a spell in that it re6uires concentration and
pro*okes attacks of opportunity. $pell.like a#ilities can #e
disrupted. :f your concentration is #roken, the attempt to use
the a#ility fails, #ut the attempt counts as if you had used the
a#ility. he casting time of a spell.like a#ility is 1 standard
action, unless the a#ility description notes other)ise.
6sin a Spell-&i"e Ability on the 'efensi%eB Jou may attempt
to use a spell.like a#ility on the defensi*e, ?ust as )ith
casting a spell. :f the concentration check 7(C 15 G dou#le
the spellCs le*el9 fails, you canCt use the a#ility, #ut the
attempt counts as if you had used the a#ility.
'upernatural .bilitie# /'u0B 5sing a supernatural a#ility is
usually a standard action 7unless defined other)ise #y the
a#ilityCs description9. :ts use cannot #e disrupted, does not
re6uire concentration, and does not pro*oke attacks of
opportunity.
23traordinary .bilitie# /230B 5sing an extraordinary a#ility
is usually not an action #ecause most extraordinary a#ilities
automatically happen in a reacti*e fashion. hose
extraordinary a#ilities that are actions are usually standard
actions that cannot #e disrupted, do not re6uire
concentration, and do not pro*oke attacks of opportunity.
!ove .ction#
4ith the exception of specific mo*ement.related skills, most
mo*e actions donCt re6uire a check.
!ove
he simplest mo*e action is mo*ing your speed. :f you take
this kind of mo*e action during your turn, you canCt also take
a 5.foot step.
Many nonstandard modes of mo*ement are co*ered under
this category, including clim#ing 7up to one.6uarter of your
speed9 and s)imming 7up to one.6uarter of your speed9.
.ccelerated ClimbingB Jou can clim# at half your speed as
a mo*e action #y accepting a H5 penalty on your Clim#
check.
Cra6lingB Jou can cra)l 5 feet as a mo*e action. Cra)ling
incurs attacks of opportunity from any attackers )ho threaten
you at any point of your cra)l. " cra)ling character is
considered prone and must take a mo*e action to stand up,
pro*oking an attack of opportunity.
Direct or Redirect a 'pell
$ome spells allo) you to redirect the effect to ne) targets or
areas after you cast the spell. 'edirecting a spell re6uires a
mo*e action and does not pro*oke attacks of opportunity or
re6uire concentration.
Dra6 or 'heathe a Aeapon
(ra)ing a )eapon so that you can use it in com#at, or
putting it a)ay so that you ha*e a free hand, re6uires a mo*e
action. his action also applies to )eapon.like o#?ects
carried in easy reach, such as )ands. :f your )eapon or
)eapon.like o#?ect is stored in a pack or other)ise out of
easy reach, treat this action as retrie*ing a stored item.
:f you ha*e a #ase attack #onus of G1 or higher, you may
dra) a )eapon as a free action com#ined )ith a regular
mo*e. :f you ha*e the )o.4eapon 3ighting feat, you can
dra) t)o light or one.handed )eapons in the time it )ould
normally take you to dra) one.
(ra)ing ammunition for use )ith a ranged )eapon 7such as
arro)s, #olts, sling #ullets, or shuriken9 is a free action.
Page 1!;
!anipulate an -tem
Mo*ing or manipulating an item is usually a mo*e action.
his includes retrie*ing or putting a)ay a stored item,
picking up an item, mo*ing a hea*y o#?ect, and opening a
door. +xamples of this kind of action, along )ith )hether
they incur an attack of opportunity, are gi*en in a#leB
"ctions in Com#at.
!ount)Di#mount a 'teed
Mounting or dismounting a steed re6uires a mo*e action.
&a#t !ount or Di#mountB Jou can mount or dismount as a
free action )ith a (C &; 'ide check. :f you fail the check,
mounting or dismounting is a mo*e action instead. Jou canCt
attempt a fast mount or fast dismount unless you can perform
the mount or dismount as a mo*e action in the current round.
Ready or Drop a 'hield
$trapping a shield to your arm to gain its shield #onus to
your "C, or unstrapping and dropping a shield so you can
use your shield hand for another purpose, re6uires a mo*e
action. :f you ha*e a #ase attack #onus of G1 or higher, you
can ready or drop a shield as a free action com#ined )ith a
regular mo*e.
(ropping a carried 7#ut not )orn9 shield is a free action.
'tand Hp
$tanding up from a prone position re6uires a mo*e action
and pro*okes attacks of opportunity.
&ull7Round .ction#
" full.round action re6uires an entire round to complete.
hus, it canCt #e coupled )ith a standard or a mo*e action,
though if it does not in*ol*e mo*ing any distance, you can
take a 5.foot step.
&ull .ttac"
:f you get more than one attack per round #ecause your #ase
attack #onus is high enough 7see 1ase "ttack 1onus in
Classes9, #ecause you fight )ith t)o )eapons or a dou#le
)eapon, or for some special reason, you must use a full.
round action to get your additional attacks. Jou do not need
to specify the targets of your attacks ahead of time. Jou can
see ho) the earlier attacks turn out #efore assigning the later
ones.
he only mo*ement you can take during a full attack is a 5.
foot step. Jou may take the step #efore, after, or #et)een
your attacks.
:f you get multiple attacks #ecause your #ase attack #onus is
high enough, you must make the attacks in order from
highest #onus to lo)est. :f you are using t)o )eapons, you
can strike )ith either )eapon first. :f you are using a dou#le
)eapon, you can strike )ith either part of the )eapon first.
Deciding bet6een an .ttac" or a &ull .ttac"B "fter your
first attack, you can decide to take a mo*e action instead of
making your remaining attacks, depending on ho) the first
attack turns out and assuming you ha*e not already taken a
mo*e action this round. :f youC*e already taken a 5.foot step,
you canCt use your mo*e action to mo*e any distance, #ut
you could still use a different kind of mo*e action.
&ighting Defen#ively a# a &ull7Round .ctionB Jou can
choose to fight defensi*ely )hen taking a full.attack action.
:f you do so, you take a H/ penalty on all attacks in a round
to gain a G& dodge #onus to "C for the same round.
Ca#t a 'pell
" spell that takes one round to cast is a full.round action. :t
comes into effect ?ust #efore the #eginning of your turn in the
round after you #egan casting the spell. Jou then act
normally after the spell is completed.
" spell that takes 1 minute to cast comes into effect ?ust
#efore your turn 1 minute later 7and for each of those 1;
rounds, you are casting a spell as a full.round action9. hese
actions must #e consecuti*e and uninterrupted, or the spell
automatically fails.
4hen you #egin a spell that takes 1 round or longer to cast,
you must continue the in*ocations, gestures, and
concentration from 1 round to ?ust #efore your turn in the
next round 7at least9. :f you lose concentration after starting
the spell and #efore it is complete, you lose the spell.
Jou only pro*oke attacks of opportunity )hen you #egin
casting a spell, e*en though you might continue casting for at
least 1 full round. 4hile casting a spell, you donCt threaten
any s6uares around you.
his action is other)ise identical to the cast a spell action
descri#ed under $tandard "ctions.
Ca#ting a !etamagic 'pellB $orcerers and #ards must take
more time to cast a metamagic spell 7one enhanced #y a
metamagic feat9 than a regular spell. :f a spellCs normal
casting time is 1 standard action, casting a metamagic
*ersion of the spell is a full.round action for a sorcerer or
#ard 7except for spells modified #y the Quicken $pell feat,
)hich take 1 s)ift action to cast9. Aote that this isnCt the
same as a spell )ith a 1.round casting time. $pells that take a
full.round action to cast take effect in the same round that
you #egin casting, and you are not re6uired to continue the
Page 1!1
in*ocations, gestures, and concentration until your next turn.
3or spells )ith a longer casting time, it takes an extra full.
round action to cast the metamagic spell.
Clerics and druids must take more time to spontaneously cast
a metamagic *ersion of a cure, inflict, or summon spell.
$pontaneously casting a metamagic *ersion of a spell )ith a
casting time of 1 standard action is a full.round action, and
spells )ith longer casting times take an extra full.round
action to cast.
!ove = &eet through Difficult ,errain
:n some situations, your mo*ement may #e so hampered that
you donCt ha*e sufficient speed e*en to mo*e 5 feet 7a single
s6uare9. :n such a case, you may spend a full.round action to
mo*e 5 feet 71 s6uare9 in any direction, e*en diagonally.
+*en though this looks like a 5.foot step, itCs not, and thus it
pro*okes attacks of opportunity normally.
Run
Jou can run as a full.round action. :f you do, you do not also
get a 5.foot step. 4hen you run, you can mo*e up to four
times your speed in a straight line 7or three times your speed
if youCre in hea*y armor9. Jou lose any (exterity #onus to
"C unless you ha*e the 'un feat.
Jou can run for a num#er of rounds e6ual to your
Constitution score, #ut after that you must make a (C 1;
Constitution check to continue running. Jou must check
again each round in )hich you continue to run, and the (C
of this check increases #y 1 for each check you ha*e made.
4hen you fail this check, you must stop running. " character
)ho has run to his limit must rest for 1 minute 71; rounds9
#efore running again. (uring a rest period, a character can
mo*e no faster than a normal mo*e action.
Jou canCt run across difficult terrain or if you canCt see )here
youCre going.
" run represents a speed of a#out 1, miles per hour for an
unencum#ered human.
H#e 'pecial .bility
5sing a special a#ility is usually a standard action, #ut some
may #e full.round actions, as defined #y the a#ility.
Aithdra6
4ithdra)ing from melee com#at is a full.round action.
4hen you )ithdra), you can mo*e up to dou#le your speed.
he s6uare you start out in is not considered threatened #y
any opponent you can see, and therefore *isi#le enemies do
not get attacks of opportunity against you )hen you mo*e
from that s6uare. :n*isi#le enemies still get attacks of
opportunity against you, and you canCt )ithdra) from
com#at if youCre #linded. Jou canCt take a 5.foot step during
the same round in )hich you )ithdra).
:f, during the process of )ithdra)ing, you mo*e out of a
threatened s6uare 7other than the one you started in9, enemies
get attacks of opportunity as normal.
Jou may not )ithdra) using a form of mo*ement for )hich
you donCt ha*e a listed speed.
Aote that despite the name of this action, you donCt actually
ha*e to lea*e com#at entirely.
Re#tricted Aithdra6B :f you are limited to taking only a
standard action each round you can )ithdra) as a standard
action. :n this case, you may mo*e up to your speed.
&ree .ction#
3ree actions donCt take any time at all, though there may #e
limits to the num#er of free actions you can perform in a
turn. 3ree actions rarely incur attacks of opportunity. $ome
common free actions are descri#ed #elo).
Cea#e Concentration on 'pell
Jou can stop concentrating on a spell as a free action.
Drop an -tem
(ropping an item in your space or into an ad?acent s6uare is
a free action.
Drop Prone
(ropping to a prone position in your space is a free action.
'pea"
:n general, speaking is a free action that you can perform
e*en )hen it isnCt your turn. $peaking more than a fe)
sentences is generally #eyond the limit of a free action.
'6ift .ction#
" s)ift action consumes a *ery small amount of time, #ut
represents a larger expenditure of effort than a free action.
Jou can perform one s)ift action per turn )ithout affecting
your a#ility to perform other actions. :n that regard, a s)ift
action is like a free action. Jou can, ho)e*er, perform only
one single s)ift action per turn, regardless of )hat other
actions you take. Jou can take a s)ift action anytime you
Page 1!&
)ould normally #e allo)ed to take a free action. $)ift
actions usually in*ol*e spellcasting, acti*ating a feat, or the
acti*ation of magic items.
Ca#t a Juic"ened 'pell
Jou can cast a 6uickened spell 7see the Quicken $pell feat9,
or any spell )hose casting time is designated as a free or
s)ift action, as a s)ift action. Only one such spell can #e
cast in any round, and such spells donCt count to)ard your
normal limit of one spell per round. Casting a spell as a s)ift
action doesnCt incur an attack of opportunity.
-mmediate .ction#
Much like a s)ift action, an immediate action consumes a
*ery small amount of time #ut represents a larger expenditure
of effort and energy than a free action. -o)e*er, unlike a
s)ift action, an immediate action can #e performed at any
timeKe*en if itCs not your turn. Casting feather fall is an
immediate action, since the spell can #e cast at any time.
5sing an immediate action on your turn is the same as using
a s)ift action and counts as your s)ift action for that turn.
Jou cannot use another immediate action or a s)ift action
until after your next turn if you ha*e used an immediate
action )hen it is not currently your turn 7effecti*ely, using an
immediate action #efore your turn is e6ui*alent to using your
s)ift action for the coming turn9. Jou also cannot use an
immediate action if you are flat.footed.
!i#cellaneou# .ction#
he follo)ing actions take a *aria#le amount of time to
accomplish or other)ise )ork differently than other actions.
,a"e =7&oot 'tep
Jou can mo*e 5 feet in any round )hen you donCt perform
any other kind of mo*ement. aking this 5.foot step ne*er
pro*okes an attack of opportunity. Jou canCt take more than
one 5.foot step in a round, and you canCt take a 5.foot step in
the same round that you mo*e any distance.
Jou can take a 5.foot step #efore, during, or after your other
actions in the round.
Jou can only take a 5.foot.step if your mo*ement isnCt
hampered #y difficult terrain or darkness. "ny creature )ith
a speed of 5 feet or less canCt take a 5.foot step, since mo*ing
e*en 5 feet re6uires a mo*e action for such a slo) creature.
Jou may not take a 5.foot step using a form of mo*ement for
)hich you do not ha*e a listed speed.
H#e &eat
Certain feats let you take special actions in com#at. Other
feats do not re6uire actions themsel*es, #ut they gi*e you a
#onus )hen attempting something you can already do. $ome
feats are not meant to #e used )ithin the frame)ork of
com#at. he indi*idual feat descriptions tell you )hat you
need to kno) a#out them.
H#e '"ill
Most skill uses are standard actions, #ut some might #e mo*e
actions, full.round actions, free actions, or something else
entirely.
he indi*idual skill descriptions in 5sing $kills tell you )hat
sorts of actions are re6uired to perform skills.
In<%ry and Death
Jour hit points measure ho) hard you are to kill. Ao matter
ho) many hit points you lose, your character isnCt hindered
in any )ay until your hit points drop to ; or lo)er.
1o## of 5it Point#
he most common )ay that your character gets hurt is to
take lethal damage and lose hit points.
Ahat 5it Point# Repre#entB -it points mean t)o things in
the game )orldB the a#ility to take physical punishment and
keep going, and the a#ility to turn a serious #lo) into a less
serious one.
2ffect# of 5it Point DamageB (amage doesnCt slo) you
do)n until your current hit points reach ; or lo)er. "t ; hit
points, youCre disa#led.
:f your hit point total is negati*e, #ut not e6ual to or greater
than your Constitution score, you are unconscious and dying.
4hen your negati*e hit point total is e6ual to your
Constitution, youCre dead.
!a##ive Damage /Fptional Rule0B :f you e*er sustain a
single attack that deals an amount of damage e6ual to half
your total hit points 7minimum 5; points of damage9 or more
and it doesnCt kill you outright, you must make a (C 15
3ortitude sa*e. :f this sa*ing thro) fails, you die regardless
of your current hit points. :f you take half your total hit
points or more in damage from multiple attacks, no one of
)hich dealt more than half your total hit points 7minimum
5;9, the massi*e damage rule does not apply.
Page 1!,
Di#abled /0 5it Point#0
4hen your current hit point total drops to exactly ;, you are
disa#led.
Jou gain the staggered condition and can only take a single
mo*e or standard action each turn 7#ut not #oth, nor can you
take full.round actions9. Jou can take mo*e actions )ithout
further in?uring yourself, #ut if you perform any standard
action 7or any other strenuous action9 you take 1 point of
damage after completing the act. 5nless your acti*ity
increased your hit points, you are no) at H1 hit points and
dying.
-ealing that raises your hit points a#o*e ; makes you fully
functional again, ?ust as if youCd ne*er #een reduced to ; or
fe)er hit points.
Jou can also #ecome disa#led )hen reco*ering from dying.
:n this case, itCs a step to)ard reco*ery, and you can ha*e
fe)er than ; hit points 7see $ta#le Characters and 'eco*ery9.
Dying /Negative 5it Point#0
:f your hit point total is negati*e, #ut not e6ual to or greater
than your Constitution score, youCre dying.
" dying character immediately falls unconscious and can
take no actions.
" dying character loses 1 hit point e*ery round. his
continues until the character dies or #ecomes sta#le.
Dead
4hen your characterCs current hit points drop to a negati*e
amount e6ual to his Constitution score or lo)er, or if he
succum#s to massi*e damage, heCs dead. " character can also
die from taking a#ility damage or suffering an a#ility drain
that reduces his Constitution score to ; 7see $pecial
"#ilities9.
Certain types of po)erful magic, such as raise dead and
resurrection, can restore life to a dead character. $ee Magic
for more information.
'table Character# and Recovery
On the characterCs next turn, after #eing reduced to negati*e
hit points 7#ut not dead9, and on all su#se6uent turns, the
character must make a (C 1; Constitution check to #ecome
sta#le. he character takes a penalty on this roll e6ual to his
negati*e hit point total. " character that is sta#le does not
need to make this check. " natural &; on this check is an
automatic success. :f the character fails this check, he loses 1
hit point. "n unconscious or dying character cannot use any
special action that changes the initiati*e count on )hich his
action occurs.
Characters taking continuous damage, such as from an acid
arro# or a #leed effect, automatically fail all Constitution
checks made to sta#ilize. $uch characters lose 1 hit point per
round in addition to the continuous damage.
Jou can keep a dying character from losing any more hit
points and make him sta#le )ith a (C 15 -eal check.
:f any sort of healing cures the dying character of e*en 1
point of damage, he #ecomes sta#le and stops losing hit
points.
-ealing that raises the dying characterCs hit points to ; makes
him conscious and disa#led. -ealing that raises his hit points
to 1 or more makes him fully functional again, ?ust as if heCd
ne*er #een reduced to ; or lo)er. " spellcaster retains the
spellcasting capa#ility she had #efore dropping #elo) ; hit
points.
" sta#le character )ho has #een tended #y a healer or )ho
has #een magically healed e*entually regains consciousness
and reco*ers hit points naturally. :f the character has no one
to tend him, ho)e*er, his life is still in danger, and he may
yet slip a)ay.
Recovering 6ith 5elpB One hour after a tended, dying
character #ecomes sta#le, the character must make a (C 1;
Constitution check to #ecome conscious. he character takes
a penalty on this roll e6ual to his negati*e hit point total.
Conscious characters )ith negati*e hit point totals are treated
as disa#led characters. :f the character remains unconscious,
he recei*es another check e*ery hour to regain
consciousness. " natural &; on this check is an automatic
success. +*en if unconscious, the character reco*ers hit
points naturally. -e automatically regains consciousness
)hen his hit points rise to 1 or higher.
Recovering 6ithout 5elpB " se*erely )ounded character
left alone usually dies. -e has a small chance of reco*ering
on his o)n. reat such characters as those attempting to
reco*er )ith help, #ut e*ery failed Constitution check to
regain consciousness results in the loss of 1 hit point. "n
unaided character does not reco*er hit points naturally. Once
conscious, the character can make a (C 1; Constitution
check once per day, after resting for % hours, to #egin
reco*ering hit points naturally. he character takes a penalty
on this roll e6ual to his negati*e hit point total. 3ailing this
check causes the character to lose 1 hit point, #ut this does
not cause the character to #ecome unconscious. Once a
character makes this check, he continues to heal naturally
and is no longer in danger of losing hit points naturally.
Page 1!/
5ealing
"fter taking damage, you can reco*er hit points through
natural healing or through magical healing. :n any case, you
canCt regain hit points past your full normal hit point total.
Natural 5ealingB 4ith a full nightCs rest 7% hours of sleep or
more9, you reco*er 1 hit point per character le*el. "ny
significant interruption during your rest pre*ents you from
healing that night.
:f you undergo complete #ed rest for an entire day and night,
you reco*er t)ice your character le*el in hit points.
!agical 5ealingB >arious a#ilities and spells can restore hit
points.
5ealing 1imit#B Jou can ne*er reco*er more hit points than
you lost. Magical healing )onCt raise your current hit points
higher than your full normal hit point total.
5ealing .bility DamageB emporary a#ility damage returns
at the rate of 1 point per night of rest 7% hours9 for each
affected a#ility score. Complete #ed rest restores & points per
day 7&/ hours9 for each affected a#ility score.
,emporary 5it Point#
Certain effects gi*e a character temporary hit points. hese
hit points are in addition to the characterCs current hit point
total and any damage taken #y the character is su#tracted
from these hit points first. "ny damage in excess of a
characterCs temporary hit points is applied to his current hit
points as normal. :f the effect that grants the temporary hit
points ends or is dispelled, any remaining temporary hit
points go a)ay. he damage they sustained is not transferred
to the characterCs current hit points.
4hen temporary hit points are lost, they cannot #e restored
as real hit points can #e, e*en #y magic.
-ncrea#e# in Con#titution 'core and Current 5it Point#B
"n increase in a characterCs Constitution score, e*en a
temporary one, can gi*e her more hit points 7an effecti*e hit
point increase9, #ut these are not temporary hit points. hey
can #e restored, and they are not lost first as temporary hit
points are.
Nonlethal Damage
Aonlethal damage represents harm to a character that is not
life.threatening. 5nlike normal damage, nonlethal damage is
healed 6uickly )ith rest.
Dealing Nonlethal DamageB Certain attacks deal nonlethal
damage. Other effects, such as heat or #eing exhausted, also
deal nonlethal damage. 4hen you take nonlethal damage,
keep a running total of ho) much youC*e accumulated. (o
not deduct the nonlethal damage num#er from your current
hit points. :t is not DrealF damage. :nstead, )hen your
nonlethal damage e6uals your current hit points, youCre
staggered 7see #elo)9, and )hen it exceeds your current hit
points, you fall unconscious.
3onlethal 'a!ae #ith a 9eapon that 'eals &ethal
'a!aeB Jou can use a melee )eapon that deals lethal
damage to deal nonlethal damage instead, #ut you take a H/
penalty on your attack roll.
&ethal 'a!ae #ith a 9eapon that 'eals 3onlethal
'a!aeB Jou can use a )eapon that deals nonlethal damage,
including an unarmed strike, to deal lethal damage instead,
#ut you take a H/ penalty on your attack roll.
'taggered and Hncon#ciou#B 4hen your nonlethal damage
e6uals your current hit points, youCre staggered. Jou can only
take a standard action or a mo*e action in each round 7in
addition to free, immediate, and s)ift actions9. Jou cease
#eing staggered )hen your current hit points once again
exceed your nonlethal damage.
4hen your nonlethal damage exceeds your current hit points,
you fall unconscious. 4hile unconscious, you are helpless.
$pellcasters )ho fall unconscious retain any spellcasting
a#ility they had #efore going unconscious.
:f a creatureCs nonlethal damage is e6ual to his total
maximum hit points 7not his current hit points9, all further
nonlethal damage is treated as lethal damage. his does not
apply to creatures )ith regeneration. $uch creatures simply
accrue additional nonlethal damage, increasing the amount of
time they remain unconscious.
5ealing Nonlethal DamageB Jou heal nonlethal damage at
the rate of 1 hit point per hour per character le*el. 4hen a
spell or a#ility cures hit point damage, it also remo*es an
e6ual amount of nonlethal damage.
)o!ement= Position= And
Distance
Miniatures are on the ,;mm scaleKa miniature of a 0.foot.
tall man is approximately ,;mm tall. " s6uare on the #attle
grid is 1 inch across, representing a 5.foot.#y.5.foot area.
,actical !ovement
Jour speed is determined #y your race and your armor 7see
a#leB actical $peed9. Jour speed )hile unarmored is your
#ase land speed.
Page 1!5
Table B-3: Tactical Speed
Race
No .rmor or
1ight .rmor
!edium or
5eavy .rmor
-uman, elf, half.
elf, half.orc
,; ft. 70 s6uares9 &; ft. 7/ s6uares9
()arf &; ft. 7/ s6uares9 &; ft. 7/ s6uares9
-alfling, gnome &; ft. 7/ s6uares9 15 ft. 7, s6uares9
2ncumbranceB " character encum#ered #y carrying
treasure. a large amount of gear, or fallen comrades may
mo*e slo)er than normal 7see "dditional 'ules9.
5ampered !ovementB (ifficult terrain, o#stacles, or poor
*isi#ility can hamper mo*ement.
!ovement in CombatB Generally, you can mo*e your speed
in a round and still do something 7take a mo*e action and a
standard action9.
:f you do nothing #ut mo*e 7that is, if you use #oth of your
actions in a round to mo*e your speed9, you can mo*e
dou#le your speed.
:f you spend the entire round running, you can mo*e
6uadruple your speed 7or three times your speed in hea*y
armor9. :f you do something that re6uires a full round, you
can only take a 5.foot step.
onu#e# to 'peedB " #ar#arian has a G1;.foot #onus to his
speed 7unless sheCs )earing hea*y armor9. +xperienced
monks also ha*e higher speed 7unless theyCre )earing armor
of any sort9. :n addition, many spells and magic items can
affect a characterCs speed. "l)ays apply any modifiers to a
characterCs speed #efore ad?usting the characterCs speed #ased
on armor or encum#rance, and remem#er that multiple
#onuses of the same type to a characterCs speed donCt stack.
!ea#uring Di#tance
"s a general rule, distance is measured assuming that 1
s6uare e6uals 5 feet.
Diagonal#B 4hen measuring distance, the first diagonal
counts as 1 s6uare, the second counts as & s6uares, the third
counts as 1, the fourth as &, and so on.
Jou canCt mo*e diagonally past a corner 7e*en #y taking a 5.
foot step9. Jou can mo*e diagonally past a creature, e*en an
opponent.
Jou can also mo*e diagonally past other impassa#le
o#stacles, such as pits.
Clo#e#t CreatureB 4hen itCs important to determine the
closest s6uare or creature to a location, if t)o s6uares or
creatures are e6ually close, randomly determine )hich one
counts as closest #y rolling a die.
!oving ,hrough a '>uare
Jou can mo*e through an unoccupied s6uare )ithout
difficulty in most circumstances. (ifficult terrain and a
num#er of spell effects might hamper your mo*ement
through open spaces.
&riendB Jou can mo*e through a s6uare occupied #y a
friendly character, unless you are charging. 4hen you mo*e
through a s6uare occupied #y a friendly character, that
character doesnCt pro*ide you )ith co*er.
FpponentB Jou canCt mo*e through a s6uare occupied #y an
opponent unless the opponent is helpless. Jou can mo*e
through a s6uare occupied #y a helpless opponent )ithout
penalty. $ome creatures, particularly *ery large ones, may
present an o#stacle e*en )hen helpless. :n such cases, each
s6uare you mo*e through counts as & s6uares.
2nding :our !ovementB Jou canCt end your mo*ement in
the same s6uare as another creature unless it is helpless.
FverrunB (uring your mo*ement, you can attempt to mo*e
through a s6uare occupied #y an opponent 7see O*errun9.
,umblingB " trained character can attempt to use "cro#atics
Page 1!0
Tactical Mo%e!ent
he fighterCs first mo*e costs him 5 feet 7or 1 s6uare9. -is
next costs 5 feet also, #ut his third 7his &nd diagonal9
costs him 1; feet. Aext he mo*es into difficult terrain,
also costing him 1; feet. "t this point 7E09, the fighter has
mo*ed ,; feetKone mo*e action. he last s6uare is a
diagonal mo*e in difficult terrain, )hich costs 15 feet8 he
must spend his turnCs standard action to mo*e this far.
he =arge ogreCs mo*e costs a total of &; feet )orth of
mo*ement 7or / s6uares9. he ogre cannot cut across the
corner to get to that location, and must fully mo*e around
it, as indicated.
to mo*e through a s6uare occupied #y an opponent 7see the
"cro#atics skill9.
Dery 'mall CreatureB " 3ine, (iminuti*e, or iny creature
can mo*e into or through an occupied s6uare. he creature
pro*okes attacks of opportunity )hen doing so.
'>uare Fccupied by Creature ,hree 'i$e# 1arger or
'mallerB "ny creature can mo*e through a s6uare occupied
#y a creature three size categories larger than itself.
" #ig creature can mo*e through a s6uare occupied #y a
creature three size categories smaller than it is. Creatures
mo*ing through s6uares occupied #y other creatures pro*oke
attacks of opportunity from those creatures.
De#ignated 23ception#B $ome creatures #reak the a#o*e
rules. " creature that completely fills the s6uares it occupies
cannot #e mo*ed past, e*en )ith the "cro#atics skill or
similar special a#ilities.
,errain and Fb#tacle#
3rom tangled plants to #roken stone, there are a num#er of
terrain features that can affect your mo*ement.
Difficult ,errainB (ifficult terrain, such as hea*y
undergro)th, #roken ground, or steep stairs, hampers
mo*ement. +ach s6uare of difficult terrain counts as &
s6uares of mo*ement. +ach diagonal mo*e into a difficult
terrain s6uare counts as , s6uares. Jou canCt run or charge
across difficult terrain.
:f you occupy s6uares )ith different kinds of terrain, you can
mo*e only as fast as the most difficult terrain you occupy
)ill allo).
3lying and incorporeal creatures are not hampered #y
difficult terrain.
Fb#tacle#B =ike difficult terrain, o#stacles can hamper
mo*ement. :f an o#stacle hampers mo*ement #ut doesnCt
completely #lock it, each o#structed s6uare or o#stacle
#et)een s6uares counts as & s6uares of mo*ement. Jou must
pay this cost to cross the o#stacle, in addition to the cost to
mo*e into the s6uare on the other side. :f you donCt ha*e
sufficient mo*ement to cross the o#stacle and mo*e into the
s6uare on the other side, you canCt cross it. $ome o#stacles
may also re6uire a skill check to cross.
On the other hand, some o#stacles #lock mo*ement entirely.
" character canCt mo*e through a #locking o#stacle.
3lying and incorporeal creatures are a#le to a*oid most
o#stacles.
'>uee$ingB :n some cases, you may ha*e to s6ueeze into or
through an area that isnCt as )ide as the space you take up.
Jou can s6ueeze through or into a space that is at least half
as )ide as your normal space. +ach mo*e into or through a
narro) space counts as if it )ere & s6uares, and )hile
s6ueezed in a narro) space, you take a H/ penalty on attack
rolls and a H/ penalty to "C.
4hen a =arge creature 7)hich normally takes up / s6uares9
s6ueezes into a space thatCs 1 s6uare )ide, the creatureCs
miniature figure occupies & s6uares, centered on the line
#et)een the & s6uares. 3or a #igger creature, center the
creature like)ise in the area it s6ueezes into.
" creature can s6ueeze past a creature )hile mo*ing #ut it
canCt end its mo*ement in an occupied s6uare.
o s6ueeze through or into a space less than half your spaceCs
)idth, you must use the +scape "rtist skill. Jou canCt attack
)hile using +scape "rtist to s6ueeze through or into a
narro) space, you take a H/ penalty to "C, and you lose any
(exterity #onus to "C.
'pecial !ovement Rule#
hese rules co*er special mo*ement situations.
.ccidentally 2nding !ovement in an -llegal 'paceB
$ometimes a character ends its mo*ement )hile mo*ing
through a space )here itCs not allo)ed to stop. 4hen that
happens, put your miniature in the last legal position you
occupied, or the closest legal position, if thereCs a legal
position thatCs closer.
Double !ovement Co#tB 4hen your mo*ement is hampered
in some )ay, your mo*ement usually costs dou#le. 3or
example, each s6uare of mo*ement through difficult terrain
counts as & s6uares, and each diagonal mo*e through such
terrain counts as , s6uares 7?ust as t)o diagonal mo*es
normally do9.
:f mo*ement cost is dou#led t)ice, then each s6uare counts
as / s6uares 7or as 0 s6uares if mo*ing diagonally9. :f
mo*ement cost is dou#led three times, then each s6uare
counts as % s6uares 71& if diagonal9 and so on. his is an
exception to the general rule that t)o dou#lings are
e6ui*alent to a tripling.
!inimum !ovementB (espite )hate*er penalties to
mo*ement you might ha*e, you can take a full.round action
to mo*e 5 feet 71 s6uare9 in any direction, e*en diagonally.
his rule doesnCt allo) you to mo*e through impassa#le
terrain or to mo*e )hen all mo*ement is prohi#ited. $uch
mo*ement pro*okes attacks of opportunity as normal
7despite the distance co*ered, this mo*e isnCt a 5.foot step9.
'ig And 6ittle Creat%res In
Combat
Creatures smaller than $mall or larger than Medium ha*e
special rules relating to position.
Page 1!!
,iny, Diminutive, and &ine Creature#B >ery small creatures
take up less than 1 s6uare of space. his means that more
than one such creature can fit into a single s6uare. " iny
creature typically occupies a space only &.1@& feet across, so
four can fit into a single s6uare. &5 (iminuti*e creatures or
1;; 3ine creatures can fit into a single s6uare. Creatures that
take up less than 1 s6uare of space typically ha*e a natural
reach of ; feet, meaning they canCt reach into ad?acent
s6uares. hey must enter an opponentCs s6uare to attack in
melee. his pro*okes an attack of opportunity from the
opponent. Jou can attack into your o)n s6uare if you need
to, so you can attack such creatures normally. $ince they
ha*e no natural reach, they do not threaten the s6uares
around them. Jou can mo*e past them )ithout pro*oking
attacks of opportunity. hey also canCt flank an enemy.
1arge, 5uge, Gargantuan, and Colo##al Creature#B >ery
large creatures take up more than 1 s6uare.
Creatures that take up more than 1 s6uare typically ha*e a
natural reach of 1; feet or more, meaning that they can reach
targets e*en if they arenCt in ad?acent s6uares.
5nlike )hen someone uses a reach )eapon, a creature )ith
greater than normal natural reach 7more than 5 feet9 still
threatens s6uares ad?acent to it. " creature )ith greater than
normal natural reach usually gets an attack of opportunity
against you if you approach it, #ecause you must enter and
mo*e )ithin the range of its reach #efore you can attack it.
his attack of opportunity is not pro*oked if you take a 5.
foot step.
=arge or larger creatures using reach )eapons can strike up
to dou#le their natural reach #ut canCt strike at their natural
reach or less.
Combat )odifiers
" num#er of factors and conditions can influence an attack
roll. Many of these situations grant a #onus or penalty on
attack rolls or to a defenderCs "rmor Class.
Table B-8: Attac" .oll Modifiers
.ttac"er i#N !elee Ranged
(azzled H1 H1
+ntangled H&
1
H&
1
3lanking defender G& K
:n*isi#le G&
&
G&
&
On higher ground G1 G;
Prone H/ K
,
$haken or frightened H& H&
$6ueezing through a space H/ H/
1 "n entangled character also takes a H/ penalty to
(exterity, )hich may affect his attack roll.
& he defender loses any (exterity #onus to "C.
, Most ranged )eapons canCt #e used )hile the attacker is
prone, #ut you can use a cross#o) or shuriken )hile prone
at no penalty.
Table B-@: Ar!or Class Modifiers
Defender i#N !elee Ranged
1ehind co*er G/ G/
1linded H&
1
H&
1
Concealed or in*isi#le $ee Concealment
Co)ering H&
1
H&
1
+ntangled G;
&
G;
&
3lat.footed G;
1
G;
1
Grappling 7#ut attacker is not9 G;
1
G;
1
-elpless H/
,
G;
,
<neeling or sitting H& G&
Pinned H/
,
G;
,
Prone H/ G/
$6ueezing through a space H/ H/
$tunned H&
1
H&
1
1 he defender loses any (exterity #onus to "C.
& "n entangled character takes a H/ penalty to (exterity.
, he defender is flat.footed and cannot add his (exterity
#onus to his "rmor Class.
Page 1!%
Table B-7: Creature Si<e and Scale
Creature 'i$e 'pace Natural ReachL
3ine 1@& ft. ;
(iminuti*e 1 ft. ;
iny &.1@& ft. ;
$mall 5 ft. 5 ft.
Medium 5 ft. 5 ft.
=arge 7tall9 1; ft. 1; ft.
=arge 7long9 1; ft. 5 ft.
-uge 7tall9 15 ft. 15 ft.
-uge 7long9 15 ft. 1; ft.
Gargantuan 7tall9 &; ft. &; ft.
Gargantuan
7long9
&; ft. 15 ft.
Colossal 7tall9 ,; ft. ,; ft.
Colossal 7long9 ,; ft. &; ft.
P hese *alues are typical for creatures of the
indicated size. $ome exceptions exist.
Cover
o determine )hether your target has co*er from your
ranged attack, choose a corner of your s6uare. :f any line
from this corner to any corner of the targetCs s6uare passes
through a s6uare or #order that #locks line of effect or
pro*ides co*er, or through a s6uare occupied #y a creature,
the target has co*er 7G/ to "C9.
4hen making a melee attack against an ad?acent target, your
target has co*er if any line from any corner of your s6uare to
the targetCs s6uare goes through a )all 7including a lo) )all9.
4hen making a melee attack against a target that isnCt
ad?acent to you 7such as )ith a reach )eapon9, use the rules
for determining co*er from ranged attacks.
1o6 Fb#tacle# and CoverB " lo) o#stacle 7such as a )all
no higher than half your height9 pro*ides co*er, #ut only to
creatures )ithin ,; feet 70 s6uares9 of it. he attacker can
ignore the co*er if heCs closer to the o#stacle than his target.
Cover and .ttac"# of FpportunityB Jou canCt execute an
attack of opportunity against an opponent )ith co*er relati*e
to you.
Cover and Refle3 'ave#B Co*er grants you a G& #onus on
'eflex sa*es against attacks that originate or #urst out from a
point on the other side of the co*er from you. Aote that
spread effects can extend around corners and thus negate this
co*er #onus.
Cover and 'tealth Chec"#B Jou can use co*er to make a
$tealth check. 4ithout co*er, you usually need concealment
7see #elo)9 to make a $tealth check.
'oft CoverB Creatures, e*en your enemies, can pro*ide you
)ith co*er against ranged attacks, gi*ing you a G/ #onus to
"C. -o)e*er, such soft co*er pro*ides no #onus on 'eflex
sa*es, nor does soft co*er allo) you to make a $tealth check.
ig Creature# and CoverB "ny creature )ith a space larger
than 5 feet 71 s6uare9 determines co*er against melee attacks
slightly differently than smaller creatures do. $uch a creature
can choose any s6uare that it occupies to determine if an
opponent has co*er against its melee attacks. $imilarly, )hen
making a melee attack against such a creature, you can pick
any of the s6uares it occupies to determine if it has co*er
against you.
Partial CoverB :f a creature has co*er, #ut more than half the
creature is *isi#le, its co*er #onus is reduced to a G& to "C
and a G1 #onus on 'eflex sa*ing thro)s. his partial co*er is
su#?ect to the GMCs discretion.
,otal CoverB :f you donCt ha*e line of effect to your target
7that is, you cannot dra) any line from your s6uare to your
targetCs s6uare )ithout crossing a solid #arrier9, he is
considered to ha*e total co*er from you. Jou canCt make an
attack against a target that has total co*er.
-mproved CoverB :n some cases, such as attacking a target
hiding #ehind an arro)slit, co*er may pro*ide a greater
#onus to "C and 'eflex sa*es. :n such situations, the normal
co*er #onuses to "C and 'eflex sa*es can #e dou#led 7to G%
and G/, respecti*ely9. " creature )ith this impro*ed co*er
effecti*ely gains impro*ed e*asion against any attack to
)hich the 'eflex sa*e #onus applies. 3urthermore, impro*ed
co*er pro*ides a G1; #onus on $tealth checks.
Concealment
o determine )hether your target has concealment from your
ranged attack, choose a corner of your s6uare. :f any line
from this corner to any corner of the targetCs s6uare passes
through a s6uare or #order that pro*ides concealment, the
Page 1!2
Co%er
E1B he fighter is ad?acent to the ogre, and nothing #locks
him from reaching it. he ogre does not ha*e co*er
against the fighter.
E&B he rogue is ad?acent to the ogre, #ut lines from the
corners of her s6uare to the corners of the ogreCs s6uare
cross through a )all. he ogre has melee co*er from her,
#ut if it attacks her, the rogue does not ha*e co*er from it,
as the ogre has reach 7so it figures attacks as if attacking
)ith a ranged )eapon9.
E,B he cleric attacks at range, and must pick one of the
corners of her s6uare to determine co*er. $ome of these
lines pass through a solid surface, meaning that the ogre
has co*er.
E/B he sorcerer attacks at range as )ell, #ut her lines
re*eal that she can clearly see mo*e than half of the ogre.
his gi*es the ogre partial co*er.
target has concealment.
4hen making a melee attack against an ad?acent target, your
target has concealment if his space is entirely )ithin an effect
that grants concealment. 4hen making a melee attack
against a target that isnCt ad?acent to you, use the rules for
determining concealment from ranged attacks.
:n addition, some magical effects pro*ide concealment
against all attacks, regardless of )hether any inter*ening
concealment exists.
Concealment !i## ChanceB Concealment gi*es the su#?ect
of a successful attack a &;I chance that the attacker missed
#ecause of the concealment. Make the attack normallyKif
the attacker hits, the defender must make a miss chance dI
roll to a*oid #eing struck. Multiple concealment conditions
do not stack.
Concealment and 'tealth Chec"#B Jou can use
concealment to make a $tealth check. 4ithout concealment,
you usually need co*er to make a $tealth check.
,otal ConcealmentB :f you ha*e line of effect to a target #ut
not line of sight, he is considered to ha*e total concealment
from you. Jou canCt attack an opponent that has total
concealment, though you can attack into a s6uare that you
think he occupies. " successful attack into a s6uare occupied
#y an enemy )ith total concealment has a 5;I miss chance
7instead of the normal &;I miss chance for an opponent )ith
concealment9.
Jou canCt execute an attack of opportunity against an
opponent )ith total concealment, e*en if you kno) )hat
s6uare or s6uares the opponent occupies.
-gnoring ConcealmentB Concealment isnCt al)ays effecti*e.
"n area of dim lighting or darkness doesnCt pro*ide any
concealment against an opponent )ith dark*ision. Characters
)ith lo).light *ision can see clearly for a greater distance
than other characters )ith the same light source. "lthough
in%isibility pro*ides total concealment, sighted opponents
may still make Perception checks to notice the location of an
in*isi#le character. "n in*isi#le character gains a G&; #onus
on $tealth checks if mo*ing, or a G/; #onus on $tealth
checks )hen not mo*ing 7e*en though opponents canCt see
you, they might #e a#le to figure out )here you are from
other *isual or auditory clues9.
Darying Degree# of ConcealmentB Certain situations may
pro*ide more or less than typical concealment, and modify
the miss chance accordingly.
&lan"ing
4hen making a melee attack, you get a G& flanking #onus if
your opponent is threatened #y another enemy character or
creature on its opposite #order or opposite corner.
4hen in dou#t a#out )hether t)o characters flank an
opponent in the middle, trace an imaginary line #et)een the
t)o attackersC centers. :f the line passes through opposite
#orders of the opponentCs space 7including corners of those
#orders9, then the opponent is flanked.
+,ceptionB :f a flanker takes up more than 1 s6uare, it gets
the flanking #onus if any s6uare it occupies counts for
flanking.
Only a creature or character that threatens the defender can
help an attacker get a flanking #onus.
Creatures )ith a reach of ; feet canCt flank an opponent.
Page 1%;
)lan"in
E1B he fighter and the cleric are flanking the ogre
#ecause they can dra) a line to each other that passes
through opposite sides of the ogre. 1oth the fighter and
the cleric recei*e a G& #onus on attack rolls made against
the ogre.
E&B he rogue is not flanking the ogre #ecause she cannot
dra) a line to the fighter or the cleric that passes through
opposite sides of the ogre. he rogue cannot dra) a line
to the sorcerer #ecause the sorcerer is not ad?acent to the
ogre and does not threaten it.
E,B he go#lin and the ogre flank the sorcerer, as they can
dra) a line #et)een them that passes through opposite
sides of the sorcererCs s6uare. :f the ogre didnCt ha*e reach
to the sorcerer, though, he and the go#lin )ould not #e
flanking her.
5elple## Defender#
" helpless opponent is someone )ho is #ound, sleeping,
paralyzed, unconscious, or other)ise at your mercy.
Regular .ttac"B " helpless character takes a H/ penalty to
"C against melee attacks. :n addition, a helpless character is
treated as ha*ing a (exterity of ;, gi*ing him a H5 penalty to
"C against #oth melee and ranged attacks 7for a total of H2
against melee and H5 against ranged9. " helpless character is
also flat.footed.
Coup de GraceB "s a full.round action, you can use a melee
)eapon to deli*er a coup de grace 7pronounced Dcoo day
grahsF9 to a helpless opponent. Jou can also use a #o) or
cross#o), pro*ided you are ad?acent to the target.
Jou automatically hit and score a critical hit. :f the defender
sur*i*es the damage, he must make a 3ortitude sa*e 7(C 1;
G damage dealt9 or die. " rogue also gets her extra sneak
attack damage against a helpless opponent )hen deli*ering a
coup de grace.
(eli*ering a coup de grace pro*okes attacks of opportunity
from threatening opponents.
Jou canCt deli*er a coup de grace against a creature that is
immune to critical hits. Jou can deli*er a coup de grace
against a creature )ith total concealment, #ut doing this
re6uires t)o consecuti*e full.round actions 7one to DfindF the
creature once youC*e determined )hat s6uare itCs in, and one
to deli*er the coup de grace9.
S0ecial Attac*s
his section discusses all of the *arious standard maneu*ers
you can perform during com#at other than normal attacks,
casting spells, or using other class a#ilities. $ome of these
special attacks can #e made as part of another action 7such as
an attack9 or as a attack of opportunity.
.id .nother
:n melee com#at, you can help a friend attack or defend #y
distracting or interfering )ith an opponent. :f youCre in
position to make a melee attack on an opponent that is
engaging a friend in melee com#at, you can attempt to aid
your friend as a standard action. Jou make an attack roll
against "C 1;. :f you succeed, your friend gains either a G&
#onus on his next attack roll against that opponent or a G&
#onus to "C against that opponentCs next attack 7your
choice9, as long as that attack comes #efore the #eginning of
your next turn. Multiple characters can aid the same friend,
and similar #onuses stack.
Jou can also use this standard action to help a friend in other
)ays, such as )hen he is affected #y a spell, or to assist
another characterCs skill check.
Charge
Charging is a special full.round action that allo)s you to
mo*e up to t)ice your speed and attack during the action.
Charging, ho)e*er, carries tight restrictions on ho) you can
mo*e.
!ovement During a ChargeB Jou must mo*e #efore your
attack, not after. Jou must mo*e at least 1; feet 7& s6uares9
and may mo*e up to dou#le your speed directly to)ard the
designated opponent. :f you mo*e a distance e6ual to your
speed or less, you can also dra) a )eapon during a charge
attack if your #ase attack #onus is at least G1.
Jou must ha*e a clear path to)ard the opponent, and nothing
can hinder your mo*ement 7such as difficult terrain or
o#stacles9. Jou must mo*e to the closest space from )hich
you can attack the opponent. :f this space is occupied or
other)ise #locked, you canCt charge. :f any line from your
starting space to the ending space passes through a s6uare
that #locks mo*ement, slo)s mo*ement, or contains a
creature 7e*en an ally9, you canCt charge. -elpless creatures
donCt stop a charge.
:f you donCt ha*e line of sight to the opponent at the start of
your turn, you canCt charge that opponent.
Jou canCt take a 5.foot step in the same round as a charge.
:f you are a#le to take only a standard action on your turn,
you can still charge, #ut you are only allo)ed to mo*e up to
your speed 7instead of up to dou#le your speed9 and you
cannot dra) a )eapon unless you possess the Quick (ra)
feat. Jou canCt use this option unless you are restricted to
taking only a standard action on your turn.
.ttac"ing on a ChargeB "fter mo*ing, you may make a
single melee attack. Jou get a G& #onus on the attack roll and
take a H& penalty to your "C until the start of your next turn.
" charging character gets a G& #onus on com#at maneu*er
attack rolls made to #ull rush an opponent.
+*en if you ha*e extra attacks, such as from ha*ing a high
enough #ase attack #onus or from using multiple )eapons,
you only get to make one attack during a charge.
1ance# and Charge .ttac"#B " lance deals dou#le damage
if employed #y a mounted character in a charge.
Aeapon# Readied again#t a ChargeB $pears, tridents, and
other )eapons )ith the #race feature deal dou#le damage
)hen readied 7set9 and used against a charging character.
Combat !aneuver#
(uring com#at, you can attempt to perform a num#er of
Page 1%1
maneu*ers that can hinder or e*en cripple your foe,
including #ull rush, disarm, grapple, o*errun, sunder, and
trip. "lthough these maneu*ers ha*e *astly different results,
they all use a similar mechanic to determine success.
Combat !aneuver onu#B +ach character and creature has
a Com#at Maneu*er 1onus 7or CM19 that represents its skill
at performing com#at maneu*ers. " creatureCs CM1 is
determined using the follo)ing formulaB
C! O a#e attac" bonu# B 'trength modifier
B #pecial #i$e modifier
Creatures that are size iny or smaller use their (exterity
modifier in place of their $trength modifier to determine
their CM1. he special size modifier for a creatureCs Com#at
Maneu*er 1onus is as follo)sB 3ine H%, (iminuti*e H/, iny
H&, $mall H1, Medium G;, =arge G1, -uge G&, Gargantuan
G/, Colossal G%. $ome feats and a#ilities grant a #onus to
your CM1 )hen performing specific maneu*ers.
Performing a Combat !aneuverB 4hen performing a
com#at maneu*er, you must use an action appropriate to the
maneu*er you are attempting to perform. 4hile many
com#at maneu*ers can #e performed as part of an attack
action, full.attack action, or attack of opportunity 7in place of
a melee attack9, others re6uire a specific action. 5nless
other)ise noted, performing a com#at maneu*er pro*okes an
attack of opportunity from the target of the maneu*er. :f you
are hit #y the target, you take the damage normally and apply
that amount as a penalty to the attack roll to perform the
maneu*er. :f your target is immo#ilized, unconscious, or
other)ise incapacitated, your maneu*er automatically
succeeds 7treat as if you rolled a natural &; on the attack
roll9. :f your target is stunned, you recei*e a G/ #onus on
your attack roll to perform a com#at maneu*er against it.
4hen you attempt to perform a com#at maneu*er, make an
attack roll and add your CM1 in place of your normal attack
#onus. "dd any #onuses you currently ha*e on attack rolls
due to spells, feats, and other effects. hese #onuses must #e
applica#le to the )eapon or attack used to perform the
maneu*er. he (C of this maneu*er is your targetCs Com#at
Maneu*er (efense. Com#at maneu*ers are attack rolls, so
you must roll for concealment and take any other penalties
that )ould normally apply to an attack roll.
Combat !aneuver Defen#eB +ach character and creature
has a Com#at Maneu*er (efense 7or CM(9 that represents
its a#ility to resist com#at maneu*ers. " creatureCs CM( is
determined using the follo)ing formulaB
C!D O 80 B a#e attac" bonu#
B 'trength modifier B De3terity modifier
B #pecial #i$e modifier
he special size modifier for a creatureCs Com#at Maneu*er
(efense is as follo)sB 3ine H%, (iminuti*e H/, iny H&,
$mall H1, Medium G;, =arge G1, -uge G&, Gargantuan G/,
Colossal G%. $ome feats and a#ilities grant a #onus to your
CM( )hen resisting specific maneu*ers. " creature can also
add any circumstance, deflection, dodge, insight, morale,
profane, and sacred #onuses to "C to its CM(. "ny penalties
to a creatureCs "C also apply to its CM(. " flat.footed
creature does not add its (exterity #onus to its CM(.
Determine 'ucce##B :f your attack roll e6uals or exceeds the
CM( of the target, your maneu*er is a success and has the
listed effect. $ome maneu*ers, such as #ull rush, ha*e
*arying le*els of success depending on ho) much your
attack roll exceeds the targetCs CM(. 'olling a natural &;
)hile attempting a com#at maneu*er is al)ays a success
7except )hen attempting to escape from #onds9, )hile rolling
a natural 1 is al)ays a failure.
ull Ru#h
Jou can make a #ull rush as a standard action or as part of a
charge, in place of the melee attack. Jou can only #ull rush
an opponent )ho is no more than on size category larger than
you. " #ull rush attempts to push an opponent straight #ack
)ithout doing any harm. :f you do not ha*e the :mpro*ed
1ull 'ush feat, or a similar a#ility, initiating a #ull rush
pro*okes an attack of opportunity from the target of your
maneu*er.
:f your attack is successful, your target is pushed #ack 5 feet.
3or e*ery 5 #y )hich your attack exceeds your opponentCs
CM( you can push the target #ack an additional 5 feet. Jou
can mo*e )ith the target if you )ish #ut you must ha*e the
a*aila#le mo*ement to do so. :f your attack fails, your
mo*ement ends in front of the target.
"n enemy #eing mo*ed #y a #ull rush does not pro*oke an
attack of opportunity #ecause of the mo*ement unless you
possess the Greater 1ull 'ush feat. Jou cannot #ull rush a
creature into a s6uare that is occupied #y a solid o#?ect or
o#stacle. :f there is another creature in the )ay of your #ull
rush, you must immediately make a com#at maneu*er check
to #ull rush that creature. Jou take a H/ penalty on this check
for each creature #eing pushed #eyond the first. :f you are
successful, you can continue to push the creatures a distance
e6ual to the lesser result. 3or example, if a fighter #ull rushes
a go#lin for a total of 15 feet, #ut there is another go#lin 5
feet #ehind the first, he must make another com#at maneu*er
check against the second go#lin after ha*ing pushed the first
5 feet. :f his check re*eals that he can push the second go#lin
a total of &; feet, he can continue to push #oth go#lins
another 1; feet 7since the first go#lin )ill ha*e mo*ed a total
of 15 feet9.
Di#arm
Jou can attempt to disarm your opponent in place of a melee
attack. :f you do not ha*e the :mpro*ed (isarm feat, or a
Page 1%&
similar a#ility, attempting to disarm a foe pro*okes an attack
of opportunity from the target of your maneu*er. "ttempting
to disarm a foe )hile unarmed imposes a H/ penalty on the
attack.
:f your attack is successful, your target drops one item it is
carrying of your choice 7e*en if the item is )ielded )ith t)o
hands9. :f your attack exceeds the CM( of the target #y 1; or
more, the target drops the items it is carrying in #oth hands
7maximum t)o items if the target has more than t)o hands9.
:f your attack fails #y 1; or more, you drop the )eapon that
you )ere using to attempt the disarm. :f you successfully
disarm your opponent )ithout using a )eapon, you may
automatically pick up the item dropped.
Grapple
"s a standard action, you can attempt to grapple a foe,
hindering his com#at options. :f you do not ha*e :mpro*ed
Grapple, gra#, or a similar a#ility, attempting to grapple a foe
pro*okes an attack of opportunity from the target of your
maneu*er. -umanoid creatures )ithout t)o free hands
attempting to grapple a foe take a H/ penalty on the com#at
maneu*er roll. :f successful, #oth you and the target gain the
grappled condition 7see the "ppendices9. :f you successfully
grapple a creature that is not ad?acent to you, mo*e that
creature to an ad?acent open space 7if no space is a*aila#le,
your grapple fails9. "lthough #oth creatures ha*e the
grappled condition, you can, as the creature that initiated the
grapple, release the grapple as a free action, remo*ing the
condition from #oth you and the target. :f you do not release
the grapple, you must continue to make a check each round,
as a standard action, to maintain the hold. :f your target does
not #reak the grapple, you get a G5 circumstance #onus on
grapple checks made against the same target in su#se6uent
rounds. Once you are grappling an opponent, a successful
check allo)s you to continue grappling the foe, and also
allo)s you to perform one of the follo)ing actions 7as part of
the standard action spent to maintain the grapple9.
Mo%eB Jou can mo*e #oth yourself and your target up to half
your speed. "t the end of your mo*ement, you can place
your target in any s6uare ad?acent to you. :f you attempt to
place your foe in a hazardous location, such as in a #all of
fire or o*er a pit, the target recei*es a free attempt to #reak
your grapple )ith a G/ #onus.
'a!aeB Jou can inflict damage to your target e6ual to your
unarmed strike, a natural attack, or an attack made )ith
armor spikes or a light or one.handed )eapon. his damage
can #e either lethal or nonlethal.
PinB Jou can gi*e your opponent the pinned condition 7see
Conditions9. (espite pinning your opponent, you still only
ha*e the grappled condition, #ut you lose your (exterity
#onus to "C.
Tie 6pB :f you ha*e your target pinned, other)ise restrained,
or unconscious, you can use rope to tie him up. his )orks
like a pin effect, #ut the (C to escape the #onds is e6ual to
&; G your Com#at Maneu*er 1onus 7instead of your CM(9.
he ropes do not need to make a check e*ery round to
maintain the pin. :f you are grappling the target, you can
attempt to tie him up in ropes, #ut doing so re6uires a com#at
maneu*er check at a H1; penalty. :f the (C to escape from
these #indings is higher than &; G the targetCs CM1, the
target cannot escape from the #onds, e*en )ith a natural &;
on the check.
-f :ou .re GrappledB :f you are grappled, you can attempt
to #reak the grapple as a standard action #y making a com#at
maneu*er check 7(C e6ual to your opponentCs CM(8 this
does not pro*oke an attack of opportunity9 or +scape "rtist
check 7)ith a (C e6ual to your opponentCs CM(9. :f you
succeed, you #reak the grapple and can act normally.
"lternati*ely, if you succeed, you can #ecome the grappler,
grappling the other creature 7meaning that the other creature
cannot freely release the grapple )ithout making a com#at
maneu*er check, )hile you can9. :nstead of attempting to
#reak or re*erse the grapple, you can take any action that
re6uires only one hand to perform, such as cast a spell or
make an attack )ith a light or one.handed )eapon against
any creature )ithin your reach, including the creature that is
grappling you. $ee the grappled condition for additional
details. :f you are pinned, your actions are *ery limited. $ee
the pinned condition in Conditions for additional details.
!ultiple Creature#B Multiple creatures can attempt to
grapple one target. he creature that first initiates the grapple
is the only one that makes a check, )ith a G& #onus for each
creature that assists in the grapple 7using the "id "nother
action9. Multiple creatures can also assist another creature in
#reaking free from a grapple, )ith each creature that assists
7using the "id "nother action9 granting a G& #onus on the
grappled creatureCs com#at maneu*er check.
Fverrun
"s a standard action, taken during your mo*e or as part of a
charge, you can attempt to o*errun your target, mo*ing
through its s6uare. Jou can only o*errun an opponent )ho is
no more than one size category larger than you. :f you do not
ha*e the :mpro*ed O*errun feat, or a similar a#ility,
initiating an o*errun pro*okes an attack of opportunity from
the target of your maneu*er. :f your o*errun attempt fails,
you stop in the space directly in front of the opponent, or the
nearest open space in front of the creature if there are other
creatures occupying that space.
4hen you attempt to o*errun a target, it can choose to a*oid
you, allo)ing you to pass through its s6uare )ithout
re6uiring an attack. :f your target does not a*oid you, make a
com#at maneu*er check as normal. :f your maneu*er is
successful, you mo*e through the targetCs space. :f your
attack exceeds your opponentCs CM( #y 5 or more, you
Page 1%,
mo*e through the targetCs space and the target is knocked
prone. :f the target has more than t)o legs, add G& to the (C
of the com#at maneu*er attack roll for each additional leg it
has.
'under
Jou can attempt to sunder an item held or )orn #y your
opponent as part of an attack action in place of a melee
attack. :f you do not ha*e the :mpro*ed $under feat, or a
similar a#ility, attempting to sunder an item pro*okes an
attack of opportunity from the target of your maneu*er.
:f your attack is successful, you deal damage to the item
normally. (amage that exceeds the o#?ectCs -ardness is
su#tracted from its hit points. :f an o#?ect has e6ual to or less
than half its total hit points remaining, it gains the #roken
condition 7see Conditions9. :f the damage you deal )ould
reduce the o#?ect to less than ; hit points, you can choose to
destroy it. :f you do not choose to destroy it, the o#?ect is left
)ith only 1 hit point and the #roken condition.
,rip
Jou can attempt to trip your opponent in place of a melee
attack. Jou can only trip an opponent )ho is no more than
one size category larger than you. :f you do not ha*e the
:mpro*ed rip feat, or a similar a#ility, initiating a trip
pro*okes an attack of opportunity from the target of your
maneu*er.
:f your attack exceeds the targetCs CM(, the target is
knocked prone. :f your attack fails #y 1; or more, you are
knocked prone instead. :f the target has more than t)o legs,
add G& to the (C of the com#at maneu*er attack roll for each
additional leg it has. $ome creaturesKsuch as oozes,
creatures )ithout legs, and flying creaturesKcannot #e
tripped.
&eint
3einting is a standard action. o feint, make a 1luff skill
check. he (C of this check is e6ual to 1; G your opponentCs
#ase attack #onus G your opponentCs 4isdom modifier. :f
your opponent is trained in $ense Moti*e, the (C is instead
e6ual to 1; G your opponentCs $ense Moti*e #onus, if higher.
:f successful, the next melee attack you make against the
target does not allo) him to use his (exterity #onus to "C 7if
any9. his attack must #e made on or #efore your next turn.
4hen feinting against a nonhumanoid you take a H/ penalty.
"gainst a creature of animal :ntelligence 71 or &9, you take a
H% penalty. "gainst a creature lacking an :ntelligence score,
itCs impossi#le. 3einting in com#at does not pro*oke attacks
of opportunity.
&einting a# a !ove .ctionB 4ith the :mpro*ed 3eint feat,
you can attempt a feint as a mo*e action.
!ounted Combat
hese rules co*er #eing mounted on a horse in com#at #ut
can also #e applied to more unusual steeds, such as a griffon
or dragon.
!ount# in CombatB -orses, ponies, and riding dogs can
ser*e readily as com#at steeds. Mounts that do not possess
com#at training 7see the -andle "nimal skill9 are frightened
#y com#at. :f you donCt dismount, you must make a (C &;
'ide check each round as a mo*e action to control such a
mount. :f you succeed, you can perform a standard action
after the mo*e action. :f you fail, the mo*e action #ecomes a
full.round action, and you canCt do anything else until your
next turn.
Jour mount acts on your initiati*e count as you direct it. Jou
mo*e at its speed, #ut the mount uses its action to mo*e.
" horse 7not a pony9 is a =arge creature and thus takes up a
space 1; feet 7& s6uares9 across. 3or simplicity, assume that
you share your mountCs space during com#at.
Combat 6hile !ountedB 4ith a (C 5 'ide check, you can
guide your mount )ith your knees so as to use #oth hands to
attack or defend yourself. his is a free action.
4hen you attack a creature smaller than your mount that is
on foot, you get the G1 #onus on melee attacks for #eing on
higher ground. :f your mount mo*es more than 5 feet, you
can only make a single melee attack. +ssentially, you ha*e to
)ait until the mount gets to your enemy #efore attacking, so
you canCt make a full attack. +*en at your mountCs full speed,
you donCt take any penalty on melee attacks )hile mounted.
:f your mount charges, you also take the "C penalty
associated )ith a charge. :f you make an attack at the end of
the charge, you recei*e the #onus gained from the charge.
4hen charging on horse#ack, you deal dou#le damage )ith a
lance 7see Charge9.
Jou can use ranged )eapons )hile your mount is taking a
dou#le mo*e, #ut at a H/ penalty on the attack roll. Jou can
use ranged )eapons )hile your mount is running 76uadruple
speed9 at a H% penalty. :n either case, you make the attack
roll )hen your mount has completed half its mo*ement. Jou
can make a full attack )ith a ranged )eapon )hile your
mount is mo*ing. =ike)ise, you can take mo*e actions
normally.
Ca#ting 'pell# Ahile !ountedB Jou can cast a spell
normally if your mount mo*es up to a normal mo*e 7its
speed9 either #efore or after you cast. :f you ha*e your mount
mo*e #oth #efore and after you cast a spell, then youCre
casting the spell )hile the mount is mo*ing, and you ha*e to
make a concentration check due to the *igorous motion 7(C
Page 1%/
1; G spell le*el9 or lose the spell. :f the mount is running
76uadruple speed9, you can cast a spell )hen your mount has
mo*ed up to t)ice its speed, #ut your concentration check is
more difficult due to the *iolent motion 7(C 15 G spell
le*el9.
-f :our !ount &all# in attleB :f your mount falls, you ha*e
to succeed on a (C 15 'ide check to make a soft fall and
take no damage. :f the check fails, you take 1d0 points of
damage.
-f :ou .re DroppedB :f you are knocked unconscious, you
ha*e a 5;I chance to stay in the saddle 7!5I if youCre in a
military saddle9. Other)ise you fall and take 1d0 points of
damage. 4ithout you to guide it, your mount a*oids com#at.
,hro6 'pla#h Aeapon
" splash )eapon is a ranged )eapon that #reaks on impact,
splashing or scattering its contents o*er its target and near#y
creatures or o#?ects. o attack )ith a splash )eapon, make a
ranged touch attack against the target. hro)n splash
)eapons re6uire no )eapon proficiency, so you donCt take
the H/ nonproficiency penalty. " hit deals direct hit damage
to the target, and splash damage to all creatures )ithin 5 feet
of the target. $plash )eapons cannot deal precision.#ased
damage 7such as the damage from the rogueCs sneak attack
class feature9.
Jou can instead target a specific grid intersection. reat this
as a ranged attack against "C 5. -o)e*er, if you target a grid
intersection, creatures in all ad?acent s6uares are dealt the
splash damage, and the direct hit damage is not dealt to any
creature. Jou canCt target a grid intersection occupied #y a
creature, such as a =arge or larger creature8 in this case,
youCre aiming at the creature.
:f you miss the target 7)hether aiming at a creature or a grid
intersection9, roll 1d%. his determines the misdirection of
the thro), )ith 1 falling short 7off.target in a straight line
to)ard the thro)er9, and & through % rotating around the
target creature or grid intersection in a clock)ise direction.
hen, count a num#er of s6uares in the indicated direction
e6ual to the range increment of the thro). "fter you
determine )here the )eapon landed, it deals splash damage
to all creatures in that s6uare and in all ad?acent s6uares.
,6o7Aeapon &ighting
:f you )ield a second )eapon in your off hand, you can get
one extra attack per round )ith that )eapon. Jou suffer a H0
penalty )ith your regular attack or attacks )ith your primary
hand and a H1; penalty to the attack )ith your off hand )hen
you fight this )ay. Jou can reduce these penalties in t)o
)ays. 3irst, if your off.hand )eapon is light, the penalties are
reduced #y & each. "n unarmed strike is al)ays considered
light. $econd, the )o.4eapon 3ighting feat lessens the
primary hand penalty #y &, and the off.hand penalty #y 0.
a#leB )o.)eapon 3ighting Penalties summarizes the
interaction of all these factors.
Double Aeapon#B Jou can use a dou#le )eapon to make an
extra attack )ith the off.hand end of the )eapon as if you
)ere fighting )ith t)o )eapons. he penalties apply as if the
off.hand end of the )eapon )as a light )eapon.
,hro6n Aeapon#B he same rules apply )hen you thro) a
)eapon from each hand. reat a dart or shuriken as a light
)eapon )hen used in this manner, and treat a #olas, ?a*elin,
net, or sling as a one.handed )eapon.
Table B-A: T#o-9eapon )ihtin Penalties
Circum#tance#
Primary
5and
Fff 5and
Aormal penalties H0 H1;
Off.hand )eapon is light H/ H%
)o.4eapon 3ighting feat H/ H/
Off.hand )eapon is light and
)o.4eapon 3ighting feat
H& H&
S0ecial Initiati!e Actions
-ere are )ays to change )hen you act during com#at #y
altering your place in the initiati*e order.
Delay
1y choosing to delay, you take no action and then act
normally on )hate*er initiati*e count you decide to act.
4hen you delay, you *oluntarily reduce your o)n initiati*e
result for the rest of the com#at. 4hen your ne), lo)er
initiati*e count comes up later in the same round, you can act
normally. Jou can specify this ne) initiati*e result or ?ust
)ait until some time later in the round and act then, thus
fixing your ne) initiati*e count at that point.
Jou ne*er get #ack the time you spend )aiting to see )hatCs
going to happen. Jou also canCt interrupt anyone elseCs action
7as you can )ith a readied action9.
-nitiative Con#e>uence# of DelayingB Jour initiati*e result
#ecomes the count on )hich you took the delayed action. :f
you come to your next action and ha*e not yet performed an
action, you donCt get to take a delayed action 7though you can
delay again9.
:f you take a delayed action in the next round, #efore your
regular turn comes up, your initiati*e count rises to that ne)
point in the order of #attle, and you do not get your regular
action that round.
Page 1%5
Ready
he ready action lets you prepare to take an action later, after
your turn is o*er #ut #efore your next one has #egun.
'eadying is a standard action. :t does not pro*oke an attack
of opportunity 7though the action that you ready might do
so9.
Readying an .ctionB Jou can ready a standard action, a
mo*e action, a s)ift action, or a free action. o do so, specify
the action you )ill take and the conditions under )hich you
)ill take it. hen, anytime #efore your next action, you may
take the readied action in response to that condition. he
action occurs ?ust #efore the action that triggers it. :f the
triggered action is part of another characterCs acti*ities, you
interrupt the other character. "ssuming he is still capa#le of
doing so, he continues his actions once you complete your
readied action. Jour initiati*e result changes. 3or the rest of
the encounter, your initiati*e result is the count on )hich you
took the readied action, and you act immediately ahead of the
character )hose action triggered your readied action.
Jou can take a 5.foot step as part of your readied action, #ut
only if you donCt other)ise mo*e any distance during the
round.
-nitiative Con#e>uence# of ReadyingB Jour initiati*e result
#ecomes the count on )hich you took the readied action. :f
you come to your next action and ha*e not yet performed
your readied action, you donCt get to take the readied action
7though you can ready the same action again9. :f you take
your readied action in the next round, #efore your regular
turn comes up, your initiati*e count rises to that ne) point in
the order of #attle, and you do not get your regular action
that round.
Di#tracting 'pellca#ter#B Jou can ready an attack against a
spellcaster )ith the trigger Dif she starts casting a spell.F :f
you damage the spellcaster, she may lose the spell she )as
trying to cast 7as determined #y her $pellcraft check result9.
Readying to Counter#pellB Jou may ready a counterspell
against a spellcaster 7often )ith the trigger Dif she starts
casting a spellF9. :n this case, )hen the spellcaster starts a
spell, you get a chance to identify it )ith a $pellcraft check
7(C 15 G spell le*el9. :f you do, and if you can cast that
same spell 7and are a#le to cast it and ha*e it prepared, if you
prepare spells9, you can cast the spell as a counterspell and
automatically ruin the other spellcasterCs spell.
Counterspelling )orks e*en if one spell is di*ine and the
other arcane.
" spellcaster can use dispel !aic to counterspell another
spellcaster, #ut it doesnCt al)ays )ork.
Readying a Aeapon again#t a ChargeB Jou can ready
)eapons )ith the #race feature, setting them to recei*e
charges. " readied )eapon of this type deals dou#le damage
if you score a hit )ith it against a charging character.
Page 1%0
>. )agic
" spell is a one.time magical effect. $pells come in t)o
typesB arcane 7cast #y #ards, sorcerers, and )izards9 and
di*ine 7cast #y clerics, druids, and experienced paladins and
rangers9. $ome spellcasters select their spells from a limited
list of spells kno)n, )hile others ha*e access to a )ide
*ariety of options.
Most spellcasters prepare spells in ad*anceK)hether from a
spell#ook or through prayersK)hile some cast spells
spontaneously )ithout preparation. (espite these different
)ays characters use to learn or prepare their spells, )hen it
comes to casting them, the spells are *ery much alike.
Casting S0ells
4hether a spell is arcane or di*ine, and )hether a character
prepares spells in ad*ance or chooses them on the spot,
casting a spell )orks the same )ay.
Choo#ing a 'pell
3irst you must choose )hich spell to cast. :f youCre a cleric,
druid, experienced paladin, experienced ranger, or )izard,
you select from among spells prepared earlier in the day and
not yet cast 7see Preparing 4izard $pells and Preparing
(i*ine $pells9.
:f youCre a #ard or sorcerer, you can select any spell you
kno), pro*ided you are capa#le of casting spells of that le*el
or higher.
o cast a spell, you must #e a#le to speak 7if the spell has a
*er#al component9, gesture 7if it has a somatic component9,
and manipulate the material components or focus 7if any9.
"dditionally, you must concentrate to cast a spell.
:f a spell has multiple *ersions, you choose )hich *ersion to
use )hen you cast it. Jou donCt ha*e to prepare 7or learn, in
the case of a #ard or sorcerer9 a specific *ersion of the spell.
Once youC*e cast a prepared spell, you canCt cast it again until
you prepare it again. 7:f youC*e prepared multiple copies of a
single spell, you can cast each copy once.9 :f youCre a #ard or
sorcerer, casting a spell counts against your daily limit for
spells of that spell le*el, #ut you can cast the same spell
again if you ha*enCt reached your limit.
Concentration
Table C-1: Concentration Chec" 'Cs
'ituation Concentration Chec" DC
Cast defensi*ely 15 G dou#le spell le*el
:n?ured )hile casting
1; G damage dealt
G spell le*el
Continuous damage )hile
casting
1; G 1@& damage dealt
G spell le*el
"ffected #y a non.damaging
spell )hile casting
(C of the spell
G spell le*el
Grappled or pinned )hile
casting
1; G grapplerCs CM1
G spell le*el
>igorous motion )hile casting 1; G spell le*el
>iolent motion )hile casting 15 G spell le*el
+xtremely *iolent motion )hile
casting
&; G spell le*el
4ind )ith rain or sleet )hile
casting
5 G spell le*el
4ind )ith hail and de#ris )hile
casting
1; G spell le*el
4eather caused #y spell see spell
+ntangled )hile casting 15 G spell le*el
o cast a spell, you must concentrate. :f something interrupts
your concentration )hile youCre casting, you must make a
concentration check or lose the spell. 4hen you make a
concentration check, you roll d&; and add your caster le*el
and the a#ility score modifier used to determine #onus spells
of the same type. Clerics, druids, and rangers add their
4isdom modifier. 1ards, paladins, and sorcerers add their
Charisma modifier. 3inally, )izards add their :ntelligence
modifier. he more distracting the interruption and the higher
the le*el of the spell you are trying to cast, the higher the (C
7see a#leB Concentration Check (Cs9. :f you fail the check,
you lose the spell ?ust as if you had cast it to no effect.
-nKuryB :f you take damage )hile trying to cast a spell, you
must make a concentration check )ith a (C e6ual to 1; G
the damage taken G the le*el of the spell youCre casting. :f
you fail the check, you lose the spell )ithout effect. he
interrupting e*ent strikes during spellcasting if it comes
#et)een the time you started and the time you complete a
spell 7for a spell )ith a casting time of 1 full round or more9
or if it comes in response to your casting the spell 7such as an
attack of opportunity pro*oked #y the spell or a contingent
attack, such as a readied action9.
:f you are taking continuous damage, such as from an acid
arro# or #y standing in a lake of la*a, half the damage is
considered to take place )hile you are casting a spell. Jou
Page 1%!
must make a concentration check )ith a (C e6ual to 1; G
1@& the damage that the continuous source last dealt G the
le*el of the spell youCre casting. :f the last damage dealt )as
the last damage that the effect could deal, then the damage is
o*er and does not distract you.
'pellB :f you are affected #y a spell )hile attempting to cast a
spell of your o)n, you must make a concentration check or
lose the spell you are casting. :f the spell affecting you deals
damage, the (C is 1; G the damage taken G the le*el of the
spell youCre casting.
:f the spell interferes )ith you or distracts you in some other
)ay, the (C is the spellCs sa*ing thro) (C G the le*el of the
spell youCre casting. 3or a spell )ith no sa*ing thro), itCs the
(C that the spellCs sa*ing thro) )ould ha*e if a sa*e )ere
allo)ed 71; G spell le*el G casterCs a#ility score9.
Grappling or PinnedB he only spells you can cast )hile
grappling or pinned are those )ithout somatic components
and )hose material components 7if any9 you ha*e in hand.
+*en so, you must make a concentration check 7(C 1; G the
grapplerCs CM1 G the le*el of the spell youCre casting9 or lose
the spell.
Digorou# !otionB :f you are riding on a mo*ing mount,
taking a #ouncy ride in a )agon, on a small #oat in rough
)ater, #elo)decks in a storm.tossed ship, or simply #eing
?ostled in a similar fashion, you must make a concentration
check 7(C 1; G the le*el of the spell youCre casting9 or lose
the spell.
Diolent !otionB :f you are on a galloping horse, taking a
*ery rough ride in a )agon, on a small #oat in rapids or in a
storm, on deck in a storm.tossed ship, or #eing pitched
roughly a#out in a similar fashion, you must make a
concentration check 7(C 15 G the le*el of the spell youCre
casting9 or lose the spell. :f the motion is extremely *iolent,
such as that caused #y an earth6uake, the (C is e6ual to &; G
the le*el of the spell youCre casting.
Diolent AeatherB Jou must make a concentration check if
you try to cast a spell in *iolent )eather. :f you are in a high
)ind carrying #linding rain or sleet, the (C is 5 G the le*el
of the spell youCre casting. :f you are in )ind.dri*en hail,
dust, or de#ris, the (C is 1; G the le*el of the spell youCre
casting. :n either case, you lose the spell if you fail the
concentration check. :f the )eather is caused #y a spell, use
the rules as descri#ed in the spellCs description.
Ca#ting Defen#ivelyB :f you )ant to cast a spell )ithout
pro*oking any attacks of opportunity, you must make a
concentration check 7(C 15 G dou#le the le*el of the spell
youCre casting9 to succeed. Jou lose the spell if you fail.
2ntangledB :f you )ant to cast a spell )hile entangled in a
net or #y a tanglefoot #ag or )hile youCre affected #y a spell
)ith similar effects, you must make a concentration check to
cast the spell 7(C 15 G the le*el of the spell youCre casting9.
Jou lose the spell if you fail.
Counter#pell#
:t is possi#le to cast any spell as a counterspell. 1y doing so,
you are using the spellCs energy to disrupt the casting of the
same spell #y another character. Counterspelling )orks e*en
if one spell is di*ine and the other arcane.
5o6 Counter#pell# Aor"B o use a counterspell, you must
select an opponent as the target of the counterspell. Jou do
this #y choosing to ready an action. :n doing so, you elect to
)ait to complete your action until your opponent tries to cast
a spell. Jou may still mo*e at your normal speed, since ready
is a standard action.
:f the target of your counterspell tries to cast a spell, make a
$pellcraft check 7(C 15 G the spellCs le*el9. his check is a
free action. :f the check succeeds, you correctly identify the
opponentCs spell and can attempt to counter it. :f the check
fails, you canCt do either of these things.
o complete the action, you must then cast an appropriate
spell. "s a general rule, a spell can only counter itself. :f you
are a#le to cast the same spell and you ha*e it prepared 7or
ha*e a slot of the appropriate le*el a*aila#le9, you cast it,
creating a counterspell effect. :f the target is )ithin range,
#oth spells automatically negate each other )ith no other
results.
Counter#pelling !etamagic 'pell#B Metamagic feats are
not taken into account )hen determining )hether a spell can
#e countered.
'pecific 23ception#B $ome spells can counter other specific
spells, often those )ith diametrically opposed effects.
.ispel /agic a# a Counter#pellB Jou can usually use dispel
!aic to counterspell another spell #eing cast )ithout
needing to identify the spell #eing cast. 'ispel !aic doesnCt
al)ays )ork as a counterspell 7see the spell description9.
Ca#ter 1evel
" spellCs po)er often depends on its caster le*el, )hich for
most spellcasting characters is e6ual to her class le*el in the
class sheCs using to cast the spell.
Jou can cast a spell at a lo)er caster le*el than normal, #ut
the caster le*el you choose must #e high enough for you to
cast the spell in 6uestion, and all le*el.dependent features
must #e #ased on the same caster le*el.
:n the e*ent that a class feature or other special a#ility
pro*ides an ad?ustment to your caster le*el, that ad?ustment
applies not only to effects #ased on caster le*el 7such as
range, duration, and damage dealt9, #ut also to your caster
le*el check to o*ercome your targetCs spell resistance and to
the caster le*el used in dispel checks 7#oth the dispel check
and the (C of the check9.
Page 1%%
'pell &ailure
:f you e*er try to cast a spell in conditions )here the
characteristics of the spell cannot #e made to conform, the
casting fails and the spell is )asted.
$pells also fail if your concentration is #roken and might fail
if youCre )earing armor )hile casting a spell )ith somatic
components.
,he 'pell%# Re#ult
Once you kno) )hich creatures 7or o#?ects or areas9 are
affected, and )hether those creatures ha*e made successful
sa*ing thro)s 7if any )ere allo)ed9, you can apply )hate*er
results a spell entails.
'pecial 'pell 2ffect#
Many special spell effects are handled according to the
school of the spells in 6uestion. Certain other special spell
features are found across spell schools.
.ttac"#B $ome spell descriptions refer to attacking. "ll
offensi*e com#at actions, e*en those that donCt damage
opponents, are considered attacks. "ttempts to channel
energy count as attacks if it )ould harm any creatures in the
area. "ll spells that opponents resist )ith sa*ing thro)s, that
deal damage, or that other)ise harm or hamper su#?ects are
attacks. $pells that summon monsters or other allies are not
attacks #ecause the spells themsel*es donCt harm anyone.
onu# ,ype#B 5sually, a #onus has a type that indicates ho)
the spell grants the #onus. he important aspect of #onus
types is that t)o #onuses of the same type donCt generally
stack. 4ith the exception of dodge #onuses, most
circumstance #onuses, and racial #onuses, only the #etter
#onus of a gi*en type )orks 7see Com#ining Magical
+ffects9. he same principle applies to penaltiesKa character
taking t)o or more penalties of the same type applies only
the )orst one, although most penalties ha*e no type and thus
al)ays stack. 1onuses )ithout a type al)ays stack, unless
they are from the same source.
ringing ac" the DeadB $e*eral spells ha*e the po)er to
restore slain characters to life.
4hen a li*ing creature dies, its soul departs its #ody, lea*es
the Material Plane, tra*els through the "stral Plane, and goes
to a#ide on the plane )here the creatureCs deity resides. :f the
creature did not )orship a deity, its soul departs to the plane
corresponding to its alignment. 1ringing someone #ack from
the dead in*ol*es magically retrie*ing his soul and returning
it to his #ody. 3or more information on the planes, see
+n*ironment.
3eati%e &e%elsB "ny creature #rought #ack to life usually
gains one or more permanent negati*e le*els 7see $pecial
"#ilities9. hese le*els apply a penalty to most rolls until
remo*ed through spells such as restoration. :f the character
)as 1st le*el at the time of death, he loses & points of
Constitution instead of gaining a negati*e le*el.
Pre%entin .e%i%ificationB +nemies can take steps to make it
more difficult for a character to #e returned from the dead.
<eeping the #ody pre*ents others from using raise dead or
resurrection to restore the slain character to life. Casting trap
the soul pre*ents any sort of re*i*ification unless the soul is
first released.
.e%i%ification aainst ?ne(s 9illB " soul canCt #e returned to
life if it doesnCt )ish to #e. " soul kno)s the name,
alignment, and patron deity 7if any9 of the character
attempting to re*i*e it and may refuse to return on that #asis.
Combining !agic 2ffect#
$pells or magical effects usually )ork as descri#ed, no
matter ho) many other spells or magical effects happen to #e
operating in the same area or on the same recipient. +xcept
in special cases, a spell does not affect the )ay another spell
operates. 4hene*er a spell has a specific effect on other
spells, the spell description explains that effect. $e*eral other
general rules apply )hen spells or magical effects operate in
the same placeB
'tac"ing 2ffect#B $pells that pro*ide #onuses or penalties on
attack rolls, damage rolls, sa*ing thro)s, and other attri#utes
usually do not stack )ith themsel*es. More generally, t)o
#onuses of the same type donCt stack e*en if they come from
different spells 7or from effects other than spells8 see 1onus
ypes, a#o*e9.
'ifferent Bonus TypesB he #onuses or penalties from t)o
different spells stack if the modifiers are of different types. "
#onus that doesnCt ha*e a type stacks )ith any #onus.
Sa!e +ffect More than ?nce in 'ifferent StrenthsB :n cases
)hen t)o or more identical spells are operating in the same
area or on the same target, #ut at different strengths, only the
one )ith the highest strength applies.
Sa!e +ffect #ith 'ifferin .esultsB he same spell can
sometimes produce *arying effects if applied to the same
recipient more than once. 5sually the last spell in the series
trumps the others. Aone of the pre*ious spells are actually
remo*ed or dispelled, #ut their effects #ecome irrele*ant
)hile the final spell in the series lasts.
?ne +ffect Ma"es Another 0rrele%antB $ometimes, one spell
can render a later spell irrele*ant. 1oth spells are still acti*e,
#ut one has rendered the other useless in some fashion.
Multiple Mental Control +ffectsB $ometimes magical effects
that esta#lish mental control render each other irrele*ant,
such as spells that remo*e the su#?ectCs a#ility to act. Mental
Page 1%2
controls that donCt remo*e the recipientCs a#ility to act usually
do not interfere )ith each other. :f a creature is under the
mental control of t)o or more creatures, it tends to o#ey each
to the #est of its a#ility, and to the extent of the control each
effect allo)s. :f the controlled creature recei*es conflicting
orders simultaneously, the competing controllers must make
opposed Charisma checks to determine )hich one the
creature o#eys.
'pell# 6ith Fppo#ite 2ffect#B $pells )ith opposite effects
apply normally, )ith all #onuses, penalties, or changes
accruing in the order that they apply. $ome spells negate or
counter each other. his is a special effect that is noted in a
spellCs description.
-n#tantaneou# 2ffect#B )o or more spells )ith
instantaneous durations )ork cumulati*ely )hen they affect
the same target.
S0ell Descri0tions
he description of each spell is presented in a standard
format. +ach category of information is explained and
defined #elo).
Name
he first line of e*ery spell description gi*es the name #y
)hich the spell is generally kno)n.
'chool /'ub#chool0
1eneath the spell name is a line gi*ing the school of magic
7and the su#school, if any9 to )hich the spell #elongs.
"lmost e*ery spell #elongs to one of eight schools of magic.
" school of magic is a group of related spells that )ork in
similar )ays. " small num#er of spells 7arcane !ar", li!ited
#ish, per!anency, prestidiitation, and #ish9 are uni*ersal,
#elonging to no school.
.bKuration
"#?urations are protecti*e spells. hey create physical or
magical #arriers, negate magical or physical a#ilities, harm
trespassers, or e*en #anish the su#?ect of the spell to another
plane of existence.
:f one a#?uration spell is acti*e )ithin 1; feet of another for
&/ hours or more, the magical fields interfere )ith each other
and create #arely *isi#le energy fluctuations. he (C to find
such spells )ith the Perception skill drops #y /.
:f an a#?uration creates a #arrier that keeps certain types of
creatures at #ay, that #arrier cannot #e used to push a)ay
those creatures. :f you force the #arrier against such a
creature, you feel a discerni#le pressure against the #arrier. :f
you continue to apply pressure, you end the spell.
ConKuration
+ach con?uration spell #elongs to one of fi*e su#schools.
Con?urations transport creatures from another plane of
existence to your plane 7calling98 create o#?ects or effects on
the spot 7creation98 heal 7healing98 #ring manifestations of
o#?ects, creatures, or forms of energy to you 7summoning98
or transport creatures or o#?ects o*er great distances
7teleportation9. Creatures you con?ure usuallyK#ut not
al)aysKo#ey your commands.
" creature or o#?ect #rought into #eing or transported to your
location #y a con?uration spell cannot appear inside another
creature or o#?ect, nor can it appear floating in an empty
space. :t must arri*e in an open location on a surface capa#le
of supporting it.
he creature or o#?ect must appear )ithin the spellCs range,
#ut it does not ha*e to remain )ithin the range.
CallingB " calling spell transports a creature from another
plane to the plane you are on. he spell grants the creature
the one.time a#ility to return to its plane of origin, although
the spell may limit the circumstances under )hich this is
possi#le. Creatures )ho are called actually die )hen they are
killed8 they do not disappear and reform, as do those #rought
#y a summoning spell 7see #elo)9. he duration of a calling
spell is instantaneous, )hich means that the called creature
canCt #e dispelled.
CreationB " creation spell manipulates matter to create an
o#?ect or creature in the place the spellcaster designates. :f
the spell has a duration other than instantaneous, magic holds
the creation together, and )hen the spell ends, the con?ured
creature or o#?ect *anishes )ithout a trace. :f the spell has an
instantaneous duration, the created o#?ect or creature is
merely assem#led through magic. :t lasts indefinitely and
does not depend on magic for its existence.
5ealingB Certain di*ine con?urations heal creatures or e*en
#ring them #ack to life.
'ummoningB " summoning spell instantly #rings a creature
or o#?ect to a place you designate. 4hen the spell ends or is
dispelled, a summoned creature is instantly sent #ack to
)here it came from, #ut a summoned o#?ect is not sent #ack
unless the spell description specifically indicates this. "
summoned creature also goes a)ay if it is killed or if its hit
points drop to ; or lo)er, #ut it is not really dead. :t takes &/
hours for the creature to reform, during )hich time it canCt #e
summoned again.
4hen the spell that summoned a creature ends and the
creature disappears, all the spells it has cast expire. "
summoned creature cannot use any innate summoning
a#ilities it may ha*e.
Page 12;
,eleportationB " teleportation spell transports one or more
creatures or o#?ects a great distance. he most po)erful of
these spells can cross planar #oundaries. 5nlike summoning
spells, the transportation is 7unless other)ise noted9 one.)ay
and not dispella#le.
eleportation is instantaneous tra*el through the "stral Plane.
"nything that #locks astral tra*el also #locks teleportation.
Divination
(i*ination spells ena#le you to learn secrets long forgotten,
predict the future, find hidden things, and foil decepti*e
spells.
Many di*ination spells ha*e cone.shaped areas. hese mo*e
)ith you and extend in the direction you choose. he cone
defines the area that you can s)eep each round. :f you study
the same area for multiple rounds, you can often gain
additional information, as noted in the descripti*e text for the
spell.
'cryingB " scrying spell creates an in*isi#le magical sensor
that sends you information. 5nless noted other)ise, the
sensor has the same po)ers of sensory acuity that you
possess. his le*el of acuity includes any spells or effects
that target you, #ut not spells or effects that emanate from
you. he sensor, ho)e*er, is treated as a separate,
independent sensory organ of yours, and thus functions
normally e*en if you ha*e #een #linded or deafened, or
other)ise suffered sensory impairment.
" creature can notice the sensor #y making a Perception
check )ith a (C &; G the spell le*el. he sensor can #e
dispelled as if it )ere an acti*e spell.
=ead sheeting or magical protection #locks a scrying spell,
and you sense that the spell is #locked.
2nchantment
+nchantment spells affect the minds of others, influencing or
controlling their #eha*ior.
"ll enchantments are mind.affecting spells. )o su#schools
of enchantment spells grant you influence o*er a su#?ect
creature.
CharmB " charm spell changes ho) the su#?ect *ie)s you,
typically making it see you as a good friend.
Compul#ionB " compulsion spell forces the su#?ect to act in
some manner or changes the )ay its mind )orks. $ome
compulsion spells determine the su#?ectCs actions or the
effects on the su#?ect, others allo) you to determine the
su#?ectCs actions )hen you cast the spell, and still others gi*e
you ongoing control o*er the su#?ect.
2vocation
+*ocation spells manipulate magical energy or tap an unseen
source of po)er to produce a desired end. :n effect, an
e*ocation dra)s upon magic to create something out of
nothing. Many of these spells produce spectacular effects,
and e*ocation spells can deal large amounts of damage.
-llu#ion
:llusion spells decei*e the senses or minds of others. hey
cause people to see things that are not there, not see things
that are there, hear phantom noises, or remem#er things that
ne*er happened.
&igmentB " figment spell creates a false sensation. hose
)ho percei*e the figment percei*e the same thing, not their
o)n slightly different *ersions of the figment. :t is not a
personalized mental impression. 3igments cannot make
something seem to #e something else. " figment that
includes audi#le effects cannot duplicate intelligi#le speech
unless the spell description specifically says it can. :f
intelligi#le speech is possi#le, it must #e in a language you
can speak. :f you try to duplicate a language you cannot
speak, the figment produces gi##erish. =ike)ise, you cannot
make a *isual copy of something unless you kno) )hat it
looks like 7or copy another sense exactly unless you ha*e
experienced it9.
1ecause figments and glamers are unreal, they cannot
produce real effects the )ay that other types of illusions can.
3igments and glamers cannot cause damage to o#?ects or
creatures, support )eight, pro*ide nutrition, or pro*ide
protection from the elements. Conse6uently, these spells are
useful for confounding foes, #ut useless for attacking them
directly.
" figmentCs "C is e6ual to 1; G its size modifier.
GlamerB " glamer spell changes a su#?ectCs sensory 6ualities,
making it look, feel, taste, smell, or sound like something
else, or e*en seem to disappear.
PatternB =ike a figment, a pattern spell creates an image that
others can see, #ut a pattern also affects the minds of those
)ho see it or are caught in it. "ll patterns are mind.affecting
spells.
Phanta#mB " phantasm spell creates a mental image that
usually only the caster and the su#?ect 7or su#?ects9 of the
spell can percei*e. his impression is totally in the minds of
the su#?ects. :t is a personalized mental impression, all in
their heads and not a fake picture or something that they
actually see. hird parties *ie)ing or studying the scene
donCt notice the phantasm. "ll phantasms are mind.affecting
spells.
'hado6B " shado) spell creates something that is partially
real from extradimensional energy. $uch illusions can ha*e
Page 121
real effects. (amage dealt #y a shado) illusion is real.
'aving ,hro6# and -llu#ion# /Di#belief0B Creatures
encountering an illusion usually do not recei*e sa*ing thro)s
to recognize it as illusory until they study it carefully or
interact )ith it in some fashion.
" successful sa*ing thro) against an illusion re*eals it to #e
false, #ut a figment or phantasm remains as a translucent
outline.
" failed sa*ing thro) indicates that a character fails to notice
something is amiss. " character faced )ith proof that an
illusion isnCt real needs no sa*ing thro). :f any *ie)er
successfully dis#elie*es an illusion and communicates this
fact to others, each such *ie)er gains a sa*ing thro) )ith a
G/ #onus.
Necromancy
Aecromancy spells manipulate the po)er of death, unlife,
and the life force. $pells in*ol*ing undead creatures make up
a large part of this school.
,ran#mutation
ransmutation spells change the properties of some creature,
thing, or condition.
PolymorphB " polymorph spell transforms your physical
#ody to take on the shape of another creature. 4hile these
spells make you appear to #e the creature, granting you a G&;
#onus on (isguise skill checks, they do not grant you all of
the a#ilities and po)ers of the creature. +ach polymorph
spell allo)s you to assume the form of a creature of a
specific type, granting you a num#er of #onuses to your
a#ility scores and a #onus to your natural armor. :n addition,
each polymorph spell can grant you a num#er of other
#enefits, including mo*ement types, resistances, and senses.
:f the form you choose grants these #enefits, or a greater
a#ility of the same type, you gain the listed #enefit. :f the
form grants a lesser a#ility of the same type, you gain the
lesser a#ility instead. Jour #ase speed changes to match that
of the form you assume. :f the form grants a s)im or #urro)
speed, you maintain the a#ility to #reathe if you are
s)imming or #urro)ing. he (C for any of these a#ilities
e6uals your (C for the polymorph spell used to change you
into that form.
:n addition to these #enefits, you gain any of the natural
attacks of the #ase creature, including proficiency in those
attacks. hese attacks are #ased on your #ase attack #onus,
modified #y your $trength or (exterity as appropriate, and
use your $trength modifier for determining damage #onuses.
:f a polymorph spell causes you to change size, apply the
size modifiers appropriately, changing your armor class,
attack #onus, Com#at Maneu*er 1onus, and $tealth skill
modifiers. Jour a#ility scores are not modified #y this
change unless noted #y the spell.
5nless other)ise noted, polymorph spells cannot #e used to
change into specific indi*iduals. "lthough many of the fine
details can #e controlled, your appearance is al)ays that of a
generic mem#er of that creatureCs type. Polymorph spells
cannot #e used to assume the form of a creature )ith a
template or an ad*anced *ersion of a creature.
4hen you cast a polymorph spell that changes you into a
creature of the animal, dragon, elemental, magical #east,
plant, or *ermin type, all of your gear melds into your #ody.
:tems that pro*ide constant #onuses and do not need to #e
acti*ated continue to function )hile melded in this )ay 7)ith
the exception of armor #onuses, )hich cease to function9.
:tems that re6uire acti*ation cannot #e used )hile you
maintain that form. 4hile in such a form, you cannot cast
any spells that re6uire material components 7unless you ha*e
the +sche) Materials or Aatural $pell feat9, and can only
cast spells )ith somatic or *er#al components if the form
you choose has the capa#ility to make such mo*ements or
speak, such as a dragon. Other polymorph spells might #e
su#?ect to this restriction as )ell, if they change you into a
form that is unlike your original form 7su#?ect to GM
discretion9. :f your ne) form does not cause your e6uipment
to meld into your form, the e6uipment resizes to match your
ne) size.
4hile under the effects of a polymorph spell, you lose all
extraordinary and supernatural a#ilities that depend on your
original form 7such as keen senses, scent, and dark*ision9, as
)ell as any natural attacks and mo*ement types possessed #y
your original form. Jou also lose any class features that
depend upon form, #ut those that allo) you to add features
7such as sorcerers that can gro) cla)s9 still function. 4hile
most of these should #e o#*ious, the GM is the final ar#iter
of )hat a#ilities depend on form and are lost )hen a ne)
form is assumed. Jour ne) form might restore a num#er of
these a#ilities if they are possessed #y the ne) form.
Jou can only #e affected #y one polymorph spell at a time. :f
a ne) polymorph spell is cast on you 7or you acti*ate a
polymorph effect, such as )ild shape9, you can decide
)hether or not to allo) it to affect you, taking the place of
the old spell. :n addition, other spells that change your size
ha*e no effect on you )hile you are under the effects of a
polymorph spell.
:f a polymorph spell is cast on a creature that is smaller than
$mall or larger than Medium, first ad?ust its a#ility scores to
one of these t)o sizes using the follo)ing ta#le #efore
applying the #onuses granted #y the polymorph spell.
Page 12&
Creature%# Friginal 'i$e 'tr De3 Con .dKu#ted 'i$e
3ine G0 H0 K $mall
(iminuti*e G0 H/ K $mall
iny G/ H& K $mall
=arge H/ G& H& Medium
-uge H% G/ H/ Medium
Gargantuan H1& G/ H0 Medium
Colossal H10 G/ H% Medium
PDe#criptorQ
"ppearing on the same line as the school and su#school,
)hen applica#le, is a descriptor that further categorizes the
spell in some )ay. $ome spells ha*e more than one
descriptor.
he descriptors are acid, air, chaotic, cold, darkness, death,
earth, electricity, e*il, fear, fire, force, good, language.
dependent, la)ful, light, mind.affecting, sonic, and )ater.
Most of these descriptors ha*e no game effect #y themsel*es,
#ut they go*ern ho) the spell interacts )ith other spells, )ith
special a#ilities, )ith unusual creatures, )ith alignment, and
so on.
" language.dependent spell uses intelligi#le language as a
medium for communication. :f the target cannot understand
or cannot hear )hat the caster of a language.dependant spell
says, the spell fails.
" mind.affecting spell )orks only against creatures )ith an
:ntelligence score of 1 or higher.
1evel
he next line of a spell description gi*es the spellCs le*el, a
num#er #et)een ; and 2 that defines the spellCs relati*e
po)er. his num#er is preceded #y a list of classes )hose
mem#ers can cast the spell. " spellCs le*el affects the (C for
any sa*e allo)ed against its effects.
Component#
" spellCs components explain )hat you must do or possess to
cast the spell. he components entry in a spell description
includes a##re*iations that tell you )hat type of components
it re6uires. $pecifics for material and focus components are
gi*en at the end of the descripti*e text. 5sually you donCt
need to )orry a#out components, #ut )hen you canCt use a
component for some reason or )hen a material or focus
component is expensi*e, then the components are important.
Derbal /D0B " *er#al component is a spoken incantation. o
pro*ide a *er#al component, you must #e a#le to speak in a
strong *oice. " silence spell or a gag spoils the incantation
7and thus the spell9. " spellcaster )ho has #een deafened has
a &;I chance of spoiling any spell )ith a *er#al component
that he tries to cast.
'omatic /'0B " somatic component is a measured and precise
mo*ement of the hand. Jou must ha*e at least one hand free
to pro*ide a somatic component.
!aterial /!0B " material component consists of one or more
physical su#stances or o#?ects that are annihilated #y the
spell energies in the casting process. 5nless a cost is gi*en
for a material component, the cost is negligi#le. (onCt #other
to keep track of material components )ith negligi#le cost.
"ssume you ha*e all you need as long as you ha*e your spell
component pouch.
&ocu# /&0B " focus component is a prop of some sort. 5nlike
a material component, a focus is not consumed )hen the
spell is cast and can #e reused. "s )ith material components,
the cost for a focus is negligi#le unless a price is gi*en.
"ssume that focus components of negligi#le cost are in your
spell component pouch.
Divine &ocu# /D&0B " di*ine focus component is an item of
spiritual significance. he di*ine focus for a cleric or a
paladin is a holy sym#ol appropriate to the characterCs faith.
he di*ine focus for a druid or a ranger is a sprig of holly, or
some other sacred plant.
:f the Components line includes 3@(3 or M@(3, the arcane
*ersion of the spell has a focus component or a material
component 7the a##re*iation #efore the slash9 and the di*ine
*ersion has a di*ine focus component 7the a##re*iation after
the slash9.
Ca#ting ,ime
Most spells ha*e a casting time of 1 standard action. Others
take 1 round or more, )hile a fe) re6uire only a s)ift action.
" spell that takes 1 round to cast is a full.round action. :t
comes into effect ?ust #efore the #eginning of your turn in the
round after you #egan casting the spell. Jou then act
normally after the spell is completed.
" spell that takes 1 minute to cast comes into effect ?ust
#efore your turn 1 minute later 7and for each of those 1;
rounds, you are casting a spell as a full.round action, ?ust as
noted a#o*e for 1.round casting times9. hese actions must
#e consecuti*e and uninterrupted, or the spell automatically
fails.
4hen you #egin a spell that takes 1 round or longer to cast,
you must continue the concentration from the current round
to ?ust #efore your turn in the next round 7at least9. :f you
lose concentration #efore the casting is complete, you lose
the spell.
" spell )ith a casting time of 1 s)ift action doesnCt count
Page 12,
against your normal limit of one spell per round. -o)e*er,
you may cast such a spell only once per round. Casting a
spell )ith a casting time of 1 s)ift action doesnCt pro*oke
attacks of opportunity.
Jou make all pertinent decisions a#out a spell 7range, target,
area, effect, *ersion, and so forth9 )hen the spell comes into
effect.
Range
" spellCs range indicates ho) far from you it can reach, as
defined in the range entry of the spell description. " spellCs
range is the maximum distance from you that the spellCs
effect can occur, as )ell as the maximum distance at )hich
you can designate the spellCs point of origin. :f any portion of
the spellCs area )ould extend #eyond this range, that area is
)asted. $tandard ranges include the follo)ing.
Per#onalB he spell affects only you.
,ouchB Jou must touch a creature or o#?ect to affect it. "
touch spell that deals damage can score a critical hit ?ust as a
)eapon can. " touch spell threatens a critical hit on a natural
roll of &; and deals dou#le damage on a successful critical
hit. $ome touch spells allo) you to touch multiple targets.
Jou can touch up to 0 )illing targets as part of the casting,
#ut all targets of the spell must #e touched in the same round
that you finish casting the spell. :f the spell allo)s you to
touch targets o*er multiple rounds, touching 0 creatures is a
full.round action.
Clo#eB he spell reaches as far as &5 feet a)ay from you.
he maximum range increases #y 5 feet for e*ery t)o full
caster le*els.
!ediumB he spell reaches as far as 1;; feet G 1; feet per
caster le*el.
1ongB he spell reaches as far as /;; feet G /; feet per caster
le*el.
HnlimitedB he spell reaches any)here on the same plane of
existence.
Range 23pre##ed in &eetB $ome spells ha*e no standard
range category, ?ust a range expressed in feet.
.iming a 'pell
Jou must make choices a#out )hom a spell is to affect or
)here an effect is to originate, depending on a spellCs type.
he next entry in a spell description defines the spellCs target
7or targets9, its effect, or its area, as appropriate.
,arget or ,arget#B $ome spells ha*e a target or targets. Jou
cast these spells on creatures or o#?ects, as defined #y the
spell itself. Jou must #e a#le to see or touch the target, and
you must specifically choose that target. Jou do not ha*e to
select your target until you finish casting the spell.
:f the target of a spell is yourself 7the arget line of the spell
description includes DJouF9, you do not recei*e a sa*ing
thro), and spell resistance does not apply. he sa*ing thro)
and spell resistance lines are omitted from such spells.
$ome spells restrict you to )illing targets only. (eclaring
yourself as a )illing target is something that can #e done at
any time 7e*en if youCre flat.footed or it isnCt your turn9.
5nconscious creatures are automatically considered )illing,
#ut a character )ho is conscious #ut immo#ile or helpless
7such as one )ho is #ound, co)ering, grappling, paralyzed,
pinned, or stunned9 is not automatically )illing.
$ome spells allo) you to redirect the effect to ne) targets or
areas after you cast the spell. 'edirecting a spell is a mo*e
action that does not pro*oke attacks of opportunity.
2ffectB $ome spells create or summon things rather than
affecting things that are already present.
Jou must designate the location )here these things are to
appear, either #y seeing it or defining it. 'ange determines
ho) far a)ay an effect can appear, #ut if the effect is mo#ile,
after it appears it can mo*e regardless of the spellCs range.
.ayB $ome effects are rays. Jou aim a ray as if using a
ranged )eapon, though typically you make a ranged touch
attack rather than a normal ranged attack. "s )ith a ranged
)eapon, you can fire into the dark or at an in*isi#le creature
and hope you hit something. Jou donCt ha*e to see the
creature youCre trying to hit, as you do )ith a targeted spell.
:nter*ening creatures and o#stacles, ho)e*er, can #lock your
line of sight or pro*ide co*er for the creature at )hich youCre
aiming.
:f a ray spell has a duration, itCs the duration of the effect that
the ray causes, not the length of time the ray itself persists.
:f a ray spell deals damage, you can score a critical hit ?ust as
if it )ere a )eapon. " ray spell threatens a critical hit on a
natural roll of &; and deals dou#le damage on a successful
critical hit.
SpreadB $ome effects, nota#ly clouds and fogs, spread out
from a point of origin, )hich must #e a grid intersection. he
effect can extend around corners and into areas that you canCt
see. 3igure distance #y actual distance tra*eled, taking into
account turns the spell effect takes. 4hen determining
distance for spread effects, count around )alls, not through
them. "s )ith mo*ement, do not trace diagonals across
corners. Jou must designate the point of origin for such an
effect, #ut you need not ha*e line of effect 7see #elo)9 to all
portions of the effect.
.reaB $ome spells affect an area. $ometimes a spell
description specifies a specially defined area, #ut usually an
area falls into one of the categories defined #elo).
'egardless of the shape of the area, you select the point
Page 12/
)here the spell originates, #ut other)ise you donCt control
)hich creatures or o#?ects the spell affects. he point of
origin of a spell is al)ays a grid intersection. 4hen
determining )hether a gi*en creature is )ithin the area of a
spell, count out the distance from the point of origin in
s6uares ?ust as you do )hen mo*ing a character or )hen
determining the range for a ranged attack. he only
difference is that instead of counting from the center of one
s6uare to the center of the next, you count from intersection
to intersection.
Jou can count diagonally across a s6uare, #ut remem#er that
e*ery second diagonal counts as & s6uares of distance. :f the
far edge of a s6uare is )ithin the spellCs area, anything )ithin
that s6uare is )ithin the spellCs area. :f the spellCs area only
touches the near edge of a s6uare, ho)e*er, anything )ithin
that s6uare is unaffected #y the spell.
Burst, +!anation, or SpreadB Most spells that affect an area
function as a #urst, an emanation, or a spread. :n each case,
you select the spellCs point of origin and measure its effect
from that point.
" #urst spell affects )hate*er it catches in its area, including
creatures that you canCt see. :t canCt affect creatures )ith total
co*er from its point of origin 7in other )ords, its effects donCt
extend around corners9. he default shape for a #urst effect is
a sphere, #ut some #urst spells are specifically descri#ed as
cone.shaped. " #urstCs area defines ho) far from the point of
origin the spellCs effect extends.
"n emanation spell functions like a #urst spell, except that
the effect continues to radiate from the point of origin for the
duration of the spell. Most emanations are cones or spheres.
" spread spell extends out like a #urst #ut can turn corners.
Jou select the point of origin, and the spell spreads out a
gi*en distance in all directions. 3igure the area the spell
effect fills #y taking into account any turns the spell effect
takes.
Cone, Cylinder, &ine, or SphereB Most spells that affect an
area ha*e a particular shape.
" cone.shaped spell shoots a)ay from you in a 6uarter.circle
in the direction you designate. :t starts from any corner of
your s6uare and )idens out as it goes. Most cones are either
#ursts or emanations 7see a#o*e9, and thus )onCt go around
corners.
4hen casting a cylinder.shaped spell, you select the spellCs
point of origin. his point is the center of a horizontal circle,
and the spell shoots do)n from the circle, filling a cylinder.
" cylinder.shaped spell ignores any o#structions )ithin its
area.
" line.shaped spell shoots a)ay from you in a line in the
direction you designate. :t starts from any corner of your
s6uare and extends to the limit of its range or until it strikes a
#arrier that #locks line of effect. " line.shaped spell affects
all creatures in s6uares through )hich the line passes.
" sphere.shaped spell expands from its point of origin to fill
a spherical area. $pheres may #e #ursts, emanations, or
spreads.
Page 125
Spell Areas
CreaturesB " spell )ith this kind of area affects creatures
directly 7like a targeted spell9, #ut it affects all creatures in an
area of some kind rather than indi*idual creatures you select.
he area might #e a spherical #urst, a cone.shaped #urst, or
some other shape.
Many spells affect Dli*ing creatures,F )hich means all
creatures other than constructs and undead. Creatures in the
spellCs area that are not of the appropriate type do not count
against the creatures affected.
?b:ectsB " spell )ith this kind of area affects o#?ects )ithin
an area you select 7as Creatures, #ut affecting o#?ects
instead9.
?therB " spell can ha*e a uni6ue area, as defined in its
description.
*S- ShapeableB :f an area or effect entry ends )ith D7$9,F you
can shape the spell. " shaped effect or area can ha*e no
dimension smaller than 1; feet. Many effects or areas are
gi*en as cu#es to make it easy to model irregular shapes.
hree.dimensional *olumes are most often needed to define
aerial or under)ater effects and areas.
1ine of 2ffectB " line of effect is a straight, un#locked path
that indicates )hat a spell can affect. " line of effect is
canceled #y a solid #arrier. :tCs like line of sight for ranged
)eapons, except that itCs not #locked #y fog, darkness, and
other factors that limit normal sight.
Jou must ha*e a clear line of effect to any target that you
cast a spell on or to any space in )hich you )ish to create an
effect. Jou must ha*e a clear line of effect to the point of
origin of any spell you cast$
" #urst, cone, cylinder, or emanation spell affects only an
area, creature, or o#?ect to )hich it has line of effect from its
origin 7a spherical #urstCs center point, a cone.shaped #urstCs
starting point, a cylinderCs circle, or an emanationCs point of
origin9.
"n other)ise solid #arrier )ith a hole of at least 1 s6uare
foot through it does not #lock a spellCs line of effect. $uch an
opening means that the 5.foot length of )all containing the
hole is no longer considered a #arrier for purposes of a spellCs
line of effect.
Duration
" spellCs duration entry tells you ho) long the magical
energy of the spell lasts.
,imed Duration#B Many durations are measured in rounds,
minutes, hours, or other increments. 4hen the time is up, the
magic goes a)ay and the spell ends. :f a spellCs duration is
*aria#le, the duration is rolled secretly so the caster doesnCt
kno) ho) long the spell )ill last.
-n#tantaneou#B he spell energy comes and goes the instant
the spell is cast, though the conse6uences might #e long.
lasting.
PermanentB he energy remains as long as the effect does.
his means the spell is *ulnera#le to dispel !aic.
ConcentrationB he spell lasts as long as you concentrate on
it. Concentrating to maintain a spell is a standard action that
does not pro*oke attacks of opportunity. "nything that could
#reak your concentration )hen casting a spell can also #reak
your concentration )hile youCre maintaining one, causing the
spell to end. $ee concentration.
Jou canCt cast a spell )hile concentrating on another one.
$ome spells last for a short time after you cease
concentrating.
'ubKect#, 2ffect#, and .rea#B :f the spell affects creatures
directly, the result tra*els )ith the su#?ects for the spellCs
duration. :f the spell creates an effect, the effect lasts for the
duration. he effect might mo*e or remain still. $uch an
effect can #e destroyed prior to )hen its duration ends. :f the
spell affects an area, then the spell stays )ith that area for its
duration.
Creatures #ecome su#?ect to the spell )hen they enter the
area and are no longer su#?ect to it )hen they lea*e.
,ouch 'pell# and 5olding the ChargeB :n most cases, if
you donCt discharge a touch spell on the round you cast it,
you can hold the charge 7postpone the discharge of the spell9
indefinitely. Jou can make touch attacks round after round
until the spell is discharged. :f you cast another spell, the
touch spell dissipates.
$ome touch spells allo) you to touch multiple targets as part
of the spell. Jou canCt hold the charge of such a spell8 you
must touch all targets of the spell in the same round that you
finish casting the spell.
Di#chargeB Occasionally a spells lasts for a set duration or
until triggered or discharged.
/D0 Di#mi##ibleB :f the duration line ends )ith D7(9,F you
can dismiss the spell at )ill. Jou must #e )ithin range of the
spellCs effect and must speak )ords of dismissal, )hich are
usually a modified form of the spellCs *er#al component. :f
the spell has no *er#al component, you can dismiss the effect
)ith a gesture. (ismissing a spell is a standard action that
does not pro*oke attacks of opportunity.
" spell that depends on concentration is dismissi#le #y its
*ery nature, and dismissing it does not take an action, since
all you ha*e to do to end the spell is to stop concentrating on
your turn.
'aving ,hro6
5sually a harmful spell allo)s a target to make a sa*ing
thro) to a*oid some or all of the effect. he sa*ing thro)
Page 120
entry in a spell description defines )hich type of sa*ing
thro) the spell allo)s and descri#es ho) sa*ing thro)s
against the spell )ork.
Negate#B he spell has no effect on a su#?ect that makes a
successful sa*ing thro).
PartialB he spell has an effect on its su#?ect. " successful
sa*ing thro) means that some lesser effect occurs.
5alfB he spell deals damage, and a successful sa*ing thro)
hal*es the damage taken 7round do)n9.
NoneB Ao sa*ing thro) is allo)ed.
Di#beliefB " successful sa*e lets the su#?ect ignore the spellCs
effect.
/obKect0B he spell can #e cast on o#?ects, )hich recei*e
sa*ing thro)s only if they are magical or if they are attended
7held, )orn, grasped, or the like9 #y a creature resisting the
spell, in )hich case the o#?ect uses the creatureCs sa*ing
thro) #onus unless its o)n #onus is greater. his notation
does not mean that a spell can #e cast only on o#?ects. $ome
spells of this sort can #e cast on creatures or o#?ects. " magic
itemCs sa*ing thro) #onuses are each e6ual to & G 1@& the
itemCs caster le*el.
/harmle##0B he spell is usually #eneficial, not harmful, #ut a
targeted creature can attempt a sa*ing thro) if it desires.
'aving ,hro6 Difficulty Cla##B " sa*ing thro) against your
spell has a (C of 1; G the le*el of the spell G your #onus for
the rele*ant a#ility 7:ntelligence for a )izard, Charisma for a
#ard, paladin, or sorcerer, or 4isdom for a cleric, druid, or
ranger9. " spellCs le*el can *ary depending on your class.
"l)ays use the spell le*el applica#le to your class.
'ucceeding on a 'aving ,hro6B " creature that successfully
sa*es against a spell that has no o#*ious physical effects
feels a hostile force or a tingle, #ut cannot deduce the exact
nature of the attack. =ike)ise, if a creatureCs sa*ing thro)
succeeds against a targeted spell, you sense that the spell has
failed. Jou do not sense )hen creatures succeed on sa*es
against effect and area spells.
.utomatic &ailure# and 'ucce##e#B " natural 1 7the d&;
comes up 19 on a sa*ing thro) is al)ays a failure, and the
spell may cause damage to exposed items 7see :tems
$ur*i*ing after a $a*ing hro), #elo)9. " natural &; 7the
d&; comes up &;9 is al)ays a success.
Doluntarily Giving up a 'aving ,hro6B " creature can
*oluntarily forego a sa*ing thro) and )illingly accept a
spellCs result. +*en a character )ith a special resistance to
magic can suppress this 6uality.
Table C-2: 0te!s Affected by Maical Attac"s
FrderL -tem
1st $hield
&nd "rmor
,rd Magic helmet, hat, or head#and
/th :tem in hand 7including )eapon, )and, or the like9
5th Magic cloak
0th $to)ed or sheathed )eapon
!th Magic #racers
%th Magic clothing
2th Magic ?e)elry 7including rings9
1;th "nything else
P :n order of most likely to least likely to #e affected.
-tem# 'urviving after a 'aving ,hro6B 5nless the
descripti*e text for the spell specifies other)ise, all items
carried or )orn #y a creature are assumed to sur*i*e a
magical attack. :f a creature rolls a natural 1 on its sa*ing
thro) against the effect, ho)e*er, an exposed item is harmed
7if the attack can harm o#?ects9. 'efer to a#leB :tems
"ffected #y Magical "ttacksB :tems "ffected #y Magical
"ttacks. (etermine )hich four o#?ects carried or )orn #y the
creature are most likely to #e affected and roll randomly
among them. he randomly determined item must make a
sa*ing thro) against the attack form and take )hate*er
damage the attack dealt.
:f the selected item is not carried or )orn and is not magical,
it does not get a sa*ing thro). :t simply is dealt the
appropriate damage.
'pell Re#i#tance
$pell resistance is a special defensi*e a#ility. :f your spell is
#eing resisted #y a creature )ith spell resistance, you must
make a caster le*el check 71d&; G caster le*el9 at least e6ual
to the creatureCs spell resistance for the spell to affect that
creature. he defenderCs spell resistance is like an "rmor
Class against magical attacks. :nclude any ad?ustments to
your caster le*el to this caster le*el check.
he $pell 'esistance entry and the descripti*e text of a spell
description tell you )hether spell resistance protects
creatures from the spell. :n many cases, spell resistance
applies only )hen a resistant creature is targeted #y the spell,
not )hen a resistant creature encounters a spell that is
already in place.
he terms Do#?ectF and DharmlessF mean the same thing for
spell resistance as they do for sa*ing thro)s. " creature )ith
spell resistance must *oluntarily lo)er the resistance 7a
standard action9 in order to #e affected #y such spells )ithout
Page 12!
forcing the caster to make a caster le*el check.
De#criptive ,e3t
his portion of a spell description details )hat the spell does
and ho) it )orks. :f one of the pre*ious entries in the
description includes Dsee text,F this is )here the explanation
is found.
Arcane S0ells
4izards, sorcerers, and #ards cast arcane spells. Compared
to di*ine spells, arcane spells are more likely to produce
dramatic results.
'pell 'lot#B he *arious character class ta#les sho) ho)
many spells of each le*el a character can cast per day. hese
openings for daily spells are called spell slots. " spellcaster
al)ays has the option to fill a higher.le*el spell slot )ith a
lo)er.le*el spell. " spellcaster )ho lacks a high enough
a#ility score to cast spells that )ould other)ise #e his due
still gets the slots #ut must fill them )ith spells of lo)er
le*els.
Preparing Ai$ard 'pell#
" )izardCs le*el limits the num#er of spells he can prepare
and cast. -is high :ntelligence score might allo) him to
prepare a fe) extra spells. -e can prepare the same spell
more than once, #ut each preparation counts as one spell
to)ard his daily limit. o prepare a spell, the )izard must
ha*e an :ntelligence score of at least 1; G the spellCs le*el.
Re#tB o prepare his daily spells, a )izard must first sleep for
% hours. he )izard does not ha*e to slum#er for e*ery
minute of the time, #ut he must refrain from mo*ement,
com#at, spellcasting, skill use, con*ersation, or any other
fairly demanding physical or mental task during the rest
period. :f his rest is interrupted, each interruption adds 1 hour
to the total amount of time he has to rest in order to clear his
mind, and he must ha*e at least 1 hour of uninterrupted rest
immediately prior to preparing his spells. :f the character
does not need to sleep for some reason, he still must ha*e %
hours of restful calm #efore preparing any spells.
Recent Ca#ting 1imit)Re#t -nterruption#B :f a )izard has
cast spells recently, the drain on his resources reduces his
capacity to prepare ne) spells. 4hen he prepares spells for
the coming day, all the spells he has cast )ithin the last %
hours count against his daily limit.
Preparation 2nvironmentB o prepare any spell, a )izard
must ha*e enough peace, 6uiet, and comfort to allo) for
proper concentration. he )izardCs surroundings need not #e
luxurious, #ut they must #e free from distractions. +xposure
to inclement )eather pre*ents the necessary concentration,
as does any in?ury or failed sa*ing thro) the character might
experience )hile studying. 4izards also must ha*e access to
their spell#ooks to study from and sufficient light to read
them. here is one ma?or exceptionB a )izard can prepare a
read !aic spell e*en )ithout a spell#ook.
'pell Preparation ,imeB "fter resting, a )izard must study
his spell#ook to prepare any spells that day. :f he )ants to
prepare all his spells, the process takes 1 hour. Preparing
some smaller portion of his daily capacity takes a
proportionally smaller amount of time, #ut al)ays at least 15
minutes, the minimum time re6uired to achie*e the proper
mental state.
'pell 'election and PreparationB 5ntil he prepares spells
from his spell#ook, the only spells a )izard has a*aila#le to
cast are the ones that he already had prepared from the
pre*ious day and has not yet used. (uring the study period,
he chooses )hich spells to prepare. :f a )izard already has
spells prepared 7from the pre*ious day9 that he has not cast,
she can a#andon some or all of them to make room for ne)
spells.
4hen preparing spells for the day, a )izard can lea*e some
of these spell slots open. =ater during that day, he can repeat
the preparation process as often as he likes, time and
circumstances permitting. (uring these extra sessions of
preparation, the )izard can fill these unused spell slots. -e
cannot, ho)e*er, a#andon a pre*iously prepared spell to
replace it )ith another one or fill a slot that is empty #ecause
he has cast a spell in the meantime. hat sort of preparation
re6uires a mind fresh from rest. =ike the first session of the
day, this preparation takes at least 15 minutes, and it takes
longer if the )izard prepares more than one.6uarter of his
spells.
Prepared 'pell RetentionB Once a )izard prepares a spell, it
remains in his mind as a nearly cast spell until he uses the
prescri#ed components to complete and trigger it or until he
a#andons it. Certain other e*ents, such as the effects of
magic items or special attacks from monsters, can )ipe a
prepared spell from a characterCs mind.
Death and Prepared 'pell RetentionB :f a spellcaster dies,
all prepared spells stored in his mind are )iped a)ay. Potent
magic 7such as raise dead, resurrection, or true resurrection9
can reco*er the lost energy )hen it reco*ers the character.
.rcane !agical Ariting#
o record an arcane spell in )ritten form, a character uses
complex notation that descri#es the magical forces in*ol*ed
in the spell. he )riter uses the same system no matter )hat
her nati*e language or culture. -o)e*er, each character uses
the system in his o)n )ay. "nother personCs magical )riting
remains incomprehensi#le to e*en the most po)erful )izard
until he takes time to study and decipher it.
Page 12%
o decipher an arcane magical )riting 7such as a single spell
in anotherCs spell#ook or on a scroll9, a character must make
a $pellcraft check 7(C &; G the spellCs le*el9. :f the skill
check fails, the character cannot attempt to read that
particular spell again until the next day. " read !aic spell
automatically deciphers magical )riting )ithout a skill
check. :f the person )ho created the magical )riting is on
hand to help the reader, success is also automatic.
Once a character deciphers a particular piece of magical
)riting, he does not need to decipher it again. (eciphering
magical )riting allo)s the reader to identify the spell and
gi*es some idea of its effects 7as explained in the spell
description9. :f the magical )riting is a scroll and the reader
can cast arcane spells, he can attempt to use the scroll.
Ai$ard 'pell# and orro6ed 'pellboo"#
" )izard can use a #orro)ed spell#ook to prepare a spell he
already kno)s and has recorded in his o)n spell#ook, #ut
preparation success is not assured. 3irst, the )izard must
decipher the )riting in the #ook 7see "rcane Magical
4ritings, a#o*e9. Once a spell from another spellcasterCs
#ook is deciphered, the reader must make a $pellcraft check
7(C 15 G spellCs le*el9 to prepare the spell. :f the check
succeeds, the )izard can prepare the spell. -e must repeat
the check to prepare the spell again, no matter ho) many
times he has prepared it #efore. :f the check fails, he cannot
try to prepare the spell from the same source again until the
next day. -o)e*er, as explained a#o*e, he does not need to
repeat a check to decipher the )riting.
.dding 'pell# to a Ai$ard%# 'pellboo"
4izards can add ne) spells to their spell#ooks through
se*eral methods. " )izard can only learn ne) spells that
#elong to the )izard spell lists.
'pell# Gained at a Ne6 1evelB 4izards perform a certain
amount of spell research #et)een ad*entures. +ach time a
character attains a ne) )izard le*el, he gains t)o spells of
his choice to add to his spell#ook. he t)o free spells must
#e of spell le*els he can cast. :f he has chosen to specialize in
a school of magic, one of the t)o free spells must #e from
his specialty school.
'pell# Copied from .nother%# 'pellboo" or a 'crollB "
)izard can also add a spell to his #ook )hene*er he
encounters one on a magic scroll or in another )izardCs
spell#ook. Ao matter )hat the spellCs source, the )izard must
first decipher the magical )riting 7see "rcane Magical
4ritings9. Aext, he must spend 1 hour studying the spell. "t
the end of the hour, he must make a $pellcraft check 7(C 15
G spellCs le*el9. " )izard )ho has specialized in a school of
spells gains a G& #onus on the $pellcraft check if the ne)
spell is from his specialty school. :f the check succeeds, the
)izard understands the spell and can copy it into his
spell#ook 7see 4riting a Ae) $pell into a $pell#ook9. he
process lea*es a spell#ook that )as copied from unharmed,
#ut a spell successfully copied from a magic scroll
disappears from the parchment.
:f the check fails, the )izard cannot understand or copy the
spell. -e cannot attempt to learn or copy that spell again
until he gains another rank in $pellcraft. :f the spell )as from
a scroll, a failed $pellcraft check does not cause the spell to
*anish.
:n most cases, )izards charge a fee for the pri*ilege of
copying spells from their spell#ooks. his fee is usually
e6ual to half the cost to )rite the spell into a spell#ook 7see
4riting a Ae) $pell into a $pell#ook9. 'are and uni6ue
spells might cost significantly more.
-ndependent Re#earchB " )izard can also research a spell
independently, duplicating an existing spell or creating an
entirely ne) one. he cost to research a ne) spell, and the
time re6uired, are left up to GM discretion, #ut it should
pro#a#ly take at least 1 )eek and cost at least 1,;;; gp per
le*el of the spell to #e researched. his should also re6uire a
num#er of $pellcraft and <no)ledge 7arcana9 checks.
Ariting a Ne6 'pell into a 'pellboo"
Once a )izard understands a ne) spell, he can record it into
his spell#ook.
,imeB he process takes 1 hour per spell le*el. Cantrips 7;
le*els spells9 take ,; minutes to record.
'pace in the 'pellboo"B " spell takes up one page of the
spell#ook per spell le*el. +*en a ;.le*el spell 7cantrip9 takes
one page. " spell#ook has 1;; pages.
!aterial# and Co#t#B he cost for )riting a ne) spell into a
spell#ook depends on the le*el of the spell, as noted on the
follo)ing ta#le. Aote that a )izard does not ha*e to pay
these costs in time or gold for spells he gains for free at each
ne) le*el.
'pell 1evel Ariting Co#t 'pell 1evel Ariting Co#t
; 5 gp 5 &5; gp
1 1; gp 0 ,0; gp
& /; gp ! /2; gp
, 2; gp % 0/; gp
/ 10; gp 2 %1; gp
Replacing and Copying 'pellboo"#
" )izard can use the procedure for learning a spell to
reconstruct a lost spell#ook. :f he already has a particular
spell prepared, he can )rite it directly into a ne) #ook at the
same cost re6uired to )rite a spell into a spell#ook. he
Page 122
process )ipes the prepared spell from his mind, ?ust as
casting it )ould. :f he does not ha*e the spell prepared, he
can prepare it from a #orro)ed spell#ook and then )rite it
into a ne) #ook.
(uplicating an existing spell#ook uses the same procedure as
replacing it, #ut the task is much easier. he time
re6uirement and cost per page are hal*ed.
'elling a 'pellboo"
Captured spell#ooks can #e sold for an amount e6ual to half
the cost of purchasing and inscri#ing the spells )ithin.
'orcerer# and ard#
$orcerers and #ards cast arcane spells, #ut they do not use
spell#ooks or prepare spells. heir class le*el limits the
num#er of spells she can cast 7see these class descriptions9.
-er high Charisma score might allo) her to cast a fe) extra
spells. " mem#er of either class must ha*e a Charisma score
of at least 1; G the spellCs le*el to cast the spell.
Daily Readying of 'pell#B +ach day, sorcerers and #ards
must focus their minds on the task of casting their spells. "
sorcerer or #ard needs % hours of rest 7?ust like a )izard9,
after )hich she spends 15 minutes concentrating. 7" #ard
must sing, recite, or play an instrument of some kind )hile
concentrating.9 (uring this period, the sorcerer or #ard
readies her mind to cast her daily allotment of spells. 4ithout
such a period to refresh herself, the character does not regain
the spell slots she used up the day #efore.
Recent Ca#ting 1imitB "ny spells cast )ithin the last %
hours count against the sorcererCs or #ardCs daily limit.
.dding 'pell# to a 'orcerer%# or ard%# RepertoireB "
sorcerer or #ard gains spells each time she attains a ne) le*el
in her class and ne*er gains spells any other )ay. 4hen your
sorcerer or #ard gains a ne) le*el, consult a#leB 1ard $pells
<no)n or a#leB $orcerer $pells <no)n to learn ho) many
spells from the appropriate spell list she no) kno)s. 4ith
permission from the GM, sorcerers and #ards can also select
the spells they gain from ne) and unusual spells that they
come across )hile ad*enturing.
Di!ine S0ells
Clerics, druids, experienced paladins, and experienced
rangers can cast di*ine spells. 5nlike arcane spells, di*ine
spells dra) po)er from a di*ine source. Clerics gain spell
po)er from deities or from di*ine forces. he di*ine force of
nature po)ers druid and ranger spells, and the di*ine forces
of la) and good po)er paladin spells. (i*ine spells tend to
focus on healing and protection and are less flashy,
destructi*e, and disrupti*e than arcane spells.
Preparing Divine 'pell#
(i*ine spellcasters prepare their spells in largely the same
manner as )izards do, #ut )ith a fe) differences. he
rele*ant a#ility for most di*ine spells is 4isdom 7Charisma
for paladins9. o prepare a di*ine spell, a character must ha*e
a 4isdom score 7or Charisma score for paladins9 of 1; G the
spellCs le*el. =ike)ise, #onus spells are #ased on 4isdom.
,ime of DayB " di*ine spellcaster chooses and prepares
spells ahead of time, #ut unlike a )izard, does not re6uire a
period of rest to prepare spells. :nstead, the character chooses
a particular time of day to pray and recei*e spells. he time
is usually associated )ith some daily e*ent. :f some e*ent
pre*ents a character from praying at the proper time, she
must do so as soon as possi#le. :f the character does not stop
to pray for spells at the first opportunity, she must )ait until
the next day to prepare spells.
'pell 'election and PreparationB " di*ine spellcaster
selects and prepares spells ahead of time through prayer and
meditation at a particular time of day. he time re6uired to
prepare spells is the same as it is for a )izard 71 hour9, as is
the re6uirement for a relati*ely peaceful en*ironment. 4hen
preparing spells for the day, a cleric can lea*e some of her
spell slots open. =ater during that day, she can repeat the
preparation process as often as she likes. (uring these extra
sessions of preparation, she can fill these unused spell slots.
$he cannot, ho)e*er, a#andon a pre*iously prepared spell to
replace it )ith another one or fill a slot that is empty #ecause
she has cast a spell in the meantime. =ike the first session of
the day, this preparation takes at least 15 minutes, and it
takes longer if she prepares more than one.6uarter of his
spells.
(i*ine spellcasters do not re6uire spell#ooks. -o)e*er, a
di*ine spellcasterCs spell selection is limited to the spells on
the list for her class. Clerics, druids, paladins, and rangers
ha*e separate spell lists. " cleric also has access to t)o
domains determined during character creation. +ach domain
gi*es her access to a num#er of special a#ilities and #onus
spells.
'pell 'lot#B he character class ta#les sho) ho) many spells
of each le*el each can cast per day. hese openings for daily
spells are called spell slots. " spellcaster al)ays has the
option to fill a higher.le*el spell slot )ith a lo)er.le*el spell.
" spellcaster )ho lacks a high enough a#ility score to cast
spells that )ould other)ise #e her due still gets the slots #ut
must fill them )ith spells of lo)er le*els.
Recent Ca#ting 1imitB "s )ith arcane spells, at the time of
preparation any spells cast )ithin the pre*ious % hours count
against the num#er of spells that can #e prepared.
'pontaneou# Ca#ting of Cure and -nflict 'pell#B " good
cleric 7or a cleric of a good deity9 can spontaneously cast a
cure spell in place of a prepared spell of the same le*el or
higher, #ut not in place of a #onus domain spell. "n e*il
Page &;;
cleric 7or a cleric of an e*il deity9 can spontaneously cast an
inflict spell in place of a prepared spell 7that is not a domain
spell9 of the same le*el or higher. +ach neutral cleric of a
neutral deity spontaneously casts either cure spells like a
good cleric or inflict spells like an e*il one, depending on
)hich option the player chooses )hen creating the character.
he di*ine energy of the spell that the cure or inflict spell
su#stitutes for is con*erted into the cure or inflict spell as if
that spell had #een prepared all along.
'pontaneou# Ca#ting of "ummon *ature1s &lly 'pell#B "
druid can spontaneously cast su!!on nature(s ally in place
of a prepared spell of the same le*el or higher. he di*ine
energy of the spell that the summon spell su#stitutes for is
con*erted as if that spell had #een prepared all along.
Divine !agical Ariting#
(i*ine spells can #e )ritten and deciphered like arcane spells
7see "rcane Magical 4ritings9. " $pellcraft check can
decipher di*ine magical )riting and identify it. Only
characters )ho ha*e the spell 7in its di*ine form9 on their
class spell list can cast a di*ine spell from a scroll.
Ne6 Divine 'pell#
(i*ine spellcasters gain ne) spells as follo)s.
'pell# Gained at a Ne6 1evelB Characters )ho can cast
di*ine spells undertake a certain amount of study #et)een
ad*entures. +ach time such a character recei*es a ne) le*el
of di*ine spells, she learns all of the spells from that le*el
automatically.
-ndependent Re#earchB " di*ine spellcaster can also
research a spell independently, much as an arcane spellcaster
can. Only the creator of such a spell can prepare and cast it,
unless she decides to share it )ith others.
S0ecial Abilities
" num#er of classes and creatures gain the use of special
a#ilities, many of )hich function like spells.
'pell71i"e .bilitie#B 5sually, a spell.like a#ility )orks ?ust
like the spell of that name. " spell.like a#ility has no *er#al,
somatic, or material component, nor does it re6uire a focus.
he user acti*ates it mentally. "rmor ne*er affects a spell.
like a#ilityCs use, e*en if the a#ility resem#les an arcane spell
)ith a somatic component.
" spell.like a#ility has a casting time of 1 standard action
unless noted other)ise in the a#ility or spell description. :n
all other )ays, a spell.like a#ility functions ?ust like a spell.
$pell.like a#ilities are su#?ect to spell resistance and dispel
!aic. hey do not function in areas )here magic is
suppressed or negated. $pell.like a#ilities cannot #e used to
counterspell, nor can they #e counterspelled.
$ome creatures actually cast arcane spells as sorcerers do,
using components )hen re6uired. $ome creatures ha*e #oth
spell.like a#ilities and actual spellcasting po)er.
'upernatural .bilitie#B hese canCt #e disrupted in com#at
and generally donCt pro*oke attacks of opportunity. hey
arenCt su#?ect to spell resistance, counterspells, or dispel
!aic, and donCt function in antimagic areas.
23traordinary .bilitie#B hese a#ilities cannot #e disrupted
in com#at, as spells can, and they generally do not pro*oke
attacks of opportunity. +ffects or areas that negate or disrupt
magic ha*e no effect on extraordinary a#ilities. hey are not
su#?ect to dispelling, and they function normally in an
anti!aic field$ :ndeed, extraordinary a#ilities do not 6ualify
as magical, though they may #reak the la)s of physics.
Natural .bilitie#B his category includes a#ilities a creature
has #ecause of its physical nature. Aatural a#ilities are those
not other)ise designated as extraordinary, supernatural, or
spell.like.
Page &;1
1?. S0ells
"n
M
or
3
appearing at the end of a spellCs name in the spell
lists denotes a spell )ith a material or focus component,
respecti*ely, that is not normally included in a spell
component pouch.
Frder of Pre#entationB :n the spell lists and the short
descriptions that follo) them, the spells are presented in
alpha#etical order #y name except for those #elonging to
certain spell chains. 4hen a spellCs name #egins )ith
Dlesser,F Dgreater,F or Dmass,F the spell is alpha#etized under
the second )ord of the spell name instead.
5it DiceB he term D-it (iceF is used synonymously )ith
Dcharacter le*elsF for effects that affect a specific num#er of
-it (ice of creatures. Creatures )ith -it (ice only from
their race, not from classes, still ha*e character le*els e6ual
to their -it (ice.
Ca#ter 1evelB " spellCs po)er often depends on caster le*el,
)hich is defined as the casterCs class le*el for the purpose of
casting a particular spell. " creature )ith no classes has a
caster le*el e6ual to its -it (ice unless other)ise specified.
he )ord Dle*elF in the short descriptions that follo) al)ays
refers to caster le*el.
Creature# and Character#B he )ords DcreatureF and
DcharacterF are used synonymously in the short descriptions.
'ard S0ells
071evel ard 'pell#
Dancing 1ight#B Creates torches or other lights.
Da$eB -umanoid creature of / -( or less loses next action.
Detect !agicB (etects spells and magic items )ithin 0; ft.
&lareB (azzles one creature 7H1 on attack rolls9.
Gho#t 'oundB 3igment sounds.
Eno6 DirectionB Jou discern north.
1ightB O#?ect shines like a torch.
1ullabyB Makes su#?ect dro)syB H5 on Perception checks, H&
on 4ill sa*es against sleep.
!age 5andB 5.pound telekinesis.
!endingB Makes minor repairs on an o#?ect.
!e##ageB 4hisper con*ersation at distance.
Fpen)Clo#eB Opens or closes small or light things.
Pre#tidigitationB Performs minor tricks.
Read !agicB 'ead scrolls and spell#ooks.
Re#i#tanceB $u#?ect gains G1 on sa*ing thro)s.
'ummon -n#trumentB $ummons one musical instrument.
8#t71evel ard 'pell#
.larmB 4ards an area for & hours@le*el.
.nimate RopeB Makes a rope mo*e at your command.
Cau#e &earB One creature of 5 -( or less flees for 1d/
rounds.
Charm Per#onB Makes one person your friend.
Comprehend 1anguage#B Jou understand all languages.
Confu#ion, 1e##erB One creature is confused for 1 round.
Cure 1ight Aound#B Cures 1d% damage G 1@le*el 7max G59.
Detect 'ecret Door#B 'e*eals hidden doors )ithin 0; ft.
Di#gui#e 'elfB Changes your appearance.
2ra#eB Mundane or magical )riting *anishes.
23peditiou# RetreatB Jour #ase land speed increases #y ,;
ft.
&eather &allB O#?ects or creatures fall slo)ly.
Grea#eB Makes 1;.ft. s6uare or one o#?ect slippery.
5ideou# 1aughterB $u#?ect loses actions for 1 round@ le*el.
5ypnoti#mB 3ascinates &d/ -( of creatures.
-dentifyB Gi*es G1; #onus to identify magic items.
!agic .uraB "lters o#?ectCs magic aura.
!agic !outh
M
B O#?ects speaks once )hen triggered.
Fb#cure FbKectB Masks o#?ect against scryin.
Remove &earB $uppresses fear or gi*es G/ on sa*es against
fear for one su#?ect G one per four le*els.
'ilent -mageB Creates minor illusion of your design.
'leepB Puts / -( of creatures into magical slum#er.
'ummon !on#ter -B $ummons extraplanar creature to fight
for you.
Hndetectable .lignmentB Conceals alignment for &/ hours.
Hn#een 'ervantB :n*isi#le force o#eys your commands.
Dentrilo>ui#mB hro)s *oice for 1 min.@le*el.
2nd71evel ard 'pell#
.lter 'elfB "ssume form of a $mall or Medium humanoid.
.nimal !e##engerB $ends a iny animal to a specific place.
.nimal ,ranceB 3ascinates &d0 -( of animals.
lindne##)Deafne##B Makes su#?ect #lind or deaf.
lurB "ttacks miss su#?ect &;I of the time.
Calm 2motion#B Calms creatures, negating emotion effects.
Cat%# GraceB $u#?ect gains G/ to (ex for 1 min.@le*el.
Page &;&
Cure !oderate Aound#B Cures &d% damage G 1@le*el 7max
G1;9.
Dar"ne##B &;.ft. radius of supernatural shado).
Da$e !on#terB =i*ing creature of 0 -( or less loses next
action.
Delay Poi#onB $tops poison from harming target for 1
hour@le*el.
Detect ,hought#B "llo)s DlisteningF to surface thoughts.
2agle%# 'plendorB $u#?ect gains G/ to Cha for 1 min.@le*el.
2nthrallB Capti*ates all )ithin 1;; ft. G 1; ft.@le*el.
&o3%# CunningB $u#?ect gains G/ to :nt for 1 min.@le*el.
Glitterdu#tB 1linds creatures, outlines in*isi#le creatures.
5eroi#mB Gi*es G& on attack rolls, sa*es, skill checks.
5old Per#onB Paralyzes one humanoid for 1 round@le*el.
5ypnotic PatternB 3ascinates 7&d/ G le*el9 -( of creatures.
-nvi#ibilityB $u#?ect is in*isi#le for 1 min.@le*el or until it
attacks.
1ocate FbKectB $enses direction to)ard o#?ect 7specific or
type9.
!inor -mageB "s silent i!ae, plus some sound.
!irror -mageB Creates decoy duplicates of you 71d/ G 1 per
three le*els, max %9.
!i#directionB Misleads di*inations for one creature or
o#?ect.
Pyrotechnic#B urns fire into #linding light or choking
smoke.
RageB Gi*es G& to $tr and Con, G1 on 4ill sa*es, H& to "C.
'careB Panics creatures of less than 0 -(.
'hatterB $onic *i#ration damages o#?ects or crystalline
creatures.
'ilenceB Aegates sound in &;.ft. radius.
'ound ur#tB (eals 1d% sonic damage and may stun
su#?ects.
'ugge#tionB Compels su#?ect to follo) stated course of
action.
'ummon !on#ter --B $ummons extraplanar creature to fight
for you.
'ummon '6armB $ummons s)arm of #ats, rats, or spiders.
,ongue#B $peak and understand any language.
Ahi#pering AindB $ends a short message 1 mile@le*el.
;rd71evel ard 'pell#
lin"B Jou randomly *anish and reappear for 1 round@le*el.
Charm !on#terB Makes monster #elie*e it is your ally.
Clairaudience)ClairvoyanceB -ear or see at a distance for 1
min.@le*el.
Confu#ionB $u#?ects #eha*e oddly for 1 round@le*el.
Cru#hing De#pairB $u#?ects take H& on attack rolls, damage
rolls, sa*es, and checks.
Cure 'eriou# Aound#B Cures ,d% damage G 1@le*el 7max
G159.
DaylightB 0;.ft. radius of #right light.
Deep 'lumberB Puts 1; -( of creatures to sleep.
Di#pel !agicB Cancels one magical spell or effect.
Di#placementB "ttacks miss su#?ect 5;I of the time.
&earB $u#?ects )ithin cone flee for 1 round@le*el.
Ga#eou# &ormB $u#?ect #ecomes insu#stantial and can fly
slo)ly.
Gea#, 1e##erB Commands su#?ect of ! -( or less.
Glibne##B Jou gain G&; #onus on 1luff checks, and your lies
can escape magical discernment.
Good 5opeB $u#?ects gain G& on attack rolls, damage rolls,
sa*es, and checks.
5a#teB One creature@le*el mo*es faster, recei*es G1 on attack
rolls, "C, and 'eflex sa*es.
-llu#ory 'cript
M
B Only select creatures can read text.
-nvi#ibility 'phereB Makes e*eryone )ithin 1; feet
in*isi#le.
!aKor -mageB "s silent i!ae, plus sound, smell, and
thermal effects.
Phantom 'teedB Magic horse appears for 1 hour@le*el.
Remove Cur#eB 3rees o#?ect or person from curse.
'crying
3
B $pies on su#?ect from a distance.
'culpt 'oundB Creates ne) sounds or changes existing ones
into ne) sounds.
'ecret PageB Changes one page to hide its real content.
'ee -nvi#ibilityB 'e*eals in*isi#le creatures or o#?ects.
'epia 'na"e 'igil
M
B Creates a snake.shaped text sym#ol that
immo#ilizes reader.
'lo6B One su#?ect@le*el takes only one action@round, H1 to
"C, 'eflex sa*es, and attack rolls.
'pea" 6ith .nimal#B Jou can communicate )ith animals.
'ummon !on#ter ---B $ummons extraplanar creature to
fight for you.
,iny 5utB Creates shelter for 1; creatures.
<th71evel ard 'pell#
rea" 2nchantmentB 3rees su#?ects from enchantments,
transmutations, and curses.
Cure Critical Aound#B Cures /d% damage G 1@le*el 7max
G&;9.
Detect 'cryingB "lerts you to magical ea*esdropping.
Page &;,
Dimen#ion DoorB eleports you a short distance.
Dominate Per#onB Controls humanoid telepathically.
&reedom of !ovementB $u#?ect mo*es normally despite
impediments to restrict mo*ement.
5allucinatory ,errainB Makes one type of terrain appear
like another 7field as forest, or the like9.
5old !on#terB "s hold person, #ut any creature.
-nvi#ibility, GreaterB "s in%isibility, #ut su#?ect can attack
and stay in*isi#le.
1egend 1ore
M3
B =ets you learn tales a#out a person, place,
or thing.
1ocate CreatureB :ndicates direction to kno)n creature.
!odify !emoryB Changes 5 minutes of su#?ectCs memories.
Neutrali$e Poi#onB :mmunizes su#?ect against poison,
detoxifies *enom in or on su#?ect.
Rainbo6 PatternB =ights fascinate &/ -( of creatures.
Repel DerminB :nsects, spiders, and other *ermin stay 1; ft.
a)ay.
'ecure 'helterB Creates sturdy cottage.
'hado6 ConKurationB Mimics con?uration #elo) /th le*el,
#ut only &;I real.
'houtB (eafens all )ithin cone and deals 5d0 sonic damage.
'pea" 6ith Plant#B Jou can talk to plants and plant
creatures.
'ummon !on#ter -DB $ummons extraplanar creature to
fight for you.
Rone of 'ilenceB <eeps ea*esdroppers from o*erhearing
you.
=th71evel ard 'pell#
Cure 1ight Aound#, !a##B Cures 1d% damage G 1@le*el,
affects 1 su#?ect@le*el.
Di#pel !agic, GreaterB 4orks as dispel !aic, #ut can
affect multiple targets.
DreamB $ends message to anyone sleeping.
&al#e Di#ion
M
B 3ools scrying )ith an illusion.
5eroi#m, GreaterB Gi*es G/ #onus on attack rolls, sa*es,
skill checks8 immunity to fear8 temporary hp.
!ind &ogB $u#?ects in fog get H1; to 4is and 4ill checks.
!irage .rcanaB "s hallucinatory terrain, plus structures.
!i#leadB urns you in*isi#le and creates illusory dou#le.
NightmareB $ends *ision dealing 1d1; damage, fatigue.
Per#i#tent -mageB "s !a:or i!ae, #ut no concentration
re6uired.
'eemingB Changes appearance of one person per t)o le*els.
'hado6 2vocationB Mimics e*ocation of lo)er than 5th
le*el, #ut only &;I real.
'hado6 Aal"B $tep into shado) to tra*el rapidly.
'ong of Di#cordB 3orces targets to attack each other.
'ugge#tion, !a##B "s suestion, affects su#?ect@le*el.
'ummon !on#ter DB $ummons extraplanar creature to fight
for you.
6th71evel ard 'pell#
.naly$e D6eomer
3
B 'e*eals magical aspects of su#?ect.
.nimate FbKect#B O#?ects attack your foes.
Cat%# Grace, !a##B "s cat(s race, affects 1 su#?ect@le*el.
Charm !on#ter, !a##B "s char! !onster, #ut all )ithin ,;
ft.
Cure !oderate Aound#, !a##B Cures &d% damage G
1@le*el, affects 1 su#?ect@le*el.
2agle%# 'plendor, !a##B "s eale(s splendor, affects 1
su#?ect@le*el.
2yebiteB arget #ecomes panicked, sickened, and@or
comatose.
&ind the PathB $ho)s most direct )ay to a location.
&o3%# Cunning, !a##B "s fo,(s cunnin, affects 1
su#?ect@le*el.
Gea#)Jue#tB "s lesser eas, #ut affects any creature.
5eroe#% &ea#tB 3ood for one creature@le*el cures and grants
com#at #onuses$
-rre#i#tible DanceB 3orces su#?ect to dance.
Permanent -mageB Permanent illusion, includes sight,
sound, smell, and thermal effects.
Programmed -mage
M
B "s !a:or i!ae, plus triggered #y
e*ent.
ProKect -mage
M
B :llusory dou#le can talk and cast spells.
'crying, GreaterB "s scryin, #ut faster and longer.
'hout, GreaterB (e*astating yell deals 1;d0 sonic damage8
stuns creatures.
'ummon !on#ter D-B $ummons extraplanar creature to
fight for you.
'ympathetic DibrationB (eals &d1; damage@round to
freestanding structure.
DeilB Changes appearance of group of creatures.
Cleric S0ells
071evel Cleric 'pell# /Fri#on#0
leedB Cause a sta#ilized creature to resume dying.
Create AaterB Creates & gallons@le*el of pure )ater.
Detect !agicB (etects spells and magic items )ithin 0; ft.
Page &;/
Detect Poi#onB (etects poison in one creature or o#?ect.
GuidanceB G1 on one attack roll, sa*ing thro), or skill
check.
1ightB O#?ect shines like a torch.
!endingB Makes minor repairs on an o#?ect.
Purify &ood and Drin"B Purifies 1 cu. ft.@le*el of food or
)ater.
Read !agicB 'ead scrolls and spell#ooks.
Re#i#tanceB $u#?ect gains G1 on sa*ing thro)s.
'tabili$eB Cause a dying creature to sta#ilize.
DirtueB $u#?ect gains 1 temporary hp.
8#t71evel Cleric 'pell#
aneB +nemies take H1 on attack rolls and sa*es against fear.
le##B "llies gain G1 on attack rolls and sa*es against fear.
le## Aater
M
B Makes holy )ater.
Cau#e &earB One creature of 5 -( or less flees for 1d/
rounds.
CommandB One su#?ect o#eys selected command for 1
round.
Comprehend 1anguage#B Jou understand all spoken and
)ritten languages.
Cure 1ight Aound#B Cures 1d% damage G 1@le*el 7max G59.
Cur#e Aater
M
B Makes unholy )ater.
Death6atchB 'e*eals ho) near death su#?ects )ithin ,; ft.
are.
Detect Chao#)2vil)Good)1a6B 'e*eals creatures, spells, or
o#?ects of selected alignment.
Detect HndeadB 'e*eals undead )ithin 0; ft.
Divine &avorB Jou gain G1 per three le*els on attack and
damage rolls.
DoomB One su#?ect takes H& on attack rolls, damage rolls,
sa*es, and checks.
2ndure 2lement#B +xist comforta#ly in hot or cold regions.
2ntropic 'hieldB 'anged attacks against you ha*e &;I miss
chance.
5ide from HndeadB 5ndead canCt percei*e one su#?ect@le*el.
-nflict 1ight Aound#B ouch deals 1d% damage G1@le*el
7max G59.
!agic 'toneB hree stones gain G1 on attack, deal 1d0 G1
damage.
!agic AeaponB 4eapon gains G1 #onus.
Fb#curing !i#tB 3og surrounds you.
Protection from Chao#)2vil)Good)1a6B G& to "C and
sa*es, plus additional protection against selected alignment.
Remove &earB $uppresses fear or gi*es G/ on sa*es against
fear for one su#?ect G one per four le*els.
'anctuaryB Opponents canCt attack you, and you canCt attack.
'hield of &aithB "ura grants G& or higher deflection #onus.
'ummon !on#ter -B $ummons extraplanar creature to fight
for you.
2nd71evel Cleric 'pell#
.idB G1 on attack rolls and sa*es against fear, 1d% temporary
hp G1@le*el 7max G1;9.
.lign AeaponB 4eapon #ecomes good, e*il, la)ful, or
chaotic.
.ugury
M3
B =earns )hether an action )ill #e good or #ad.
ear%# 2nduranceB $u#?ect gains G/ to Con for 1 min.@le*el.
ull%# 'trengthB $u#?ect gains G/ to $tr for 1 min.@le*el.
Calm 2motion#B Calms creatures, negating emotion effects.
Con#ecrate
M
B 3ills area )ith positi*e energy, )eakening
undead.
Cure !oderate Aound#B Cures &d% damage G 1@le*el 7max
G1;9.
Dar"ne##B &;.ft. radius of supernatural shado).
Death EnellB <ills dying creature8 you gain 1d% temporary
hp, G& to $tr, and G1 caster le*el.
Delay Poi#onB $tops poison from harming target for 1
hour@le*el.
De#ecrate
M
B 3ills area )ith negati*e energy, making undead
stronger.
2agle%# 'plendorB $u#?ect gains G/ to Cha for 1 min.@le*el.
2nthrallB Capti*ates all )ithin 1;; ft. G 1; ft.@le*el.
&ind ,rap#B Aotice traps as a rogue does.
Gentle Repo#eB Preser*es one corpse.
5old Per#onB Paralyzes one humanoid for 1 round@le*el.
-nflict !oderate Aound#B ouch attack, &d% damage G
1@le*el 7max G1;9.
!a"e AholeB 'epairs an o#?ect.
F6l%# Ai#domB $u#?ect gains G/ to 4is for 1 min.@le*el.
Remove Paraly#i#B 3rees creatures from paralysis or slo#
effect.
Re#i#t 2nergyB :gnores 1; 7or more9 points of damage@attack
from specified energy type.
Re#toration, 1e##erB (ispels magical a#ility penalty or
repairs 1d/ a#ility damage.
'hatterB $onic *i#ration damages o#?ects or crystalline
creatures.
'hield Fther
3
B Jou take half of su#?ectCs damage.
'ilenceB Aegates sound in &;.ft. radius.
'ound ur#tB (eals 1d% sonic damage to su#?ects8 may stun
Page &;5
them.
'piritual AeaponB Magic )eapon attacks on its o)n.
'tatu#B Monitors condition, position of allies.
'ummon !on#ter --B $ummons extraplanar creature to fight
for you.
Hndetectable .lignmentB Conceals alignment for &/ hours.
Rone of ,ruthB $u#?ects )ithin range cannot lie.
;rd71evel Cleric 'pell#
.nimate Dead
M
B Creates undead skeletons and zom#ies.
e#to6 Cur#eB H0 to an a#ility score8 H/ on attack rolls,
sa*es, and checks8 or 5;I chance of losing each action.
lindne##)Deafne##B Makes su#?ect #linded or deafened.
ContagionB :nfects su#?ect )ith chosen disease.
Continual &lame
M
B Makes a permanent, heatless light.
Create &ood and AaterB 3eeds three humans 7or one
horse9@le*el.
Cure 'eriou# Aound#B Cures ,d% damage G 1@le*el 7max
G159.
DaylightB 0;.ft. radius of #right light.
Deeper Dar"ne##B O#?ect sheds supernatural shado) in 0;.
ft. radius.
Di#pel !agicB Cancels one magical spell or effect.
Glyph of Aarding
M
B :nscription harms those )ho pass it.
5elping 5andB Ghostly hand leads su#?ect to you.
-nflict 'eriou# Aound#B ouch attack, ,d% damage G 1@le*el
7max G159.
-nvi#ibility PurgeB (ispels in*isi#ility )ithin 5 ft.@le*el.
1ocate FbKectB $enses direction to)ard o#?ect 7specific or
type9.
!agic Circle again#t Chao#)2vil)Good)1a6B "s protection
spells, #ut 1;.ft. radius and 1; min.@le*el.
!agic De#tmentB "rmor or shield gains G1 enhancement per
four le*els.
!eld into 'toneB Jou and your gear merge )ith stone.
Fb#cure FbKectB Masks o#?ect against scrying.
PrayerB "llies get G1 #onus on most rolls, enemies H1
penalty.
Protection from 2nergyB "#sor# 1& points@le*el of damage
from one kind of energy.
Remove lindne##)Deafne##B Cures normal or magical
#lindness or deafness.
Remove Cur#eB 3rees o#?ect or person from curse.
Remove Di#ea#eB Cures all diseases affecting su#?ect.
'earing 1ightB 'ay deals 1d%@t)o le*els damage 7more
against undead9.
'pea" 6ith DeadB Corpse ans)ers one 6uestion@t)o le*els.
'tone 'hapeB $culpts stone into any shape.
'ummon !on#ter ---B $ummons extraplanar creature to
fight for you.
Aater reathingB $u#?ects can #reathe under)ater.
Aater Aal"B $u#?ect treads on )ater as if solid.
Aind AallB (eflects arro)s, smaller creatures, and gases.
<th71evel Cleric 'pell#
.ir Aal"B $u#?ect treads on air as if solid 7clim# or descend
at /5.degree angle9.
Chao# 5ammerB -arms and slo)s la)ful creatures 71d%
damage@& le*els9.
Control AaterB 'aises or lo)ers #odies of )ater.
Cure Critical Aound#B Cures /d% damage G 1@le*el 7max
G&;9.
Death AardB Grants #onuses against death spells and
negati*e energy.
Dimen#ional .nchorB 1ars extradimensional mo*ement.
Di#cern 1ie#B 'e*eals deli#erate falsehoods.
Di#mi##alB 3orces a creature to return to nati*e plane.
Divination
M
B Pro*ides useful ad*ice for specific proposed
actions.
Divine Po6erB Jou gain attack #onuses and 1 hp@le*el.
&reedom of !ovementB $u#?ect mo*es normally despite
impediments to mo*ement.
Giant DerminB urns centipedes, scorpions, or spiders into
giant *ermin.
5oly 'miteB -arms and possi#ly #linds e*il creatures 71d%
damage@& le*els9.
-mbue 6ith 'pell .bilityB ransfer spells to su#?ect.
-nflict Critical Aound#B ouch attack, /d% damage G 1@le*el
7max G&;9.
!agic Aeapon, GreaterB 4eapon gains G1 #onus@four
le*els 7max G59.
Neutrali$e Poi#onB :mmunizes su#?ect against poison,
detoxifies *enom in or on su#?ect.
Frder%# ArathB -arms and dazes chaotic creatures 71d%
damage@& le*els9.
Planar .lly, 1e##er
M
B +xchange ser*ices )ith a 0 -(
extraplanar creature.
Poi#onB ouch deals 1d, Con damage 1@round for 0 rounds.
Repel DerminB :nsects, spiders, and other *ermin stay 1; ft.
a)ay.
Re#toration
M
B 'estores le*el and a#ility score drains.
'endingB (eli*ers short message any)here, instantly.
Page &;0
'pell -mmunityB $u#?ect is immune to one spell per / le*els.
'ummon !on#ter -DB $ummons extraplanar creature to
fight for you.
,ongue#B $peak and understand any language.
Hnholy lightB -arms and sickens good creatures 71d%
damage@& le*els9.
=th71evel Cleric 'pell#
.tonement
3M
B 'emo*es #urden of misdeeds from su#?ect
and re*erses magical alignment change.
rea" 2nchantmentB 3rees su#?ects from enchantments,
transmutations, and curses.
reath of 1ifeB Cures 5d% damage G 1@le*el and restores life
to recently slain creatures.
Command, GreaterB "s co!!and, #ut affects one
su#?ect@le*el.
Commune
M
B (eity ans)ers one yes.or.no 6uestion@le*el.
Cure 1ight Aound#, !a##B Cures 1d% damage G 1@le*el,
affects 1 su#?ect@le*el.
Di#pel Chao#)2vil)Good)1a6B G/ #onus against attacks.
Di#rupting AeaponB Melee )eapon destroys undead.
&lame 'tri"eB $mites foes )ith di*ine fire 71d0@le*el
damage9.
5allo6
M
B (esignates location as holy.
-nflict 1ight Aound#, !a##B (eals 1d% damage G 1@le*el,
affects 1 su#?ect@le*el.
-n#ect PlagueB 4asp s)arms attack creatures.
!ar" of Iu#ticeB (esignates action that triggers curse on
su#?ect.
Plane 'hift
3
B "s many as % su#?ects tra*el to another plane.
Rai#e Dead
M
B 'estores life to su#?ect )ho died as long as
one day@le*el ago.
Righteou# !ightB Jour size increases, and you gain #onuses
in com#at.
'crying
3
B $pies on su#?ect from a distance.
'lay 1ivingB ouch attack deals 1&d0 G 1 per le*el.
'pell Re#i#tanceB $u#?ect gains $' 1& G le*el.
'ummon !on#ter DB $ummons extraplanar creature to fight
for you.
'ymbol of Pain
M
B riggered rune )racks near#y creatures
)ith pain.
'ymbol of 'leep
M
B riggered rune puts near#y creatures into
catatonic slum#er.
,rue 'eeing
M
B =ets you see all things as they really are.
Hnhallo6
M
B (esignates location as unholy.
Aall of 'toneB Creates a stone )all that can #e shaped.
6th71evel Cleric 'pell#
.nimate FbKect#B O#?ects attack your foes.
.ntilife 'hellB 1;.ft..radius field hedges out li*ing creatures.
ani#hmentB 1anishes & -(@le*el of extraplanar creatures.
ear%# 2ndurance, !a##B "s bear(s endurance, affects 1
su#?ect@le*el.
lade arrierB 4all of #lades deals 1d0@le*el damage.
ull%# 'trength, !a##B "s bull(s strenth, affects 1
su#?ect@le*el.
Create Hndead
M
B Create ghasts, ghouls, mohrgs, or
mummies.
Cure !oderate Aound#, !a##B Cures &d% damage G
1@le*el, affects 1 su#?ect@le*el.
Di#pel !agic, GreaterB "s dispel !aic, #ut )ith multiple
targets.
2agle%# 'plendor, !a##B "s eale(s splendor, affects 1
su#?ect@le*el.
&ind the PathB $ho)s most direct )ay to a location.
&orbiddance
M
B 1locks planar tra*el, damages creatures of
different alignment.
Gea#)Jue#tB "s lesser eas, #ut affects any creature.
Glyph of Aarding, Greater
M
B "s lyph of #ardin, #ut up
to 1;d% damage or 0th.le*el spell.
5armB (eals 1; points@le*el damage to target.
5ealB Cures 1; points@le*el damage, all diseases and mental
conditions.
5eroe#% &ea#tB 3ood for one creature@le*el cures and grants
com#at #onuses$
-nflict !oderate Aound#, !a##B (eals &d% damage G
1@le*el, affects 1 su#?ect@le*el.
F6l%# Ai#dom, !a##B "s o#l(s #isdo!, affects 1
su#?ect@le*el.
Planar .lly
M
B "s lesser planar ally, #ut up to 1& -(.
'ummon !on#ter D-B $ummons extraplanar creature to
fight for you.
'ymbol of &ear
M
B riggered rune panics near#y creatures.
'ymbol of Per#ua#ion
M
B riggered rune charms near#y
creatures.
Hndeath to Death
M
B (estroys 1d/ -(@le*el undead 7max.
&;d/9.
Aind Aal"B Jou and your allies turn *aporous and tra*el
fast.
Aord of RecallB eleports you #ack to designated place.
Page &;!
?thC1evel Cleric 'pell#
la#phemyB <ills, paralyzes, )eakens, or dazes none*il
su#?ects.
Control AeatherB Changes )eather in local area.
Cure 'eriou# Aound#, !a##B Cures ,d% damage G 1@le*el,
affects 1 su#?ect@le*el.
De#truction
3
B <ills su#?ect and destroys remains.
DictumB <ills, paralyzes, staggers, or deafens nonla)ful
targets.
2thereal IauntB Jou #ecome ethereal for 1 round@le*el.
5oly AordB <ills, paralyzes, #linds, or deafens nongood
su#?ects.
-nflict 'eriou# Aound#, !a##B (eals ,d% damage G 1@le*el,
affects 1 su#?ect@le*el.
Refuge
M
B "lters item to transport its possessor to you.
RegenerateB $u#?ectCs se*ered lim#s gro) #ack, cures /d%
damage G1@le*el 7max G,59.
Repul#ionB Creatures canCt approach you.
Re#toration, Greater
M
B "s restoration, plus restores all
le*els and a#ility scores.
Re#urrection
M
B 3ully restore dead su#?ect.
'crying, GreaterB "s scryin, #ut faster and longer.
'ummon !on#ter D--B $ummons extraplanar creature to
fight for you.
'ymbol of 'tunning
M
B riggered rune stuns near#y
creatures.
'ymbol of Aea"ne##
M
B riggered rune )eakens near#y
creatures.
Aord of Chao#B <ills, confuses, stuns, or deafens
nonchaotic su#?ects.
@th71evel Cleric 'pell#
.ntimagic &ieldB Aegates magic )ithin 1; ft.
Cloa" of Chao#
3
B G/ to "C, G/ resistance, and $' &5
against la)ful spells.
Create Greater Hndead
M
B Create shado)s, )raiths,
spectres, or de*ourers.
Cure Critical Aound#, !a##B Cures /d% damage G 1@le*el
for many creatures.
Dimen#ional 1oc"B eleportation and interplanar tra*el
#locked for 1 day@le*el.
Di#cern 1ocationB 'e*eals exact location of creature or
o#?ect.
2arth>ua"eB :ntense tremor shakes %;.ft. radius.
&ire 'tormB (eals 1d0@le*el fire damage.
5oly .ura
3
B G/ to "C, G/ resistance, and $' &5 against e*il
spells.
-nflict Critical Aound#, !a##B (eals /d% damage G 1@le*el,
affects 1 su#?ect@le*el.
Planar .lly, Greater
M
B "s lesser planar ally, #ut up to 1%
-(.
'hield of 1a6
3
B G/ to "C, G/ resistance, and $' &5 against
chaotic spells.
'pell -mmunity, GreaterB "s spell i!!unity, #ut up to %th.
le*el spells.
'ummon !on#ter D---B $ummons extraplanar creature to
fight for you.
'ymbol of Death
M
B riggered rune kills near#y creatures.
'ymbol of -n#anity
M
B riggered rune renders near#y
creatures insane.
Hnholy .ura
3
B G/ to "C, G/ resistance, and $' &5 against
good spells.
9th71evel Cleric 'pell#
.#tral ProKection
M
B Pro?ects you and others onto "stral
Plane.
2nergy DrainB $u#?ect gains &d/ negati*e le*els.
2therealne##B ra*el to +thereal Plane )ith companions.
Gate
M
B Connects t)o planes for tra*el or summoning.
5eal, !a##B "s heal, #ut affects 1 su#?ect@le*el.
-mplo#ionB :nflict 1; damage@le*el to one creature@round.
!iracle
M
B 'e6uests a deityCs intercession.
'oul ind
3
B raps ne)ly dead soul to pre*ent resurrection.
'torm of DengeanceB $torm rains acid, lightning, and hail.
'ummon !on#ter -4B $ummons extraplanar creature to
fight for you.
,rue Re#urrection
M
B "s resurrection, plus remains arenCt
needed.
Dr%id S0ells
071evel Druid 'pell# /Fri#on#0
Create AaterB Creates & gallons@le*el of pure )ater.
Detect !agicB (etects spells and magic items )ithin 0; ft.
Detect Poi#onB (etects poison in one creature or o#?ect.
&lareB (azzles one creature 7H1 penalty on attack rolls9.
GuidanceB G1 on one attack roll, sa*ing thro), or skill
check.
Eno6 DirectionB Jou discern north.
Page &;%
1ightB O#?ect shines like a torch.
!endingB Makes minor repairs on an o#?ect.
Purify &ood and Drin"B Purifies 1 cu. ft.@le*el of food or
)ater.
Read !agicB 'ead scrolls and spell#ooks.
Re#i#tanceB $u#?ect gains G1 #onus on sa*ing thro)s.
'tabili$eB Cause a dying creature to sta#ilize.
DirtueB $u#?ect gains 1 temporary hp.
8#t71evel Druid 'pell#
Calm .nimal#B Calms &d/ G le*el -( of animals.
Charm .nimalB Makes one animal your friend.
Cure 1ight Aound#B Cures 1d% damage G 1@le*el 7max G59.
Detect .nimal# or Plant#B (etects kinds of animals or
plants.
Detect 'nare# and Pit#B 'e*eals natural or primiti*e traps.
2ndure 2lement#B +xist comforta#ly in hot or cold regions.
2ntangleB Plants entangle e*eryone in /;.ft. radius.
&aerie &ireB Outlines su#?ects )ith light, canceling blur,
concealment, and the like.
GoodberryB &d/ #erries each cure 1 hp 7max % hp@&/ hours9.
5ide from .nimal#B "nimals canCt percei*e one
su#?ect@le*el.
IumpB $u#?ect gets #onus on "cro#atics checks.
1ong#triderB Jour speed increases #y 1; ft.
!agic &angB One natural )eapon of su#?ect creature gets G1
on attack and damage rolls.
!agic 'toneB hree stones gain G1 on attack rolls, deal
1d0G1 damage.
Fb#curing !i#tB 3og surrounds you.
Pa## 6ithout ,raceB One su#?ect@le*el lea*es no tracks.
Produce &lameB 1d0 damage G 1@le*el, touch or thro)n.
'hillelaghB Cudgel or 6uarterstaff #ecomes G1 )eapon 7&d0
damage9 for 1 min.@le*el.
'pea" 6ith .nimal#B Jou can communicate )ith animals.
'ummon Nature%# .lly -B $ummons creature to fight.
2nd71evel Druid 'pell#
.nimal !e##engerB $ends a iny animal to a specific place.
.nimal ,ranceB 3ascinates &d0 -( of animals.
ar"#"inB Grants G& 7or higher9 enhancement to natural
armor.
ear%# 2nduranceB $u#?ect gains G/ to Con for 1 min.@le*el.
ull%# 'trengthB $u#?ect gains G/ to $tr for 1 min.@le*el.
Cat%# GraceB $u#?ect gains G/ to (ex for 1 min.@le*el.
Chill !etalB Cold metal damages those )ho touch it.
Delay Poi#onB $tops poison from harming su#?ect for 1
hour@le*el.
&ire ,rap
M
B Opened o#?ect deals 1d/ G 1@le*el damage.
&lame ladeB ouch attack deals 1d% G 1@t)o le*els damage.
&laming 'phereB 'olling #all of fire deals ,d0 fire damage.
&og CloudB 3og o#scures *ision.
Gu#t of AindB 1lo)s a)ay or knocks do)n smaller
creatures.
5eat !etalB Makes metal so hot it damages those )ho touch
it.
5old .nimalB Paralyzes one animal for 1 round@le*el.
F6l%# Ai#domB $u#?ect gains G/ to 4is for 1 min.@le*el.
Reduce .nimalB $hrinks one )illing animal.
Re#i#t 2nergyB :gnores 1; or more points of damage per
attack from specified energy type.
Re#toration, 1e##erB (ispels magical a#ility penalty or
repairs 1d/ a#ility damage.
'often 2arth and 'toneB urns stone to clay, or dirt to sand
or mud.
'pider ClimbB Grants a#ility to )alk on )alls and ceilings.
'ummon Nature%# .lly --B $ummons creature to fight.
'ummon '6armB $ummons s)arm of #ats, rats, or spiders.
,ree 'hapeB Jou look exactly like a tree for 1 hour@le*el.
Aarp AoodB 1ends )ood.
Aood 'hapeB 'eshapes )ooden o#?ects to suit you.
;rd71evel Druid 'pell#
Call 1ightningB Calls do)n lightning #olts 7,d0 per #olt9
from sky.
ContagionB :nfects su#?ect )ith chosen disease.
Cure !oderate Aound#B Cures &d% damage G 1@le*el 7max
G1;9.
DaylightB 0;.ft. radius of #right light.
Dimini#h Plant#B 'educes size or #lights the gro)th of
normal plants.
Dominate .nimalB One animal o#eys your silent mental
commands and orders.
!agic &ang, GreaterB One natural )eapon gets G 1@four
le*els 7max G59.
!eld into 'toneB Jou and your gear merge )ith stone.
Neutrali$e Poi#onB :mmunizes su#?ect against poison,
detoxifies *enom in or on su#?ect.
Plant Gro6thB Gro)s *egetation, impro*es crops.
Poi#onB ouch deals 1d, Con damage 1@round for 0 rounds.
Protection from 2nergyB "#sor#s 1& points@le*el of damage
Page &;2
from one kind of energy.
JuenchB +xtinguishes fires.
Remove Di#ea#eB Cures all diseases affecting su#?ect.
'leet 'tormB -ampers *ision and mo*ement.
'nareB Creates a magic #oo#y trap.
'pea" 6ith Plant#B Jou can talk to plants and plant
creatures.
'pi"e Gro6thB Creatures in area take 1d/ damage, may #e
slo)ed$
'tone 'hapeB $culpts stone into any shape.
'ummon Nature%# .lly ---B $ummons creature to fight.
Aater reathingB $u#?ects can #reathe under)ater.
Aind AallB (eflects arro)s, smaller creatures, and gases.
<th71evel Druid 'pell#
.ir Aal"B $u#?ect treads on air as if solid 7clim# or descend
at /5.degree angle9.
.ntiplant 'hellB <eeps animated plants at #ay.
lightB 4ithers one plant or deals 1d0@le*el damage to plant
creature.
Command Plant#B $)ays the actions of plant creatures.
Control AaterB 'aises or lo)ers #odies of )ater.
Cure 'eriou# Aound#B Cures ,d% damage G 1@le*el 7max
G159.
Di#pel !agicB Cancels one magical spell or effect.
&lame 'tri"eB $mites foes )ith di*ine fire 71d0@le*el
damage9.
&reedom of !ovementB $u#?ect mo*es normally despite
impediments to mo*ement.
Giant DerminB urns centipedes, scorpions, or spiders into
giant *ermin.
-ce 'tormB -ail deals 5d0 damage in cylinder /; ft. across.
ReincarnateB 1rings dead su#?ect #ack in a random #ody.
Repel DerminB :nsects, spiders, and other *ermin stay 1; ft.
a)ay.
Ru#ting Gra#pB Jour touch corrodes iron and alloys.
'crying
3
B $pies on su#?ect from a distance.
'pi"e 'tone#B Creatures in area take 1d% damage, may also
#e slo)ed$
'ummon Nature%# .lly -DB $ummons creature to fight.
=th71evel Druid 'pell#
.nimal Gro6thB One animal dou#les in size.
.tonement
3M
B 'emo*es #urden of misdeeds from su#?ect.
.6a"en
M
B "nimal or tree gains human intellect.
aleful PolymorphB ransforms su#?ect into harmless
animal.
Call 1ightning 'tormB "s call lihtnin, #ut 5d0 damage
per #olt.
Commune 6ith NatureB =earn a#out terrain for 1
mile@le*el.
Control Aind#B Changes )ind direction and speed.
Cure Critical Aound#B Cures /d% damage G 1@le*el 7max
G&;9.
Death AardB Grants #onuses against death spells and
negati*e energy.
5allo6
M
B (esignates location as holy.
-n#ect PlagueB 4asp s)arms attack creatures.
'tone#"in
M
B Grants (' 1;@adamantine.
'ummon Nature%# .lly DB $ummons creature to fight.
,ran#mute !ud to Roc"B ransforms t)o 1;.ft. cu#es per
le*el.
,ran#mute Roc" to !udB ransforms t)o 1;.ft. cu#es per
le*el.
,ree 'trideB $tep from one tree to another far a)ay.
Hnhallo6
M
B (esignates location as unholy.
Aall of &ireB (eals &d/ fire damage out to 1; ft. and 1d/ out
to &; ft. Passing through )all deals &d0 damage G1@le*el.
Aall of ,horn#B horns damage anyone )ho tries to pass.
6th71evel Druid 'pell#
.ntilife 'hellB 1;.ft..radius field hedges out li*ing creatures.
ear%# 2ndurance, !a##B "s bear(s endurance, affects 1
su#?ect@le*el.
ull%# 'trength, !a##B "s bull(s strenth, affects 1
su#?ect@le*el.
Cat%# Grace, !a##B "s cat(s race, affects one su#?ect@le*el.
Cure 1ight Aound#, !a##B Cures 1d% damage G 1@le*el,
affects 1 su#?ect@le*el.
Di#pel !agic, GreaterB "s dispel !aic, #ut )ith multiple
targets.
&ind the PathB $ho)s most direct )ay to a location.
&ire 'eed#B "corns and #erries #ecome grenades and #om#s.
-ron6oodB Magic )ood is as strong as steel.
1iveoa"B Oak #ecomes treant guardian.
!ove 2arthB (igs trenches and #uilds hills.
F6l%# Ai#dom, !a##B "s o#l(s #isdo!, affects 1
su#?ect@le*el.
Repel AoodB Pushes a)ay )ooden o#?ects.
'pell#taffB $tores one spell in )ooden 6uarterstaff.
'tone ,ellB alk to natural or )orked stone.
Page &1;
'ummon Nature%# .lly D-B $ummons creature to fight.
,ran#port via Plant#B Mo*e instantly from one plant to
another of the same kind.
Aall of 'toneB Creates a stone )all that can #e shaped.
?th71evel Druid 'pell#
.nimate Plant#B One or more plants animate and fight for
you.
Change#taffB Jour staff #ecomes a treant on command.
Control AeatherB Changes )eather in local area.
Creeping DoomB $)arms of centipedes attack at your
command.
Cure !oderate Aound#, !a##B Cures &d% damage G
1@le*el, affects 1 su#?ect@le*el.
&ire 'tormB (eals 1d0@le*el fire damage.
5ealB Cures 1; points@le*el damage, all diseases and mental
conditions.
'crying, GreaterB "s scryin, #ut faster and longer.
'ummon Nature%# .lly D--B $ummons creature to fight.
'unbeamB 1eam #linds and deals /d0 damage.
,ran#mute !etal to AoodB Metal )ithin /; ft. #ecomes
)ood.
,rue 'eeing
M
B =ets you see all things as they really are.
Aind Aal"B Jou and your allies turn *aporous and tra*el
fast.
@th71evel Druid 'pell#
.nimal 'hape#B One ally@le*el polymorphs into chosen
animal.
Control Plant#B Controls actions of one or more plant
creatures.
Cure 'eriou# Aound#, !a##B Cures ,d% damage G 1@le*el,
affects 1 su#?ect@le*el.
2arth>ua"eB :ntense tremor shakes %;.ft..radius.
&inger of DeathB (eals 1; damage@le*el to one su#?ect.
Repel !etal or 'toneB Pushes a)ay metal and stone.
Rever#e GravityB O#?ects and creatures fall up)ard.
'ummon Nature%# .lly D---B $ummons creature to fight.
'unbur#tB 1linds all )ithin 1; ft., deals 0d0 damage.
Ahirl6indB Cyclone deals damage and can pick up
creatures.
Aord of RecallB eleports you #ack to designated place.
9th71evel Druid 'pell#
.ntipathyB O#?ect or location affected #y spell repels certain
creatures.
Cure Critical Aound#, !a##B Cures /d% damage G 1@le*el
for many creatures.
2lemental '6armB $ummons multiple elementals.
&ore#ightB D$ixth senseF )arns of impending danger.
RegenerateB $u#?ectCs se*ered lim#s gro) #ack, cures /d%
damage G1@le*el 7max G,59.
'hamblerB Creates 1d/G& sham#ling mounds to fight for
you.
'hapechange
3
B ransforms you into certain creatures, and
you can change forms once per round.
'torm of DengeanceB $torm rains acid, lightning, and hail.
'ummon Nature%# .lly -4B $ummons creature to fight.
'ympathy
M
B O#?ect or location attracts certain creatures.
Paladin S0ells
8#t71evel Paladin 'pell#
le##B "llies gain G1 on attack rolls and sa*es against fear.
le## Aater
M
B Makes holy )ater.
le## AeaponB 4eapon strikes true against e*il foes.
Create AaterB Creates & gallons@le*el of pure )ater.
Cure 1ight Aound#B Cures 1d% damage G 1@le*el 7max G59.
Detect Poi#onB (etects poison in one creature or small
o#?ect.
Detect HndeadB 'e*eals undead )ithin 0; ft.
Divine &avorB Jou gain G1 per three le*els on attack and
damage rolls.
2ndure 2lement#B +xist comforta#ly in hot or cold regions.
!agic AeaponB 4eapon gains G1 #onus.
Protection from Chao#)2vilB G& to "C and sa*es, plus
additional protection against selected alignment.
Read !agicB 'ead scrolls and spell#ooks.
Re#i#tanceB $u#?ect gains G1 on sa*ing thro)s.
Re#toration, 1e##erB (ispels magical a#ility penalty or
repairs 1d/ a#ility damage.
DirtueB $u#?ect gains 1 temporary hp.
2nd71evel Paladin 'pell#
ull%# 'trengthB $u#?ect gains G/ to $tr for 1 min.@le*el.
Delay Poi#onB $tops poison from harming su#?ect for 1
hour@le*el.
2agle%# 'plendorB $u#?ect gains G/ to Cha for 1 min.@le*el.
F6l%# Ai#domB $u#?ect gains G/ to 4is for 1 min.@le*el.
Page &11
Remove Paraly#i#B 3rees one or more creatures from
paralysis or slo) effect.
Re#i#t 2nergyB :gnores 1; or more points of damage per
attack from specified energy type.
'hield Fther
3
B Jou take half of su#?ectCs damage.
Hndetectable .lignmentB Conceals alignment from magical
detection for &/ hours.
Rone of ,ruthB $u#?ects )ithin range cannot lie.
;rd71evel Paladin 'pell#
Cure !oderate Aound#B Cures &d% damage G1@le*el 7max.
G1;9.
DaylightB 0;.ft. radius of #right light.
Di#cern 1ie#B 'e*eals deli#erate falsehoods.
Di#pel !agicB Cancels one magical spell or effect.
5eal !ountB "s heal on horse or other special mount.
!agic Circle again#t Chao#)2vilB "s protection fro! chaos,
#ut 1;.ft. radius and 1; min.@le*el.
!agic Aeapon, GreaterB 4eapon gains G1 #onus@four
le*els 7max G59.
PrayerB "llies get G1 #onus on most rolls, enemies H1
penalty.
Remove lindne##)Deafne##B Cures normal or magical
#lindness or deafness.
Remove Cur#eB 3rees o#?ect or person from curse.
<th71evel Paladin 'pell#
rea" 2nchantmentB 3rees su#?ects from enchantments,
transmutations, and curses.
Cure 'eriou# Aound#B Cures ,d% damage G 1@le*el 7max
G159.
Death AardB Grants #onuses against death spells and
negati*e energy.
Di#pel Chao#B G/ #onus against attacks #y chaotic creatures.
Di#pel 2vilB G/ #onus against attacks #y e*il creatures.
5oly '6ordB 4eapon #ecomes G5, deals G&d0 damage
against e*il.
!ar" of Iu#ticeB (esignates action that triggers curse on
su#?ect.
Neutrali$e Poi#onB :mmunizes su#?ect against poison,
detoxifies *enom in or on su#?ect.
Re#toration
M
B 'estores le*el and a#ility score drains.
Ranger S0ells
8#t71evel Ranger 'pell#
.larmB 4ards an area for & hours@le*el.
.nimal !e##engerB $ends a iny animal to a specific place.
Calm .nimal#B Calms &d/ G le*el -( of animals.
Charm .nimalB Makes one animal your friend.
Delay Poi#onB $tops poison from harming su#?ect for 1
hour@le*el.
Detect .nimal# or Plant#B (etects kinds of animals or
plants.
Detect Poi#onB (etects poison in one creature or o#?ect.
Detect 'nare# and Pit#B 'e*eals natural or primiti*e traps.
2ndure 2lement#B +xist comforta#ly in hot or cold regions.
2ntangleB Plants entangle e*eryone in /;.ft. radius.
5ide from .nimal#B "nimals canCt percei*e one
su#?ect@le*el.
IumpB $u#?ect gets #onus on "cro#atics checks.
1ong#triderB Jour #ase speed increases #y 1; ft.
!agic &angB One natural )eapon of su#?ect creature gets G1
on attack and damage rolls.
Pa## 6ithout ,raceB One su#?ect@le*el lea*es no tracks.
Read !agicB 'ead scrolls and spell#ooks.
Re#i#t 2nergyB :gnores 1; 7or more9 points of damage@attack
from specified energy type.
'pea" 6ith .nimal#B Jou can communicate )ith animals.
'ummon Nature%# .lly -B $ummons creature to fight for
you.
2nd71evel Ranger 'pell#
ar"#"inB Grants G& 7or higher9 enhancement to natural
armor.
ear%# 2nduranceB $u#?ect gains G/ to Con for 1 min.@le*el.
Cat%# GraceB $u#?ect gains G/ to (ex for 1 min.@le*el.
Cure 1ight Aound#B Cures 1d% damage G 1@le*el 7max G59.
5old .nimalB Paralyzes one animal for 1 round@le*el.
F6l%# Ai#domB $u#?ect gains G/ to 4is for 1 min.@le*el.
Protection from 2nergyB "#sor#s 1& points@le*el of damage
from one kind of energy.
'nareB Creates a magic #oo#y trap.
'pea" 6ith Plant#B Jou can talk to plants and plant
creatures.
'pi"e Gro6thB Creatures in area take 1d/ damage, may #e
slo)ed$
Page &1&
'ummon Nature%# .lly --B $ummons creature to fight for
you.
Aind AallB (eflects arro)s, smaller creatures, and gases.
;rd71evel Ranger 'pell#
Command Plant#B $)ay the actions of plant creatures.
Cure !oderate Aound#B Cures &d% damage G1@le*el 7max.
G1;9.
Dar"vi#ionB $ee 0; ft. in total darkness.
Dimini#h Plant#B 'educes size or #lights gro)th of normal
plants.
!agic &ang, GreaterB One natural )eapon gets G 1@four
le*els 7max. G59.
Neutrali$e Poi#onB :mmunizes su#?ect against poison,
detoxifies *enom in or on su#?ect.
Plant Gro6thB Gro)s *egetation, impro*es crops.
Reduce .nimalB $hrinks one )illing animal.
Remove Di#ea#eB Cures all diseases affecting su#?ect.
Repel DerminB :nsects, spiders, and other *ermin stay 1; ft.
a)ay.
'ummon Nature%# .lly ---B $ummons creature to fight for
you.
,ree 'hapeB Jou look exactly like a tree for 1 hour@le*el.
Aater Aal"B $u#?ect treads on )ater as if solid.
<th71evel Ranger 'pell#
.nimal Gro6thB One animal dou#les in size.
Commune 6ith NatureB =earn a#out terrain for 1
mile@le*el.
Cure 'eriou# Aound#B Cures ,d% damage G 1@le*el 7max
G159.
&reedom of !ovementB $u#?ect mo*es normally despite
impediments to mo*ement.
Nondetection
M
B -ides su#?ect from di*ination, scrying.
'ummon Nature%# .lly -DB $ummons creature to fight for
you.
,ree 'trideB $tep from one tree to another far a)ay.
Sorcerer@i,ard S0ells
071evel 'orcerer)Ai$ard 'pell#
/Cantrip#0
.bKuration
Re#i#tanceB $u#?ect gains G1 on sa*ing thro)s.
ConKuration
.cid 'pla#hB Or# deals 1d, acid damage.
Divination
Detect !agicB (etects all spells and magic items )ithin 0;
ft.
Detect Poi#onB (etects poison in one creature or small
o#?ect.
Read !agicB 'ead scrolls and spell#ooks.
2nchantment
Da$eB " single humanoid creature )ith / -( or less loses its
next action.
2vocation
Dancing 1ight#B Creates torches or other lights.
&lareB (azzles one creature 7H1 on attack rolls9.
1ightB O#?ect shines like a torch.
Ray of &ro#tB 'ay deals 1d, cold damage.
-llu#ion
Gho#t 'oundB 3igment sounds.
Necromancy
leedB Cause a sta#ilized creature to resume dying.
Di#rupt HndeadB (eals 1d0 damage to one undead.
,ouch of &atigueB ouch attack fatigues target.
,ran#mutation
!age 5andB 5.pound telekinesis.
!endingB Makes minor repairs on an o#?ect.
!e##ageB 4hisper con*ersation at distance.
Page &1,
Fpen)Clo#eB Opens or closes small or light things.
Hniver#al
.rcane !ar"B :nscri#es a personal rune on an o#?ect or
creature 7*isi#le or in*isi#le9.
Pre#tidigitationB Performs minor tricks.
8#t71evel 'orcerer)Ai$ard 'pell#
.bKuration
.larmB 4ards an area for & hours@le*el.
2ndure 2lement#B +xist comforta#ly in hot or cold regions.
5old PortalB -olds door shut.
Protection from Chao#)2vil)Good)1a6B G& to "C and
sa*es, plus additional protection against selected alignment.
'hieldB :n*isi#le disc gi*es G/ to "C, #locks !aic !issiles$
ConKuration
Grea#eB Makes 1;.ft. s6uare or one o#?ect slippery.
!age .rmorB Gi*es su#?ect G/ armor #onus.
!ountB $ummons riding horse for & hours@le*el.
Fb#curing !i#tB 3og surrounds you.
'ummon !on#ter -B $ummons extraplanar creature to fight
for you.
Hn#een 'ervantB :n*isi#le force o#eys your commands.
Divination
Comprehend 1anguage#B Jou understand all spoken and
)ritten languages.
Detect 'ecret Door#B 'e*eals hidden doors )ithin 0; ft.
Detect HndeadB 'e*eals undead )ithin 0; ft.
-dentifyB Gi*es G1; #onus to identify magic items.
,rue 'tri"eB G&; on your next attack roll.
2nchantment
Charm Per#onB Makes one person your friend.
5ypnoti#mB 3ascinates &d/ -( of creatures.
'leepB Puts / -( of creatures into magical slum#er.
2vocation
urning 5and#B 1d/@le*el fire damage 7max 5d/9.
&loating Di#"B Creates ,.ft..diameter horizontal disk that
holds 1;; l#s.@le*el.
!agic !i##ileB 1d/G1 damage8 G1 missile per t)o le*els
a#o*e 1st 7max 59.
'hoc"ing Gra#pB ouch deli*ers 1d0@le*el electricity
damage 7max 5d09.
-llu#ion
Color 'prayB <nocks unconscious, #linds, and@or stuns
)eak creatures.
Di#gui#e 'elfB Changes your appearance.
!agic .uraB "lters o#?ectCs magic aura.
'ilent -mageB Creates minor illusion of your design.
Dentrilo>ui#mB hro)s *oice for 1 min.@le*el.
Necromancy
Cau#e &earB One creature of 5 -( or less flees for 1d/
rounds.
Chill ,ouchB One touch@le*el deals 1d0 damage and possi#ly
1 $tr damage.
Ray of 2nfeeblementB 'ay causes 1d0 $tr penalty G 1 per &
le*els.
,ran#mutation
.nimate RopeB Makes a rope mo*e at your command.
2nlarge Per#onB -umanoid creature dou#les in size.
2ra#eB Mundane or magical )riting *anishes.
23peditiou# RetreatB Jour #ase speed increases #y ,; ft.
&eather &allB O#?ects or creatures fall slo)ly.
IumpB $u#?ect gets #onus on "cro#atics checks.
!agic AeaponB 4eapon gains G1 #onus.
Reduce Per#onB -umanoid creature hal*es in size.
2nd71evel 'orcerer)Ai$ard 'pell#
.bKuration
.rcane 1oc"
M
B Magically locks a portal or chest.
Fb#cure FbKectB Masks o#?ect against scrying.
Protection from .rro6#B $u#?ect gains (' 1;@magic
against ranged attacks.
Re#i#t 2nergyB :gnores first 1; 7or more9 points of damage
per attack from specified energy type.
ConKuration
.cid .rro6B 'anged touch attack8 &d/ damage for 1 round
G 1 round@three le*els.
Page &1/
&og CloudB 3og o#scures *ision.
Glitterdu#tB 1linds creatures, outlines in*isi#le creatures.
'ummon !on#ter --B $ummons extraplanar creature to fight
for you.
'ummon '6armB $ummons s)arm of #ats, rats, or spiders.
AebB 3ills &;.ft..radius spread )ith sticky spider)e#s that
can grapple foes and impair mo*ement.
Divination
Detect ,hought#B "llo)s DlisteningF to surface thoughts.
1ocate FbKectB $enses direction to)ard o#?ect 7specific or
type9.
'ee -nvi#ibilityB 'e*eals in*isi#le creatures or o#?ects.
2nchantment
Da$e !on#terB =i*ing creature of 0 -( or less loses its next
action.
5ideou# 1aughterB $u#?ect loses actions for 1 round@le*el.
,ouch of -diocyB $u#?ect takes 1d0 penalty to :nt, 4is, and
Cha.
2vocation
Continual &lame
M
B Makes a permanent, heatless light.
Dar"ne##B &;.ft. radius of supernatural shado).
&laming 'phereB 'olling #all of fire deals ,d0 fire damage.
Gu#t of AindB 1lo)s a)ay or knocks do)n smaller
creatures.
'corching RayB 'anged touch attack deals /d0 fire damage,
G 1 ray@four le*els 7max ,9.
'hatterB $onic energy damages o#?ects or crystalline
creatures.
-llu#ion
lurB "ttacks miss su#?ect &;I of the time.
5ypnotic PatternB 3ascinates &d/ G le*el -( of creatures.
-nvi#ibilityB $u#?ect is in*isi#le for 1 min.@le*el or until it
attacks.
!agic !outh
M
B O#?ect speaks once )hen triggered.
!inor -mageB "s silent i!ae, plus some sound.
!irror -mageB Creates decoy duplicates of you.
!i#directionB Misleads di*inations for 1 creature or o#?ect.
Phantom ,rap
M
B Makes item seem trapped.
Necromancy
lindne##)Deafne##B Makes su#?ect #linded or deafened.
Command HndeadB 5ndead creature o#eys your
commands.
&al#e 1ifeB Gain 1d1; temporary hp G 1@le*el 7max G1;9.
Ghoul ,ouchB Paralyzes one su#?ect, )hich exudes stench
that makes those near#y sickened.
'careB 3rightens creatures of less than 0 -(.
'pectral 5andB Creates disem#odied glo)ing hand to
deli*er touch attacks.
,ran#mutation
.lter 'elfB "ssume form of a $mall or Medium humanoid.
ear%# 2nduranceB $u#?ect gains G/ to Con for 1 min.@le*el.
ull%# 'trengthB $u#?ect gains G/ to $tr for 1 min.@le*el.
Cat%# GraceB $u#?ect gains G/ to (ex for 1 min.@le*el.
Dar"vi#ionB $ee 0; ft. in total darkness.
2agle%# 'plendorB $u#?ect gains G/ to Cha for 1 min.@le*el.
&o3%# CunningB $u#?ect gains G/ to :nt for 1 min.@le*el.
Enoc"B Opens locked or magically sealed door.
1evitateB $u#?ect mo*es up and do)n at your direction.
!a"e AholeB 'epairs an o#?ect.
F6l%# Ai#domB $u#?ect gains G/ to 4is for 1 min.@le*el.
Pyrotechnic#B urns fire into #linding light or thick smoke.
Rope ,ric"B "s many as eight creatures hide in
extradimensional space.
'pider ClimbB Grants a#ility to )alk on )alls and ceilings.
Ahi#pering AindB $ends a short message 1 mile@le*el.
;rd71evel 'orcerer)Ai$ard 'pell#
.bKuration
Di#pel !agicB Cancels one magical spell or effect.
23plo#ive Rune#B (eals 0d0 damage )hen read.
!agic Circle again#t Chao#)2vil)Good)1a6B "s protection
spells, #ut 1;.ft. radius and 1; min.@le*el.
Nondetection
M
B -ides su#?ect from di*ination, scrying.
Protection from 2nergyB "#sor#s 1& points@le*el of damage
from one kind of energy.
ConKuration
Phantom 'teedB Magic horse appears for 1 hour@le*el.
'epia 'na"e 'igil
M
B Creates text sym#ol that immo#ilizes
Page &15
reader.
'leet 'tormB -ampers *ision and mo*ement.
'tin"ing CloudB Aauseating *apors, 1 round@le*el.
'ummon !on#ter ---B $ummons extraplanar creature to
fight for you.
Divination
.rcane 'ightB Magical auras #ecome *isi#le to you.
Clairaudience)ClairvoyanceB -ear or see at a distance for 1
min.@le*el.
,ongue#B $peak and understand any language.
2nchantment
Deep 'lumberB Puts 1; -( of creatures to sleep.
5eroi#mB Gi*es G& #onus on attack rolls, sa*es, skill checks.
5old Per#onB Paralyzes one humanoid for 1 round@le*el.
RageB Gi*es G& to $tr and Con, G1 on 4ill sa*es, H& to "C.
'ugge#tionB Compels a su#?ect to follo) stated course of
action.
2vocation
DaylightB 0;.ft. radius of #right light.
&ireballB 1d0 damage per le*el, &;.ft. radius.
1ightning oltB +lectricity deals 1d0@le*el damage.
,iny 5utB Creates shelter for 1; creatures.
Aind AallB (eflects arro)s, smaller creatures, and gases.
-llu#ion
Di#placementB "ttacks miss su#?ect 5;I of the time.
-llu#ory 'cript
M
B Only select creatures can read text.
-nvi#ibility 'phereB Makes e*eryone )ithin 1; ft. in*isi#le.
!aKor -mageB "s silent i!ae, plus sound, smell and
thermal effects.
Necromancy
Gentle Repo#eB Preser*es one corpse.
5alt HndeadB :mmo#ilizes undead for 1 round@le*el.
Ray of 23hau#tionB 'ay makes su#?ect exhausted.
Dampiric ,ouchB ouch deals 1d0 damage per t)o le*els8
caster gains damage as temporary hp.
,ran#mutation
ea#t 'hape -B Jou take the form and some of the po)ers of
a $mall or Medium animal.
lin"B Jou randomly *anish and reappear for 1 round per
le*el.
&lame .rro6B "rro)s deal G1d0 fire damage.
&lyB $u#?ect flies at speed of 0; ft.
Ga#eou# &ormB $u#?ect #ecomes insu#stantial and can fly
slo)ly.
5a#teB One creature@le*el mo*es faster, G1 on attack rolls,
"C, and 'eflex sa*es.
Eeen 2dgeB (ou#les normal )eaponCs threat range.
!agic Aeapon, GreaterB 4eapon gains G1 #onus@four
le*els 7max G59.
'ecret PageB Changes one page to hide its real content.
'hrin" -temB O#?ect shrinks to one.sixteenth size.
'lo6B One su#?ect@le*el takes only one action@round, H1 to
"C, 'eflex sa*es, and attack rolls.
Aater reathingB $u#?ects can #reathe under)ater.
<th71evel 'orcerer)Ai$ard 'pell#
.bKuration
Dimen#ional .nchorB 1ars extradimensional mo*ement.
&ire ,rap
M
B Opened o#?ect deals 1d/ damage G 1@le*el.
Globe of -nvulnerability, 1e##erB $tops 1st. through ,rd.
le*el spell effects.
Remove Cur#eB 3rees o#?ect or person from curse.
'tone#"in
M
B Grants (' 1;@adamantine.
ConKuration
lac" ,entacle#B entacles grapple all creatures )ithin a &;.
ft. spread.
Dimen#ion DoorB eleports you a short distance.
!inor CreationB Creates one cloth or )ood o#?ect.
'ecure 'helterB Creates sturdy cottage.
'olid &ogB 1locks *ision and slo)s mo*ement.
'ummon !on#ter -DB $ummons extraplanar creature to
fight for you.
Divination
.rcane 2yeB :n*isi#le floating eye mo*es ,; ft.@round.
Detect 'cryingB "lerts you to magical ea*esdropping
1ocate CreatureB :ndicates direction to familiar creature.
'crying
3
B $pies on su#?ect from a distance.
Page &10
2nchantment
Charm !on#terB Makes monster #elie*e it is your ally.
Confu#ionB $u#?ects #eha*e oddly for 1 round@le*el.
Cru#hing De#pairB $u#?ects take H& on attack rolls, damage
rolls, sa*es, and checks.
Gea#, 1e##erB Commands su#?ect of ! -( or less.
2vocation
&ire 'hieldB Creatures attacking you take fire damage8 youCre
protected from heat or cold.
-ce 'tormB -ail deals 5d0 damage in cylinder /; ft. across.
Re#ilient 'phereB 3orce glo#e protects #ut traps one su#?ect.
'houtB (eafens all )ithin cone and deals 5d0 sonic damage.
Aall of &ireB (eals &d/ fire damage out to 1; ft. and 1d/ out
to &; ft. Passing through )all deals &d0 damage G 1@le*el.
Aall of -ceB 0ce plane creates )all or he!isphere creates
dome.
-llu#ion
5allucinatory ,errainB Makes one type of terrain appear
like another 7field as forest, or the like9.
-llu#ory AallB 4all, floor, or ceiling looks real, #ut anything
can pass through.
-nvi#ibility, GreaterB "s in%isibility, #ut su#?ect can attack
and stay in*isi#le.
Phanta#mal EillerB 3earsome illusion kills su#?ect or deals
,d0 damage.
Rainbo6 PatternB =ights fascinate &/ -( of creatures.
'hado6 ConKurationB Mimics con?uration #elo) /th le*el,
#ut only &;I real.
Necromancy
.nimate Dead
M
B Creates undead skeletons and zom#ies out
of corpses.
e#to6 Cur#eB H0 to an a#ility score8 H/ on attack rolls,
sa*es, and checks8 or 5;I chance of losing each action.
ContagionB :nfects su#?ect )ith chosen disease.
2nervationB $u#?ect gains 1d/ negati*e le*els.
&earB $u#?ects )ithin cone flee for 1 round@le*el.
,ran#mutation
ea#t 'hape --B Jou take the form and some of the po)ers
of a iny or =arge animal.
2lemental ody -B urns you into a $mall elemental.
2nlarge Per#on, !a##B 1 humanoid creature@le*el dou#les
in size.
!nemonic 2nhancer
3
B 9i<ard only$ Prepare extra spells or
retain one ?ust cast.
Reduce Per#on, !a##B "s reduce person, #ut affects 1
humanoid creature@le*el.
'tone 'hapeB $culpts stone into any shape.
=th71evel 'orcerer)Ai$ard 'pell#
.bKuration
rea" 2nchantmentB 3rees su#?ects from enchantments,
transmutations, and curses.
Di#mi##alB 3orces a creature to return to its nati*e plane.
!age%# Private 'anctumB Pre*ents anyone from *ie)ing or
scrying an area for &/ hours.
ConKuration
Cloud"illB <ills , -( or less8 /H0 -( sa*e or die, 0G -(
take Con damage.
!age%# &aithful 5oundB Phantom dog can guard a location
and attack intruders.
!aKor CreationB "s !inor creation, plus stone and metal.
Planar inding, 1e##erB raps extraplanar creature of 0 -(
or less until it performs a task.
'ecret Che#t
3
B -ides expensi*e chest on +thereal Plane8 you
retrie*e it at )ill.
'ummon !on#ter DB $ummons extraplanar creature to fight
for you.
,eleportB :nstantly transports you as far as 1;; miles per
le*el.
Aall of 'toneB Creates a stone )all that can #e shaped.
Divination
Contact Fther PlaneB =ets you ask 6uestion of extraplanar
entity.
Prying 2ye#B 1d/ G 1@le*el floating eyes scout for you.
,elepathic ondB =ink lets allies communicate.
2nchantment
Dominate Per#onB Controls humanoid telepathically.
&eeblemindB $u#?ectCs :nt and Cha drop to 1.
5old !on#terB "s hold person, #ut any creature.
!ind &ogB $u#?ects in fog get H1; to 4is and 4ill checks.
'ymbol of 'leep
M
B riggered rune puts near#y creatures into
Page &1!
catatonic slum#er.
2vocation
Cone of ColdB 1d0@le*el cold damage.
-nterpo#ing 5andB -and pro*ides co*er against 1 opponent.
'endingB (eli*ers short message any)here, instantly.
Aall of &orceB 4all is immune to damage.
-llu#ion
DreamB $ends message to anyone sleeping.
&al#e Di#ion
M
B 3ools scrying )ith an illusion.
!irage .rcanaB "s hallucinatory terrain, plus structures.
NightmareB $ends *ision dealing 1d1; damage, fatigue.
Per#i#tent -mageB "s !a:or i!ae, #ut )ith no
concentration re6uired.
'eemingB Changes appearance of 1 person per & le*els.
'hado6 2vocationB Mimics e*ocation #elo) 5th le*el, #ut
only &;I real.
Necromancy
lightB 4ithers one plant or deals 1d0@le*el damage to plant
creature.
!agic Iar
3
B +na#les possession of another creature.
'ymbol of Pain
M
B riggered rune )racks creatures )ith
pain.
Aave# of &atigueB $e*eral targets #ecome fatigued.
,ran#mutation
.nimal Gro6thB One animal dou#les in size.
aleful PolymorphB urns su#?ect into harmless animal.
ea#t 'hape ---B Jou take the form of a (iminuti*e or -uge
animal, or $mall or Medium magical #east.
2lemental ody --B urns you into a Medium elemental.
&abricate
M
B ransforms ra) materials into finished items.
Fverland &lightB Jou fly at a speed of /; ft. and can hustle
o*er long distances.
Pa##6allB Creates passage through )ood or stone )all.
Plant 'hape -B urns you into a $mall or Medium plant.
PolymorphB Gi*es one )illing su#?ect a ne) form.
,ele"ine#i#B Mo*es o#?ect, attacks creature, or hurls o#?ect
or creature.
,ran#mute !ud to Roc"B ransforms t)o 1;.ft. cu#es per
le*el.
,ran#mute Roc" to !udB ransforms t)o 1;.ft. cu#es per
le*el.
Hniver#al
Permanency
M
B Makes certain spells permanent.
6th71evel 'orcerer)Ai$ard 'pell#
.bKuration
.ntimagic &ieldB Aegates magic )ithin 1; ft.
Di#pel !agic, GreaterB "s dispel !aic, #ut )ith multiple
targets.
Globe of -nvulnerabilityB "s lesser lobe of in%ulnerability,
plus /th.le*el spell effects.
Guard# and Aard#B "rray of magic effects protect area.
Repul#ion
3
B Creatures canCt approach you.
ConKuration
.cid &ogB 3og deals acid damage.
Planar indingB "s lesser planar bindin, #ut up to 1& -(.
'ummon !on#ter D-B $ummons extraplanar creature to
fight for you.
Aall of -ron
M
B ,; hp@four le*els8 can topple onto foes.
Divination
.naly$e D6eomer
3
B 'e*eals magical aspects of su#?ect.
1egend 1ore
M3
B =ets you learn tales a#out a person, place,
or thing.
,rue 'eeing
M
B =ets you see all things as they really are.
2nchantment
Gea#)Jue#tB "s lesser eas, #ut affects any creature.
5eroi#m, GreaterB Gi*es G/ #onus on attack rolls, sa*es,
skill checks8 immunity to fear8 temporary hp.
'ugge#tion, !a##B "s suestion, affects 1 su#?ect@le*el.
'ymbol of Per#ua#ion
M
B riggered rune charms creatures.
2vocation
Chain 1ightningB 1d0@le*el damage and 1 secondary
#olt@le*el.
Contingency
3
B $ets trigger condition for another spell.
&orceful 5andB -and pushes creatures a)ay.
&ree$ing 'phereB 3reezes )ater or deals cold damage.
Page &1%
-llu#ion
!i#leadB urns you in*isi#le and creates illusory dou#le.
Permanent -mageB Permanent illusion, includes sight,
sound, smell, and thermal effects.
Programmed -mage
M
B "s !a:or i!ae, #ut triggered #y
e*ent.
'hado6 Aal"B $tep into shado) to tra*el rapidly.
DeilB Changes appearance of a group of creatures.
Necromancy
Circle of Death
M
B <ills 1d/@le*el -( of creatures.
Create Hndead
M
B 'aises ghouls, ghasts, mummies, or
mohrgs from physical remains.
2yebiteB arget #ecomes panicked, sickened, and comatose.
'ymbol of &ear
M
B riggered rune panics near#y creatures.
Hndeath to Death
M
B (estroys 1d/@le*el -( of undead
7max. &;d/9.
,ran#mutation
ear%# 2ndurance, !a##B "s bear(s endurance, affects one
su#?ect@le*el.
ea#t 'hape -DB Jou take the form of a (iminuti*e to -uge
animal or a iny to =arge magical #east.
ull%# 'trength, !a##B "s bull(s strenth, affects 1 su#?ect
per le*el.
Cat%# Grace, !a##B "s cat(s race, affects 1 su#?ect@le*el.
Control AaterB 'aises or lo)ers #odies of )ater.
Di#integrateB 'educes one creature or o#?ect to dust.
2agle%# 'plendor, !a##B "s eale(s splendor, 1 su#?ect@le*el.
2lemental ody ---B urns you into a =arge elemental.
&le#h to 'toneB urns su#?ect creature into statue.
&orm of the Dragon -B urns you into a Medium dragon.
&o3%# Cunning, !a##B "s fo,(s cunnin, affects 1 su#?ect@
le*el.
!age%# 1ucubrationB 9i<ard only$ 'ecalls spell of 5th le*el
or lo)er.
!ove 2arthB (igs trenches and #uilds hills.
F6l%# Ai#dom, !a##B "s o#l(s #isdo!, affects 1
su#?ect@le*el.
Plant 'hape --B urns you into a =arge plant creature.
'tone to &le#hB 'estores petrified creature.
,ran#formation
M
B Jou gain com#at #onuses.
?th71evel 'orcerer)Ai$ard 'pell#
.bKuration
ani#hmentB 1anishes & -(@le*el of extraplanar creatures.
'e>ue#terB $u#?ect is in*isi#le to sight and scrying8 renders
creature comatose.
'pell ,urning
M
B 'eflect 1d/G0 spell le*els #ack at caster.
ConKuration
-n#tant 'ummon#
M
B Prepared o#?ect appears in your hand.
!age%# !agnificent !an#ion
3
B (oor leads to
extradimensional mansion.
Pha#e DoorB Creates an in*isi#le passage through a #arrier.
Plane 'hift
3
B "s many as eight su#?ects tra*el to another
plane.
'ummon !on#ter D--B $ummons extraplanar creature to
fight for you.
,eleport, GreaterB "s teleport, #ut no range limit and no
off.target arri*al.
,eleport FbKectB "s teleport, #ut affects a touched o#?ect.
Divination
.rcane 'ight, GreaterB "s arcane siht, #ut also re*eals
magic effects on creatures and o#?ects.
'crying, GreaterB "s scryin, #ut faster and longer.
Di#ion
M
B "s leend lore, #ut 6uicker.
2nchantment
5old Per#on, !a##B "s hold person, #ut all )ithin ,; ft.
-n#anityB $u#?ect suffers continuous confusion.
Po6er Aord lindB 1linds creature )ith &;; hp or less.
'ymbol of 'tunning
M
B riggered rune stuns creatures.
2vocation
Delayed la#t &ireballB 1d0@le*el fire damage8 you can
postpone #last for up to 5 rounds.
&orcecage
M
B Cu#e or cage of force imprisons all inside.
Gra#ping 5andB -and pro*ides co*er, pushes, or grapples.
!age%# '6ord
3
B 3loating magic #lade strikes opponents.
Pri#matic 'prayB 'ays hit su#?ects )ith *ariety of effects.
Page &12
-llu#ion
-nvi#ibility, !a##B "s in%isibility, #ut affects all in range.
ProKect -mageB :llusory dou#le can talk and cast spells.
'hado6 ConKuration, GreaterB "s shado# con:uration, #ut
up to 0th le*el and 0;I real.
'imulacrum
M
B Creates partially real dou#le of a creature.
Necromancy
Control HndeadB 5ndead donCt attack you )hile under your
command.
&inger of DeathB (eals 1; damage@le*el to one su#?ect.
'ymbol of Aea"ne##
M
B riggered rune )eakens creatures.
Aave# of 23hau#tionB $e*eral targets #ecome exhausted.
,ran#mutation
Control AeatherB Changes )eather in local area.
2lemental ody -DB urns you into a -uge elemental.
2thereal IauntB Jou #ecome ethereal for 1 round@le*el.
&orm of the Dragon --B urns you into a =arge dragon.
Giant &orm -B urns you into a =arge giant.
Plant 'hape ---B urns you into a -uge plant.
Polymorph, GreaterB Gi*es one )illing su#?ect a ne), more
po)erful form.
Rever#e GravityB O#?ects and creatures fall up)ard.
'tatueB $u#?ect can #ecome a statue at )ill.
Hniver#al
1imited Ai#h
M
B "lters reality 7)ithin limits9.
@th71evel 'orcerer)Ai$ard 'pell#
.bKuration
Dimen#ional 1oc"B eleportation and interplanar tra*el
#locked for 1 day@le*el.
!ind lan"B $u#?ect is protected from mental@emotional
magic and scrying.
Pri#matic AallB 4allCs colors ha*e array of effects.
Protection from 'pell#
M3
B Confers G% resistance #onus.
ConKuration
-ncendiary CloudB Cloud deals 0d0 fire damage@round.
!a$eB raps su#?ect in extradimensional maze.
Planar inding, GreaterB "s lesser planar bindin, #ut up
to 1% -(.
'ummon !on#ter D---B $ummons extraplanar creature to
fight for you.
,rap the 'oul
M
B :mprisons su#?ect )ithin gem.
Divination
Di#cern 1ocationB 'e*eals exact location of creature or
o#?ect.
!oment of Pre#cienceB Jou gain G1@le*el insight #onus on
single attack roll, check, or sa*e.
Prying 2ye#, GreaterB "s pryin eyes, #ut eyes ha*e true
seein.
2nchantment
.ntipathyB O#?ect or location affected #y spell repels certain
creatures.
inding
M
B 5tilizes an array of techni6ues to imprison a
creature.
Charm !on#ter, !a##B "s char! !onster, #ut all )ithin ,;
ft.
DemandB "s sendin, plus you can send suestion$
-rre#i#tible DanceB 3orces su#?ect to dance.
Po6er Aord 'tunB $tuns creature )ith 15; hp or less.
'ymbol of -n#anity
M
B riggered rune renders near#y
creatures insane.
'ympathy
M
B O#?ect or location attracts certain creatures.
2vocation
Clenched &i#tB =arge hand pro*ides co*er, pushes, or attacks
your foes.
Polar RayB 'anged touch attack deals 1d0@le*el cold damage
and 1d/ points of (exterity drain.
'hout, GreaterB (e*astating yell deals 1;d0 sonic damage8
stuns creatures.
'unbur#tB 1linds all )ithin 1; ft., deals 0d0 damage.
,ele"inetic 'phereB "s resilient sphere, #ut you mo*e the
sphere telekinetically.
-llu#ion
'cintillating PatternB )isting colors confuse, stun, or
render unconscious.
'creenB :llusion hides area from *ision and scrying.
'hado6 2vocation, GreaterB "s shado# e%ocation, #ut up
to !th le*el and 0;I real.
Page &&;
Necromancy
Clone
M3
B (uplicate a)akens )hen original dies.
Create Greater Hndead
M
B Creates shado)s, )raiths,
spectres, or de*ourers.
5orrid AiltingB (eals 1d0@le*el damage )ithin ,; ft.
'ymbol of Death
M
B riggered rune kills near#y creatures.
,ran#mutation
&orm of the Dragon ---B urns you into a -uge dragon.
Giant &orm --B urns you into a -uge giant.
-ron odyB Jour #ody #ecomes li*ing iron.
Polymorph .ny FbKectB Changes a su#?ect into anything
else.
,emporal 'ta#i#
M
B Puts su#?ect into suspended animation.
9th71evel 'orcerer)Ai$ard 'pell#
.bKuration
&reedomB 'eleases creature from i!prison!ent$
-mpri#onmentB +ntom#s su#?ect #eneath the earth.
!age%# Di#KunctionB (ispels magic, disenchants magic
items.
Pri#matic 'phereB "s pris!atic #all, #ut surrounds on all
sides.
ConKuration
Gate
M
B Connects t)o planes for tra*el or summoning.
Refuge
M
B "lters item to transport its possessor to your
a#ode.
'ummon !on#ter -4B $ummons extraplanar creature to
fight for you.
,eleportation Circle
M
B eleports creatures inside circle.
Divination
&ore#ightB D$ixth senseF )arns of impending danger.
2nchantment
Dominate !on#terB "s do!inate person, #ut any creature.
5old !on#ter, !a##B "s hold !onster, #ut all )ithin ,; ft.
Po6er Aord EillB <ills one creature )ith 1;; hp or less.
2vocation
Cru#hing 5andB =arge hand pro*ides co*er, pushes, or
crushes your foes.
!eteor '6armB 3our exploding spheres each deal 0d0 fire
damage.
-llu#ion
'hade#B "s shado# con:uration, #ut up to %th le*el and %;I
real.
AeirdB "s phantas!al "iller, #ut affects all )ithin ,; ft.
Necromancy
.#tral ProKection
M
B Pro?ects you and companions onto
"stral Plane.
2nergy DrainB $u#?ect gains &d/ negati*e le*els.
'oul ind
3
B raps ne)ly dead soul to pre*ent resurrection.
Aail of the an#heeB (eals 1; damage@le*el to 1
creature@le*el.
,ran#mutation
2therealne##B ra*el to +thereal Plane )ith companions.
'hapechange
3
B ransforms you into certain creatures, and
lets you change forms once per round.
,ime 'topB Jou act freely for 1d/G1 rounds.
Hniver#al
Ai#h
M
B "s li!ited #ish, #ut )ith fe)er limits.
Page &&1
S0ell 6ist
.cid .rro6
'chool con?uration 7creation9 TacidU8 1evel sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M 7rhu#ar# leaf and an adderCs stomach9,
3 7a dart9
Range long 7/;; ft. G /; ft.@le*el9
2ffect one arro) of acid
Duration 1 round G 1 round per three le*els
'aving ,hro6 none8 'pell Re#i#tance no
"n arro) of acid springs from your hand and speeds to its
target. Jou must succeed on a ranged touch attack to hit your
target. he arro) deals &d/ points of acid damage )ith no
splash damage. 3or e*ery three caster le*els you possess, the
acid, unless neutralized, lasts for another round 7to a
maximum of 0 additional rounds at 1%th le*el9, dealing
another &d/ points of damage in each round.
.cid &og
'chool con?uration 7creation9 TacidU8 1evel sorcerer@)izard 0
Ca#ting ,ime 1 standard action
Component# >, $, M 7po)dered peas and an animal hoof9
Range medium 71;; ft. G 1; ft.@le*el9
2ffect fog spreads in &;.ft. radius, &; ft. high
Duration 1 round@le*el
'aving ,hro6 none8 'pell Re#i#tance no
Acid fo creates a #illo)ing mass of misty *apors like the
solid fo spell. :n addition to slo)ing do)n creatures and
o#scuring sight, this spellCs *apors are highly acidic. +ach
round on your turn, starting )hen you cast the spell, the fog
deals &d0 points of acid damage to each creature and o#?ect
)ithin it.
.cid 'pla#h
'chool con?uration 7creation9 TacidU8 1evel sorcerer@)izard ;
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect one missile of acid
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance no
Jou fire a small or# of acid at the target. Jou must succeed
on a ranged touch attack to hit your target. he or# deals 1d,
points of acid damage. his acid disappears after 1 round.
.id
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
cleric &
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget li*ing creature touched
Duration 1 min.@le*el
'aving ,hro6 none8 'pell Re#i#tance yes 7harmless9
Aid grants the target a G1 morale #onus on attack rolls and
sa*es against fear effects, plus temporary hit points e6ual to
1d% G caster le*el 7to a maximum of 1d%G1; temporary hit
points at caster le*el 1;th9.
.ir Aal"
'chool transmutation TairU8 1evel cleric /, druid /
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget creature 7Gargantuan or smaller9 touched
Duration 1; min.@le*el
'aving ,hro6 none8 'pell Re#i#tance yes 7harmless9
he su#?ect can tread on air as if )alking on solid ground.
Mo*ing up)ard is similar to )alking up a hill. he
maximum up)ard or do)n)ard angle possi#le is /5 degrees,
at a rate e6ual to half the air )alkerCs normal speed.
" strong )ind 7&1G miles per hour9 can push the su#?ect
along or hold it #ack. "t the end of a creatureCs turn each
round, the )ind #lo)s the air )alker 5 feet for each 5 miles
per hour of )ind speed. he creature may #e su#?ect to
additional penalties in exceptionally strong or tur#ulent
)inds, such as loss of control o*er mo*ement or physical
damage from #eing #uffeted a#out.
$hould the spell duration expire )hile the su#?ect is still
aloft, the magic fails slo)ly. he su#?ect floats do)n)ard 0;
feet per round for 1d0 rounds. :f it reaches the ground in that
amount of time, it lands safely. :f not, it falls the rest of the
distance, taking 1d0 points of damage per 1; feet of fall.
$ince dispelling a spell effecti*ely ends it, the su#?ect also
descends in this )ay if the air #al" spell is dispelled, #ut not
if it is negated #y an anti!aic field.
Page &&&
Jou can cast air #al" on a specially trained mount so it can
#e ridden through the air. Jou can train a mount to mo*e
)ith the aid of air #al" 7counts as a trick8 see -andle "nimal
skill9 )ith 1 )eek of )ork and a (C &5 -andle "nimal
check.
.larm
'chool a#?uration8 1evel #ard 1, ranger 1, sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $, 3@(3 7a tiny #ell and a piece of *ery fine
sil*er )ire9
Range close 7&5 ft. G 5 ft.@& le*els9
.rea &;.ft..radius emanation centered on a point in space
Duration & hours@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
"lar! creates a su#tle )ard on an area you select. Once the
spell effect is in place, it thereafter sounds a mental or
audi#le alarm each time a creature of iny or larger size
enters the )arded area or touches it. " creature that speaks
the pass)ord 7determined #y you at the time of casting9 does
not set off the alar!. Jou decide at the time of casting
)hether the alar! )ill #e mental or audi#le in nature.
Mental Alar!B " mental alar! alerts you 7and only you9 so
long as you remain )ithin 1 mile of the )arded area. Jou
note a single mental DpingF that a)akens you from normal
sleep #ut does not other)ise distur# concentration. " silence
spell has no effect on a mental alar!.
Audible Alar!B "n audi#le alar! produces the sound of a
hand #ell, and anyone )ithin 0; feet of the )arded area can
hear it clearly. 'educe the distance #y 1; feet for each
interposing closed door and #y &; feet for each su#stantial
interposing )all.
:n 6uiet conditions, the ringing can #e heard faintly as far as
1%; feet a)ay. he sound lasts for 1 round. Creatures )ithin
a silence spell cannot hear the ringing. +thereal or astral
creatures do not trigger the alar!.
Alar! can #e made permanent )ith a per!anency spell.
.lign Aeapon
'chool transmutation Tsee textU8 1evel cleric &
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget )eapon touched or 5; pro?ectiles 7all of )hich must
#e together at the time of casting9
Duration 1 min.@le*el
'aving ,hro6 4ill negates 7harmless, o#?ect98 'pell
Re#i#tance yes 7harmless, o#?ect9
Alin #eapon makes a )eapon chaotic, e*il, good, or la)ful,
as you choose. " )eapon that is aligned can #ypass the
damage reduction of certain creatures. his spell has no
effect on a )eapon that already has an alignment.
Jou canCt cast this spell on a natural )eapon, such as an
unarmed strike. 4hen you make a )eapon chaotic, e*il,
good, or la)ful, alin #eapon is a chaotic, e*il, good, or
la)ful spell, respecti*ely.
.lter 'elf
'chool transmutation 7polymorph98 1evel #ard &,
sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M 7a piece of the creature )hose form
you plan to assume9
Range personal
,arget you
Duration 1 min.@le*el 7(9
4hen you cast this spell, you can assume the form of any
$mall or Medium creature of the humanoid type. :f the form
you assume has any of the follo)ing a#ilities, you gain the
listed a#ilityB dark*ision 0; feet, lo).light *ision, scent, and
s)im ,; feet.
S!all creatureB :f the form you take is that of a $mall
humanoid, you gain a G& size #onus to your (exterity.
Mediu! creatureB :f the form you take is that of a Medium
humanoid, you gain a G& size #onus to your $trength.
.naly$e D6eomer
'chool di*ination8 1evel #ard 0, sorcerer@)izard 0
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a ru#y and gold lens )orth 1,5;; gp9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# one o#?ect or creature per caster le*el
Duration 1 round@le*el 7(9
'aving ,hro6 none or 4ill negates, see text8 'pell
Re#i#tance no
Jou can o#ser*e magical auras. +ach round, you may
examine a single creature or o#?ect that you can see as a free
action. :n the case of a magic item, you learn its functions
7including any curse effects9, ho) to acti*ate its functions 7if
appropriate9, and ho) many charges are left 7if it uses
charges9. :n the case of an o#?ect or creature )ith acti*e
spells cast upon it, you learn each spell, its effect, and its
Page &&,
caster le*el.
"n attended o#?ect may attempt a 4ill sa*e to resist this
effect if its holder so desires. :f the sa*e succeeds, you learn
nothing a#out the o#?ect except )hat you can discern #y
looking at it. "n o#?ect that makes its sa*e cannot #e affected
#y any other analy<e d#eo!er spells for &/ hours.
Analy<e d#eo!er does not function )hen used on an artifact.
.nimal Gro6th
'chool transmutation8 1evel druid 5, ranger /,
sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
,arget one animal 7Gargantuan or smaller9
Duration 1 min.@le*el
'aving ,hro6 3ortitude negates8 'pell Re#i#tance yes
he target animal gro)s to t)ice its normal size and eight
times its normal )eight. his alteration changes the animalCs
size category to the next largest, grants it a G% size #onus to
$trength and a G/ size #onus to Constitution 7and thus an
extra & hit points per -(9, and imposes a H& size penalty to
(exterity. he creatureCs existing natural armor #onus
increases #y &. he size change also affects the animalCs
modifier to "C, attack rolls, and its #ase damage. he
animalCs space and reach change as appropriate to the ne)
size, #ut its speed does not change. :f insufficient room is
a*aila#le for the desired gro)th, the creature attains the
maximum possi#le size and may make a $trength check
7using its increased $trength9 to #urst any enclosures in the
process. :f it fails, it is constrained )ithout harm #y the
materials enclosing itKthe spell cannot #e used to crush a
creature #y increasing its size.
"ll e6uipment )orn or carried #y the animal is similarly
enlarged #y the spell, though this change has no effect on the
magical properties of any such e6uipment.
"ny enlarged item that lea*es the enlarged creatureCs
possession instantly returns to its normal size.
he spell gi*es no means of command o*er an enlarged
animal.
Multiple magical effects that increase size do not stack.
.nimal !e##enger
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard &, druid &, ranger 1
Ca#ting ,ime 1 minute
Component# >, $, M 7a morsel of food the animal likes9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one iny animal
Duration 1 day@le*el
'aving ,hro6 none8 see text8 'pell Re#i#tance yes
Jou compel a iny animal to go to a spot you designate. he
most common use for this spell is to get an animal to carry a
message to your allies. he animal cannot #e one tamed or
trained #y someone else, including such creatures as
familiars and animal companions.
5sing some type of food desira#le to the animal as a lure,
you call the animal to you. :t ad*ances and a)aits your
#idding. Jou can mentally impress on the animal a certain
place )ell kno)n to you or an o#*ious landmark. he
directions must #e simple, #ecause the animal depends on
your kno)ledge and canCt find a destination on its o)n. Jou
can attach a small item or note to the messenger. he animal
then goes to the designated location and )aits there until the
duration of the spell expires, )hereupon it resumes its
normal acti*ities.
(uring this period of )aiting, the messenger allo)s others to
approach it and remo*e any scroll or token it carries. he
intended recipient gains no special a#ility to communicate
)ith the animal or read any attached message 7if itCs )ritten
in a language he doesnCt kno), for example9.
.nimal 'hape#
'chool transmutation 7polymorph98 1evel druid %
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# up to one )illing creature per le*el, all )ithin ,; ft.
of each other.
Duration 1 hour@le*el 7(9
'aving ,hro6 none, see text8 'pell Re#i#tance yes
7harmless9
"s beast shape 000, except you change the form of up to one
)illing creature per caster le*el into an animal of your
choice8 the spell has no effect on un)illing creatures. "ll
creatures must take the same kind of animal form. 'ecipients
remain in the animal form until the spell expires or until you
dismiss it for all recipients. :n addition, an indi*idual su#?ect
may choose to resume its normal form as a full.round action8
doing so ends the spell for that su#?ect alone.
.nimal ,rance
'chool enchantment 7compulsion9 Tmind.affecting, sonicU8
1evel #ard &, druid &
Page &&/
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# animals or magical #easts )ith :ntelligence 1 or &
Duration concentration
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
Jour s)aying motions and music 7or singing, or chanting9
compel animals and magical #easts to do nothing #ut )atch
you. Only a creature )ith an :ntelligence score of 1 or & can
#e fascinated #y this spell. 'oll &d0 to determine the total
num#er of -( )orth of creatures that you fascinate. he
closest targets are selected first until no more targets )ithin
range can #e affected.
.nimate Dead
'chool necromancy Te*ilU8 1evel cleric ,, sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $, M 7an onyx gem )orth at least &5 gp per
-it (ie of the undead9
Range touch
,arget# one or more corpses touched
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance no
his spell turns corpses into undead skeletons or zom#ies
that o#ey your spoken commands.
he undead can #e made to follo) you, or they can #e made
to remain in an area and attack any creature 7or ?ust a specific
kind of creature9 entering the place. hey remain animated
until they are destroyed. " destroyed skeleton or zom#ie canCt
#e animated again.
'egardless of the type of undead you create )ith this spell,
you canCt create more -( of undead than t)ice your caster
le*el )ith a single casting of ani!ate dead. he desecrate
spell dou#les this limit.
he undead you create remain under your control
indefinitely. Ao matter ho) many times you use this spell,
ho)e*er, you can control only / -( )orth of undead
creatures per caster le*el. :f you exceed this num#er, all the
ne)ly created creatures fall under your control, and any
excess undead from pre*ious castings #ecome uncontrolled.
Jou choose )hich creatures are released. 5ndead you control
through the Command 5ndead feat do not count to)ard this
limit.
S"eletonsB " skeleton can #e created only from a mostly
intact corpse or skeleton. he corpse must ha*e #ones. :f a
skeleton is made from a corpse, the flesh falls off the #ones.
Io!biesB " zom#ie can #e created only from a mostly intact
corpse. he corpse must #e that of a creature )ith a physical
anatomy.
.nimate FbKect#
'chool transmutation8 1evel #ard 0, cleric 0
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
,arget# one $mall o#?ect per caster le*el8 see text
Duration 1 round@le*el
'aving ,hro6 none8 'pell Re#i#tance no
Jou im#ue inanimate o#?ects )ith mo#ility and a sem#lance
of life. +ach such animated o#?ect then immediately attacks
)home*er or )hate*er you initially designate.
"n animated o#?ect can #e of any nonmagical material. Jou
may animate one $mall or smaller o#?ect or a corresponding
num#er of larger o#?ects as follo)sB " Medium o#?ect counts
as t)o $mall or smaller o#?ects, a =arge o#?ect as four, a
-uge o#?ect as eight, a Gargantuan o#?ect as 10, and a
Colossal o#?ect as ,&. Jou can change the designated target
or targets as a mo*e action, as if directing an acti*e spell.
his spell cannot affect o#?ects carried or )orn #y a creature.
Ani!ate ob:ects can #e made permanent )ith a per!anency
spell.
.nimate Plant#
'chool transmutation8 1evel druid !
Ca#ting ,ime 1 standard action
Component# >
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# one =arge plant per three caster le*els or all plants
)ithin range8 see text
Duration 1 round@le*el or 1 hour@le*el8 see text
'aving ,hro6 none8 'pell Re#i#tance no
Jou im#ue inanimate plants )ith mo#ility and a sem#lance
of life. +ach animated plant then immediately attacks
)home*er or )hate*er you initially designate as though it
)ere an animated o#?ect of the appropriate size category. Jou
may animate one =arge or smaller plant, or a num#er of
larger plants as follo)sB a -uge plant counts as t)o =arge or
smaller plants, a Gargantuan plant as four, and a Colossal
plant as eight. Jou can change the designated target or targets
as a mo*e action, as if directing an acti*e spell.
5se the statistics for animated o#?ects, except that plants
Page &&5
smaller than =arge donCt ha*e hardness.
Ani!ate plants cannot affect plant creatures, nor does it
affect nonli*ing *egeta#le material.
+ntanleB "lternati*ely, you may im#ue all plants )ithin
range )ith a degree of mo#ility, )hich allo)s them to
ent)ine around creatures in the area. his usage of the spell
duplicates the effect of an entanle spell. $pell resistance
does not keep creatures from #eing entangled. his effect
lasts 1 hour per caster le*el.
.nimate Rope
'chool transmutation8 1evel #ard 1, sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
,arget one rope.like o#?ect, length up to 5; ft. G 5 ft.@le*el8
see text
Duration 1 round@le*el
'aving ,hro6 none8 'pell Re#i#tance no
Jou can animate a nonli*ing rope.like o#?ect. he maximum
length assumes a rope )ith a 1.inch diameter. 'educe the
maximum length #y 5;I for e*ery additional inch of
thickness, and increase it #y 5;I for each reduction of the
ropeCs diameter #y half.
he possi#le commands are DcoilF 7form a neat, coiled
stack9, Dcoil and knot,F Dloop,F Dloop and knot,F Dtie and
knot,F and the opposites of all of the a#o*e 7Duncoil,F and so
forth9. Jou can gi*e one command each round as a mo*e
action, as if directing an acti*e spell.
he rope can en)rap only a creature or an o#?ect )ithin 1
foot of itKit does not snake out)ardKso it must #e thro)n
near the intended target. (oing so re6uires a successful
ranged touch attack roll 7range increment 1; feet9. " typical
1.inch.diameter hemp rope has & hit points, "C 1;, and
re6uires a (C &, $trength check to #urst it. he rope does
not deal damage, #ut it can #e used as a trip line or to cause a
single opponent that fails a 'eflex sa*ing thro) to #ecome
entangled. " creature capa#le of spellcasting that is #ound #y
this spell must make a concentration check )ith a (C of 15
G the spellCs le*el to cast a spell. "n entangled creature can
slip free )ith a (C &; +scape "rtist check.
he rope itself and any knots tied in it are not magical.
he spell cannot affect o#?ects carried or )orn #y a creature.
.ntilife 'hell
'chool a#?uration8 1evel cleric 0, druid 0
Component# >, $, (3
Ca#ting ,ime 1 round
Range 1; ft.
.rea 1;.ft..radius emanation, centered on you
Duration 1 min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance yes
Jou #ring into #eing a mo#ile, hemispherical energy field
that pre*ents the entrance of most types of li*ing creatures.
he effect hedges out animals, a#errations, dragons, fey,
giants, humanoids, magical #easts, monstrous humanoids,
oozes, plants, and *ermin, #ut not constructs, elementals,
outsiders, or undead.
his spell may #e used only defensi*ely, not aggressi*ely.
3orcing an a#?uration #arrier against creatures that the spell
keeps at #ay collapses the #arrier.
.ntimagic &ield
'chool a#?uration8 1evel cleric %, sorcerer@)izard 0
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7pinch of po)dered iron or iron
filings9
Range 1; ft.
.rea 1;.ft..radius emanation, centered on you
Duration 1; min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance see text
"n in*isi#le #arrier surrounds you and mo*es )ith you. he
space )ithin this #arrier is imper*ious to most magical
effects, including spells, spell.like a#ilities, and supernatural
a#ilities. =ike)ise, it pre*ents the functioning of any magic
items or spells )ithin its confines.
"n anti!aic field suppresses any spell or magical effect
used )ithin, #rought into, or cast into the area, #ut does not
dispel it. ime spent )ithin an anti!aic field counts against
the suppressed spellCs duration.
$ummoned creatures of any type and incorporeal undead
)ink out if they enter an anti!aic field$ hey reappear in
the same spot once the field goes a)ay. ime spent )inked
out counts normally against the duration of the con?uration
that is maintaining the creature. :f you cast anti!aic field in
an area occupied #y a summoned creature that has spell
resistance, you must make a caster le*el check 71d&; G caster
le*el9 against the creatureCs spell resistance to make it )ink
out. 7he effects of instantaneous con?urations are not
affected #y an anti!aic field #ecause the con?uration itself
is no longer in effect, only its result.9
" normal creature can enter the area, as can normal missiles.
3urthermore, )hile a magic s)ord does not function
Page &&0
magically )ithin the area, it is still a s)ord 7and a
master)ork s)ord at that9. he spell has no effect on golems
and other constructs that are im#ued )ith magic during their
creation process and are thereafter self.supporting 7unless
they ha*e #een summoned, in )hich case they are treated
like any other summoned creatures9. +lementals, corporeal
undead, and outsiders are like)ise unaffected unless
summoned. hese creaturesC spell.like or supernatural
a#ilities may #e temporarily nullified #y the field. 'ispel
!aic does not remo*e the field.
)o or more anti!aic fields sharing any of the same space
ha*e no effect on each other. Certain spells, such as #all of
force, pris!atic sphere, and pris!atic #all, remain
unaffected #y anti!aic field. "rtifacts and deities are
unaffected #y mortal magic such as this.
$hould a creature #e larger than the area enclosed #y the
#arrier, any part of it that lies outside the #arrier is unaffected
#y the field.
.ntipathy
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
druid 2, sorcerer@)izard %
Ca#ting ,ime 1 hour
Component# >, $, M@(3 7a lump of alum soaked in *inegar9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one location 7up to a 1;.ft. cu#e@le*el9 or one o#?ect
Duration & hours@le*el 7(9
'aving ,hro6 4ill partial8 'pell Re#i#tance yes
Jou cause an o#?ect or location to emanate magical
*i#rations that repel either a specific kind of intelligent
creature or creatures of a particular alignment, as defined #y
you. he kind of creature to #e affected must #e named
specifically. " creature su#type is not specific enough.
=ike)ise, the specific alignment to #e repelled must #e
named.
Creatures of the designated kind or alignment feel an urge to
lea*e the area or to a*oid the affected item.
" compulsion forces them to a#andon the area or item,
shunning it and ne*er )illingly returning to it )hile the spell
is in effect. " creature that makes a successful sa*ing thro)
can stay in the area or touch the item #ut feels uncomforta#le
doing so. his distracting discomfort reduces the creatureCs
(exterity score #y / points.
Antipathy counters and dispels sy!pathy.
.ntiplant 'hell
'chool a#?uration8 1evel druid /
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range 1; ft.
.rea 1;.ft..radius emanation, centered on you
Duration 1 min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance yes
he antiplant shell spell creates an in*isi#le, mo#ile #arrier
that keeps all creatures )ithin the shell protected from
attacks #y plant creatures or animated plants. "s )ith many
a#?uration spells, forcing the #arrier against creatures that the
spell keeps at #ay strains and collapses the field.
.rcane 2ye
'chool di*ination 7scrying98 1evel sorcerer@)izard /
Ca#ting ,ime 1; minutes
Component# >, $, M 7a #it of #at fur9
Range unlimited
2ffect magical sensor
Duration 1 min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Jou create an in*isi#le magical sensor that sends you *isual
information. Jou can create the arcane eye at any point you
can see, #ut it can then tra*el outside your line of sight
)ithout hindrance. "n arcane eye tra*els at ,; feet per round
7,;; feet per minute9 if *ie)ing an area ahead as a human
)ould 7primarily looking at the floor9 or 1; feet per round
71;; feet per minute9 if examining the ceiling and )alls as
)ell as the floor ahead. :t sees exactly as you )ould see if
you )ere there.
he eye can tra*el in any direction as long as the spell lasts.
$olid #arriers #lock its passage, #ut it can pass through a
hole or space as small as 1 inch in diameter. he eye canCt
enter another plane of existence, e*en through a ate or
similar magical portal.
Jou must concentrate to use an arcane eye$ :f you do not
concentrate, the eye is inert until you again concentrate.
.rcane 1oc"
'chool a#?uration8 1evel sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M 7gold dust )orth &5 gp9
Range touch
,arget door, chest, or portal touched, up to ,; s6. ft.@le*el in
size
Duration permanent
Page &&!
'aving ,hro6 none8 'pell Re#i#tance no
"n arcane loc" spell cast upon a door, chest, or portal
magically locks it. Jou can freely pass your o)n arcane loc"
)ithout affecting it. :f the locked o#?ect has a lock, the (C to
open that lock increases #y 1; )hile it remains attached to
the o#?ect. :f the o#?ect does not ha*e a lock, this spell
creates one that can only #e opened )ith a (C &; (isa#le
(e*ice skill check. " door or o#?ect secured )ith this spell
can #e opened only #y #reaking in or )ith a successful
dispel !aic or "noc" spell. "dd 1; to the normal (C to
#reak open a door or portal affected #y this spell. " "noc"
spell does not remo*e an arcane loc"J it only suppresses the
effect for 1; minutes.
.rcane !ar"
'chool uni*ersal8 1evel sorcerer@)izard ;
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
2ffect one personal rune or mark, all of )hich must fit
)ithin 1 s6. ft.
Duration permanent
'aving ,hro6 none8 'pell Re#i#tance no
his spell allo)s you to inscri#e your personal rune or mark,
)hich can consist of no more than six characters. he )riting
can #e *isi#le or in*isi#le. "n arcane !ar" spell ena#les you
to etch the rune upon any su#stance )ithout harm to the
material upon )hich it is placed. :f an in*isi#le mark is
made, a detect !aic spell causes it to glo) and #e *isi#le,
though not necessarily understanda#le.
See in%isibility, true seein, a e! of seein, or a robe of eyes
like)ise allo)s the user to see an in*isi#le arcane !ar"$ "
read !aic spell re*eals the )ords, if any. he mark cannot
#e dispelled, #ut it can #e remo*ed #y the caster or #y an
erase spell.
:f an arcane !ar" is placed on a li*ing #eing, the effect
gradually fades in a#out a month.
Arcane !ar" must #e cast on an o#?ect prior to casting
instant su!!ons on the same o#?ect 7see that spell
description for details9.
.rcane 'ight
'chool di*ination8 1evel sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $
Range personal
,arget you
Duration 1 min.@le*el 7(9
his spell makes your eyes glo) #lue and allo)s you to see
magical auras )ithin 1&; feet of you. he effect is similar to
that of a detect !aic spell, #ut arcane siht does not re6uire
concentration and discerns aura location and po)er more
6uickly.
Jou kno) the location and po)er of all magical auras )ithin
your sight. "n auraCs po)er depends on a spellCs functioning
le*el or an itemCs caster le*el, as noted in the description of
the detect !aic spell. :f the items or creatures #earing the
auras are in line of sight, you can make $pellcraft skill
checks to determine the school of magic in*ol*ed in each.
7Make one check per aura8 (C 15 G spell le*el, or 15 G half
caster le*el for a nonspell effect.9
:f you concentrate on a specific creature )ithin 1&; feet of
you as a standard action, you can determine )hether it has
any spellcasting or spell.like a#ilities, )hether these are
arcane or di*ine 7spell.like a#ilities register as arcane9, and
the strength of the most po)erful spell or spell.like a#ility
the creature currently has a*aila#le for use.
"s )ith detect !aic, you can use this spell to identify the
properties of magic items, #ut not artifacts.
Arcane siht can #e made permanent )ith a per!anency
spell.
.rcane 'ight, Greater
'chool di*ination8 1evel sorcerer@)izard !
his spell functions like arcane siht, except that you
automatically kno) )hich spells or magical effects are acti*e
upon any indi*idual or o#?ect you see.
5nlike arcane siht, this spell cannot #e made permanent
)ith a per!anency spell.
.#tral ProKection
'chool necromancy8 1evel cleric 2, sorcerer@)izard 2
Ca#ting ,ime ,; minutes
Component# >, $, M 71,;;; gp ?acinth9
Range touch
,arget# you plus one additional )illing creature touched per
t)o caster le*els
Duration see text
'aving ,hro6 none8 'pell Re#i#tance yes
1y freeing your spirit from your physical #ody, this spell
allo)s you to pro?ect an astral #ody onto another plane
altogether. Jou can #ring the astral forms of other )illing
creatures )ith you, pro*ided that these su#?ects are linked in
a circle )ith you at the time of the casting. hese fello)
Page &&%
tra*elers are dependent upon you and must accompany you
at all times. :f something happens to you during the ?ourney,
your companions are stranded )here*er you left them.
Jou pro?ect your astral self onto the "stral Plane, lea*ing
your physical #ody #ehind on the Material Plane in a state of
suspended animation. he spell pro?ects an astral copy of you
and all you )ear or carry onto the "stral Plane. $ince the
"stral Plane touches upon other planes, you can tra*el
astrally to any of these other planes as you )ill. o enter one,
you lea*e the "stral Plane, forming a ne) physical #ody 7and
e6uipment9 on the plane of existence you ha*e chosen to
enter.
4hile you are on the "stral Plane, your astral #ody is
connected at all times to your physical #ody #y an
incorporeal sil*er cord. :f the cord is #roken, you are killed,
astrally and physically. =uckily, *ery fe) things can destroy
a sil*er cord. 4hen a second #ody is formed on a different
plane, the sil*er cord remains in*isi#ly attached to the ne)
#ody. :f the second #ody or the astral form is slain, the cord
simply returns to your #ody )here it rests on the Material
Plane, there#y re*i*ing it from its state of suspended
animation. his is a traumatic affair, ho)e*er, and you gain
t)o permanent negati*e le*els if your second #ody or astral
form is slain. "lthough astral pro?ections are a#le to function
on the "stral Plane, their actions affect only creatures
existing on the "stral Plane8 a physical #ody must #e
materialized on other planes.
Jou and your companions may tra*el through the "stral
Plane indefinitely. Jour #odies simply )ait #ehind in a state
of suspended animation until you choose to return your
spirits to them. he spell lasts until you desire to end it, or
until it is terminated #y some outside means, such as dispel
!aic cast upon either the physical #ody or the astral form,
the #reaking of the sil*er cord, or the destruction of your
#ody #ack on the Material Plane 7)hich kills you9.
4hen this spell ends, your astral #ody and all of its gear,
*anishes.
.tonement
'chool a#?uration8 1evel cleric 5, druid 5
Ca#ting ,ime 1 hour
Component# >, $, M 7#urning incense9, 3 7a set of prayer
#eads or other prayer de*ice )orth at least 5;; gp9, (3
Range touch
,arget li*ing creature touched
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance yes
his spell remo*es the #urden of misdeeds from the su#?ect.
he creature seeking atonement must #e truly repentant and
desirous of setting right its misdeeds. :f the atoning creature
committed the e*il act un)ittingly or under some form of
compulsion, atone!ent operates normally at no cost to you.
-o)e*er, in the case of a creature atoning for deli#erate
misdeeds, you must intercede )ith your deity 7re6uiring you
to expend &,5;; gp in rare incense and offerings9. Atone!ent
may #e cast for one of se*eral purposes, depending on the
*ersion selected.
.e%erse Maical Alin!ent ChaneB :f a creature has had its
alignment magically changed, atone!ent returns its
alignment to its original status at no additional cost.
.estore ClassB " paladin, or other class, )ho has lost her
class features due to *iolating the alignment restrictions of
her class may ha*e her class features restored #y this spell.
.estore Cleric or 'ruid Spell Po#ersB " cleric or druid )ho
has lost the a#ility to cast spells #y incurring the anger of her
deity may regain that a#ility #y seeking atone!ent from
another cleric of the same deity or another druid. :f the
transgression )as intentional, the casting cleric must expend
&,5;; gp in rare incense and offerings for her godCs
intercession.
.ede!ption or Te!ptationB Jou may cast this spell upon a
creature of an opposing alignment in order to offer it a
chance to change its alignment to match yours. he
prospecti*e su#?ect must #e present for the entire casting
process. 5pon completion of the spell, the su#?ect freely
chooses )hether it retains its original alignment or
ac6uiesces to your offer and changes to your alignment. Ao
duress, compulsion, or magical influence can force the
su#?ect to take ad*antage of the opportunity offered if it is
un)illing to a#andon its old alignment. his use of the spell
does not )ork on outsiders or any creature incapa#le of
changing its alignment naturally.
hough the spell description refers to e*il acts, atone!ent
can #e used on any creature that has performed acts against
its alignment, regardless of the actual alignment in 6uestion.
3oteB Aormally, changing alignment is up to the player. his
use of atone!ent offers a method for a character to change
his or her alignment drastically, suddenly, and definiti*ely.
.ugury
'chool di*ination8 1evel cleric &
Ca#ting ,ime 1 minute
Component# >, $, M 7incense )orth at least &5 gp9, 3 7a set
of marked sticks or #ones )orth at least &5 gp9
Range personal
,arget you
Duration instantaneous
"n auury can tell you )hether a particular action )ill #ring
Page &&2
good or #ad results for you in the immediate future.
he #ase chance for recei*ing a meaningful reply is !;I G
1I per caster le*el, to a maximum of 2;I8 this roll is made
secretly. " 6uestion may #e so straightfor)ard that a
successful result is automatic, or so *ague as to ha*e no
chance of success. :f the auury succeeds, you get one of
four resultsB
4eal 7if the action )ill pro#a#ly #ring good results9.
4oe 7for #ad results9.
4eal and )oe 7for #oth9.
Aothing 7for actions that donCt ha*e especially good
or #ad results9.
:f the spell fails, you get the DnothingF result. " cleric )ho
gets the DnothingF result has no )ay to tell )hether it )as the
conse6uence of a failed or successful auury$
he auury can see into the future only a#out half an hour,
so anything that might happen after that does not affect the
result. hus, the result might not take into account the long.
term conse6uences of a contemplated action. "ll auuries
cast #y the same person a#out the same topic use the same
die result as the first casting.
.6a"en
'chool transmutation8 1evel druid 5
Ca#ting ,ime &/ hours
Component# >, $, M 7her#s and oils )orth &,;;; gp9, (3
Range touch
,arget animal or tree touched
Duration instantaneous
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
Jou a)aken a tree or animal to human.like sentience. o
succeed, you must make a 4ill sa*e 7(C 1; G the animalCs
current -(, or the -( the tree )ill ha*e once a)akened9.
he a)akened animal or tree is friendly to)ard you. Jou
ha*e no special empathy or connection )ith a creature you
a)aken, although it ser*es you in specific tasks or endea*ors
if you communicate your desires to it. :f you cast a#a"en
again, any pre*iously a)akened creatures remain friendly to
you, #ut they no longer undertake tasks for you unless it is in
their #est interests.
"n a)akened tree has characteristics as if it )ere an
animated o#?ect, except that it gains the plant type and its
:ntelligence, 4isdom, and Charisma scores are each ,d0. "n
a)akened plant gains the a#ility to mo*e its lim#s, roots,
*ines, creepers, and so forth, and it has senses similar to a
humanCs.
"n a)akened animal gets ,d0 :ntelligence, G1d, Charisma,
and G& -(. :ts type #ecomes magical #east 7augmented
animal9. "n a)akened animal canCt ser*e as an animal
companion, familiar, or special mount.
"n a)akened tree or animal can speak one language that you
kno), plus one additional language that you kno) per point
of :ntelligence #onus 7if any9. his spell does not function on
an animal or plant )ith an :ntelligence greater than &.
aleful Polymorph
'chool transmutation 7polymorph98 1evel druid 5,
sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one creature
Duration permanent
'aving ,hro6B 3ortitude negates, 4ill partial, see text8 'pell
Re#i#tanceB yes
"s beast shape 000, except that you change the su#?ect into a
$mall or smaller animal of no more than 1 -(. :f the ne)
form )ould pro*e fatal to the creature, such as an a6uatic
creature not in )ater, the su#?ect gets a G/ #onus on the sa*e.
:f the spell succeeds, the su#?ect must also make a 4ill sa*e.
:f this second sa*e fails, the creature loses its extraordinary,
supernatural, and spell.like a#ilities, loses its a#ility to cast
spells 7if it had the a#ility9, and gains the alignment, special
a#ilities, and :ntelligence, 4isdom, and Charisma scores of
its ne) form in place of its o)n. :t still retains its class and
le*el 7or -(9, as )ell as all #enefits deri*ing therefrom 7such
as #ase attack #onus, #ase sa*e #onuses, and hit points9. :t
retains any class features 7other than spellcasting9 that arenCt
extraordinary, supernatural, or spell.like a#ilities.
"ny polymorph effects on the target are automatically
dispelled )hen a target fails to resist the effects of baleful
poly!orph, and as long as baleful poly!orph remains in
effect, the target cannot use other polymorph spells or effects
to assume a ne) form. :ncorporeal or gaseous creatures are
immune to baleful poly!orph, and a creature )ith the
shapechanger su#type can re*ert to its natural form as a
standard action.
ane
'chool enchantment 7compulsion9 Tfear, mind.affectingU8
1evel cleric 1
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range 5; ft.
.rea 5;.ft..radius #urst, centered on you
Page &,;
Duration 1 min.@le*el
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
Bane fills your enemies )ith fear and dou#t. +ach affected
creature takes a H1 penalty on attack rolls and a H1 penalty
on sa*ing thro)s against fear effects. Bane counters and
dispels bless.
1anishment
'chool a#?uration8 1evel cleric 0, sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >, $, 3 7see text9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# one or more extraplanar creatures, no t)o of )hich
can #e more than ,; ft. apart
Duration instantaneous
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
" banish!ent spell is a more po)erful *ersion of the
dis!issal spell. :t ena#les you to force extraplanar creatures
out of your home plane. "s many as & -it (ice of creatures
per caster le*el can #e #anished.
Jou can impro*e the spellCs chance of success #y presenting
at least one o#?ect or su#stance that the target hates, fears, or
other)ise opposes. 3or each such o#?ect or su#stance, you
gain a G1 #onus on your caster le*el check to o*ercome the
targetCs spell resistance 7if any9, and the sa*ing thro) (C
increases #y &.
Certain rare items might )ork t)ice as )ell as a normal item
for the purpose of the #onuses 7each pro*iding a G& #onus on
the caster le*el check against spell resistance and increasing
the sa*e (C #y /9.
ar"#"in
'chool transmutation8 1evel druid &, ranger &
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget li*ing creature touched
Duration 1; min.@le*el
'aving ,hro6 none8 'pell Re#i#tance yes 7harmless9
Bar"s"in toughens a creatureCs skin. he effect grants a G&
enhancement #onus to the creatureCs existing natural armor
#onus. his enhancement #onus increases #y 1 for e*ery
three caster le*els a#o*e ,rd, to a maximum of G5 at 1&th
le*el.
he enhancement #onus pro*ided #y bar"s"in stacks )ith
the targetCs natural armor #onus, #ut not )ith other
enhancement #onuses to natural armor. " creature )ithout
natural armor has an effecti*e natural armor #onus of G;.
ear%# 2ndurance
'chool transmutation8 1evel cleric &, druid &, ranger &,
sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7a fe) hairs, or a pinch of dung,
from a #ear9
Range touch
,arget creature touched
Duration 1 min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes
he affected creature gains greater *itality and stamina. he
spell grants the su#?ect a G/ enhancement #onus to
Constitution, )hich adds the usual #enefits to hit points,
3ortitude sa*es, Constitution checks, and so forth. -it points
gained #y a temporary increase in Constitution score are not
temporary hit points. hey go a)ay )hen the su#?ectCs
Constitution drops #ack to normal. hey are not lost first as
temporary hit points are.
ear%# 2ndurance, !a##
'chool transmutation8 1evel cleric 0, druid 0,
sorcerer@)izard 0
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# one creature@le*el, no t)o of )hich can #e more
than ,; ft. apart
Mass bear(s endurance )orks like bear(s endurance, except
that it affects multiple creatures.
ea#t 'hape -
'chool transmutation 7polymorph98 1evel sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, M 7a piece of the creature )hose form
you plan to assume9
Range personal
,arget you
Duration 1 min.@le*el 7(9
4hen you cast this spell, you can assume the form of any
$mall or Medium creature of the animal type. :f the form you
assume has any of the follo)ing a#ilities, you gain the listed
a#ilityB clim# ,; feet, fly ,; feet 7a*erage maneu*era#ility9,
s)im ,; feet, dark*ision 0; feet, lo).light *ision, and scent.
Page &,1
S!all ani!alB :f the form you take is that of a $mall animal,
you gain a G& size #onus to your (exterity and a G1 natural
armor #onus.
Mediu! ani!alB :f the form you take is that of a Medium
animal, you gain a G& size #onus to your $trength and a G&
natural armor #onus.
ea#t 'hape --
'chool transmutation 7polymorph98 1evel sorcerer@)izard /
his spell functions as beast shape 0, except that it also
allo)s you to assume the form of a iny or =arge creature of
the animal type. :f the form you assume has any of the
follo)ing a#ilities, you gain the listed a#ilityB clim# 0; feet,
fly 0; feet 7good maneu*era#ility9, s)im 0; feet, dark*ision
0; feet, lo).light *ision, scent, gra#, pounce, and trip.
Tiny ani!alB :f the form you take is that of a iny animal,
you gain a G/ size #onus to your (exterity, a H& penalty to
your $trength, and a G1 natural armor #onus.
&are ani!alB :f the form you take is that of a =arge animal,
you gain a G/ size #onus to your $trength, a H& penalty to
your (exterity, and a G/ natural armor #onus.
ea#t 'hape ---
'chool transmutation 7polymorph98 1evel sorcerer@)izard 5
his spell functions as beast shape 00, except that it also
allo)s you to assume the form of a (iminuti*e or -uge
creature of the animal type. his spell also allo)s you to take
on the form of a $mall or Medium creature of the magical
#east type. :f the form you assume has any of the follo)ing
a#ilities, you gain the listed a#ilityB #urro) ,; feet, clim# 2;
feet, fly 2; feet 7good maneu*era#ility9, s)im 2; feet,
#lindsense ,; feet, dark*ision 0; feet, lo).light *ision, scent,
constrict, ferocity, gra#, ?et, poison, pounce, rake, trample,
trip, and )e#.
'i!inuti%e ani!alB :f the form you take is that of a
(iminuti*e animal, you gain a G0 size #onus to your
(exterity, a H/ penalty to your $trength, and a G1 natural
armor #onus.
5ue ani!alB :f the form you take is that of a -uge animal,
you gain a G0 size #onus to your $trength, a H/ penalty to
your (exterity, and a G0 natural armor #onus.
S!all !aical beastB :f the form you take is that of a $mall
magical #east, you gain a G/ size #onus to your (exterity,
and a G& natural armor #onus.
Mediu! !aical beastB :f the form you take is that of a
Medium magical #east, you gain a G/ size #onus to your
$trength, and a G/ natural armor #onus.
ea#t 'hape -D
'chool transmutation 7polymorph98 1evel sorcerer@)izard 0
his spell functions as beast shape 000 except that it also
allo)s you to assume the form of a iny or =arge creature of
the magical #east type. :f the form you assume has any of the
follo)ing a#ilities, you gain the listed a#ilityB #urro) 0; feet,
clim# 2; feet, fly 1&; feet 7good maneu*era#ility9, s)im 1&;
feet, #lindsense 0; feet, dark*ision 2; feet, lo).light *ision,
scent, tremorsense 0; feet, #reath )eapon, constrict, ferocity,
gra#, ?et, poison, pounce, rake, rend, roar, spikes, trample,
trip, and )e#. :f the creature has immunity or resistance to
any elements, you gain resistance &; to those elements. :f the
creature has *ulnera#ility to an element, you gain that
*ulnera#ility.
Tiny !aical beastB :f the form you take is that of a iny
magical #east, you gain a H& penalty to your $trength, a G%
size #onus to your (exterity, and a G, natural armor #onus.
&are !aical beastB :f the form you take is that of a =arge
magical #east, you gain a G0 size #onus to your $trength, a H
& penalty on your (exterity, a G& size #onus to your
Constitution, and a G0 natural armor #onus.
e#to6 Cur#e
'chool necromancy8 1evel cleric ,, sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget creature touched
Duration permanent
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
Jou place a curse on the su#?ect. Choose one of the
follo)ing.
H0 decrease to an a#ility score 7minimum 19.
H/ penalty on attack rolls, sa*es, a#ility checks, and
skill checks.
+ach turn, the target has a 5;I chance to act
normally8 other)ise, it takes no action.
Jou may also in*ent your o)n curse, #ut it should #e no
more po)erful than those descri#ed a#o*e.
he curse #esto)ed #y this spell cannot #e dispelled, #ut it
can #e remo*ed )ith a brea" enchant!ent, li!ited #ish,
!iracle, re!o%e curse, or #ish spell.
Besto# curse counters re!o%e curse.
inding
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
Page &,&
sorcerer@)izard %
Ca#ting ,ime 1 minute
Component# >, $, M 7opals )orth 5;; gp per -( of the
target creature, plus other components as specified #elo)9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one li*ing creature
Duration see text 7(9
'aving ,hro6 4ill negates8 see text8 'pell Re#i#tance yes
" bindin spell creates a magical restraint to hold a creature.
he target gets an initial sa*ing thro) only if its -it (ice
e6ual at least half your caster le*el.
Jou may ha*e as many as six assistants help you )ith the
spell. 3or each assistant )ho casts suestion, your caster
le*el for this casting of bindin increases #y 1. 3or each
assistant )ho casts do!inate ani!al, do!inate person, or
do!inate !onster, your caster le*el for this casting of
bindin increases #y a num#er e6ual to a third of that
assistantCs le*el, pro*ided that the spellCs target is appropriate
for a bindin spell. $ince the assistantsC spells are cast simply
to impro*e your caster le*el for the purpose of the bindin
spell, sa*ing thro)s and spell resistance against the
assistantsC spells are irrele*ant. Jour caster le*el determines
)hether the target gets an initial 4ill sa*ing thro) and ho)
long the bindin lasts. "ll bindin spells are dismissi#le.
'egardless of the *ersion of bindin you cast, you can
specify triggering conditions that end the spell and release
the creature )hene*er they occur. hese triggers can #e as
simple or ela#orate as you desire, #ut the condition must #e
reasona#le and ha*e a likelihood of coming to pass. he
conditions can #e #ased on a creatureCs name, identity, or
alignment, #ut other)ise must #e #ased on o#ser*a#le
actions or 6ualities. :ntangi#les such as le*el, class, -it (ice,
or hit points donCt 6ualify. Once the spell is cast, its triggering
conditions cannot #e changed. $etting a release condition
increases the sa*e (C 7assuming a sa*ing thro) is allo)ed9
#y &.
:f you cast any of the first three *ersions of bindin 7those
)ith limited durations9, you may cast additional bindin
spells to prolong the effect, o*erlapping the durations. :f you
do so, the target gets a sa*ing thro) at the end of the first
spellCs duration, e*en if your caster le*el )as high enough to
disallo) an initial sa*ing thro). :f the creatureCs sa*e
succeeds, all bindin spells it has recei*ed are #roken.
he bindin spell has six *ersions. Choose one of the
follo)ing *ersions )hen you cast the spell.
ChaininB he su#?ect is confined #y restraints that generate
an antipathy spell affecting all creatures )ho approach the
su#?ect, except you. he duration is 1 year per caster le*el.
he su#?ect of this form of bindin is confined to the spot it
occupied )hen it recei*ed the spell. Casting this *ersion
re6uires a chain that is long enough to )rap around the
creature three times.
Slu!berB his *ersion causes the su#?ect to #ecome comatose
for as long as 1 year per caster le*el. he su#?ect does not
need to eat or drink )hile slum#ering, nor does it age. his
form of bindin is slightly easier to resist. 'educe the spellCs
sa*e (C #y 1. Casting this *ersion re6uires a ?ar of sand or
rose petals. his is a sleep effect.
Bound Slu!berB his com#ination of chaining and slum#er
lasts for as long as 1 month per caster le*el. 'educe the sa*e
(C #y &. Casting this *ersion re6uires #oth a long chain and
a ?ar of sand or rose petals. his is a sleep effect.
5eded PrisonB he su#?ect is transported to or other)ise
#rought )ithin a confined area from )hich it cannot )ander
#y any means. his effect is permanent. 'educe the sa*e (C
#y ,. Casting this *ersion re6uires a tiny golden cage )orth
1;; gp that is consumed )hen the spell is cast.
Meta!orphosisB he su#?ect assumes gaseous form, except
for its head or face. :t is held harmless in a ?ar or other
container, )hich may #e transparent if you so choose. he
creature remains a)are of its surroundings and can speak,
#ut it cannot lea*e the container, attack, or use any of its
po)ers or a#ilities. he bindin is permanent. he su#?ect
does not need to #reathe, eat, or drink )hile metamorphosed,
nor does it age. 'educe the sa*e (C #y /.
Mini!us Contain!entB he su#?ect is shrunk to a height of 1
inch or less and held )ithin some gem, ?ar, or similar o#?ect.
he bindin is permanent. he su#?ect does not need to
#reathe, eat, or drink )hile contained, nor does it age.
'educe the sa*e (C #y /.
Jou canCt dispel a bindin spell )ith dispel !aic or a
similar effect, though an anti!aic field or !ae(s
dis:unction affects it normally. " #ound extraplanar creature
cannot #e sent #ack to its home plane #y dis!issal,
banish!ent, or a similar effect.
lac" ,entacle#
'chool con?uration 7creation98 1evel sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $, M 7octopus or s6uid tentacle9
Range medium 71;; ft. G 1; ft.@le*el9
.rea &;.ft..radius spread
Duration 1 round@le*el 7(9
'aving ,hro6B none8 'pell Re#i#tanceB no
his spell causes a field of ru##ery #lack tentacles to appear,
#urro)ing up from the floor and reaching for any creature in
the area.
+*ery creature )ithin the area of the spell is the target of a
Page &,,
com#at maneu*er check made to grapple each round at the
#eginning of your turn, including the round that blac"
tentacles is cast. Creatures that enter the area of effect are
also automatically attacked. he tentacles do not pro*oke
attacks of opportunity. 4hen determining the tentaclesC
CM1, the tentacles use your caster le*el as their #ase attack
#onus and recei*e a G/ #onus due to their $trength and a G1
size #onus. 'oll only once for the entire spell effect each
round and apply the result to all creatures in the area of
effect.
:f the tentacles succeed in grappling a foe, that foe takes
1d0G/ points of damage and gains the grappled condition.
Grappled opponents cannot mo*e )ithout first #reaking the
grapple. "ll other mo*ement is prohi#ited unless the creature
#reaks the grapple first. he blac" tentacles spell recei*es a
G5 #onus on grapple checks made against opponents it is
already grappling, #ut cannot mo*e foes or pin foes. +ach
round that blac" tentacles succeeds on a grapple check, it
deals an additional 1d0G/ points of damage. he CM( of
blac" tentacles, for the purposes of escaping the grapple, is
e6ual to 1; G its CM1.
he tentacles created #y this spell cannot #e damaged, #ut
they can #e dispelled as normal. he entire area of effect is
considered difficult terrain )hile the tentacles last.
lade arrier
'chool e*ocation TforceU8 1evel cleric 0
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
2ffect )all of )hirling #lades up to &; ft. long@le*el, or a
ringed )all of )hirling #lades )ith a radius of up to 5 ft. per
t)o le*els8 either form is &; ft. high
Duration 1 min.@le*el 7(9
'aving ,hro6 'eflex half or 'eflex negates8 see text8 'pell
Re#i#tance yes
"n immo#ile, *ertical curtain of )hirling #lades shaped of
pure force springs into existence. "ny creature passing
through the )all takes 1d0 points of damage per caster le*el
7maximum 15d09, )ith a 'eflex sa*e for half damage.
:f you e*oke the #arrier so that it appears )here creatures
are, each creature takes damage as if passing through the
)all. +ach such creature can a*oid the )all 7ending up on the
side of its choice9 and thus take no damage #y making a
successful 'eflex sa*e.
" blade barrier pro*ides co*er 7G/ #onus to "C, G& #onus
on 'eflex sa*es9 against attacks made through it.
la#phemy
'chool e*ocation Te*il, sonicU8 1evel cleric !
Ca#ting ,ime 1 standard action
Component# >
Range /; ft.
.rea none*il creatures in a /;.ft..radius spread centered on
you
Duration instantaneous
'aving ,hro6 4ill partial8 'pell Re#i#tance yes
"ny none*il creature )ithin the area of a blasphe!y spell
suffers the follo)ing ill effects.
5D 2ffect
+6ual to caster le*el (azed
5p to caster le*el H1 4eakened, dazed
5p to caster le*el H5 Paralyzed, )eakened, dazed
5p to caster le*el H1; <illed, paralyzed, )eakened, dazed
he effects are cumulati*e and concurrent. " successful 4ill
sa*e reduces or eliminates these effects. Creatures affected
#y multiple effects make only one sa*e and apply the result
to all the effects.
'a<edB he creature can take no actions for 1 round, though
it defends itself normally. $a*e negates.
9ea"enedB he creatureCs $trength score decreases #y &d0
points for &d/ rounds. $a*e for half.
Paraly<edB he creature is paralyzed and helpless for 1d1;
minutes. $a*e reduces the paralyzed effect to 1 round.
1illedB =i*ing creatures die. 5ndead creatures are destroyed.
$a*e negates. :f the sa*e is successful, the creature instead
takes ,d0 points of damage G 1 point per caster le*el
7maximum G&59.
3urthermore, if you are on your home plane )hen you cast
this spell, none*il extraplanar creatures )ithin the area are
instantly #anished #ack to their home planes. Creatures so
#anished cannot return for at least &/ hours. his effect takes
place regardless of )hether the creatures hear the blasphe!y
or not$ he #anishment effect allo)s a 4ill sa*e 7at a H/
penalty9 to negate.
Creatures )hose -it (ice exceed your caster le*el are
unaffected #y blasphe!y$
leed
'chool necromancy8 1evel cleric ;, sorcerer@)izard ;
Ca#ting ,ime 1 standard action
Page &,/
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one li*ing creature
Duration instantaneous
'aving ,hro6B 4ill negates8 'pell Re#i#tanceB yes
Jou cause a li*ing creature that is #elo) ; hit points #ut
sta#ilized to resume dying. 5pon casting this spell, you
target a li*ing creature that has H1 or fe)er hit points. hat
creature #egins dying, taking 1 point of damage per round.
he creature can #e sta#ilized later normally. his spell
causes a creature that is dying to take 1 point of damage.
le##
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
cleric 1, paladin 1
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range 5; ft.
.rea he caster and all allies )ithin a 5;.ft. #urst, centered
on the caster
Duration 1 min.@le*el
'aving ,hro6 none8 'pell Re#i#tance yes 7harmless9
Bless fills your allies )ith courage. +ach ally gains a G1
morale #onus on attack rolls and on sa*ing thro)s against
fear effects.
Bless counters and dispels bane$
le## Aater
'chool transmutation TgoodU8 1evel cleric 1, paladin 1
Ca#ting ,ime 1 minute
Component# >, $, M 75 pounds of po)dered sil*er )orth &5
gp9
Range touch
,arget flask of )ater touched
Duration instantaneous
'aving ,hro6 4ill negates 7o#?ect98 'pell Re#i#tance yes
7o#?ect9
his transmutation im#ues a flask 71 pint9 of )ater )ith
positi*e energy, turning it into holy )ater.
le## Aeapon
'chool transmutation8 1evel paladin 1
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget )eapon touched
Duration 1 min.@le*el
'aving ,hro6 none8 'pell Re#i#tance no
his transmutation makes a )eapon strike true against e*il
foes. he )eapon is treated as ha*ing a G1 enhancement
#onus for the purpose of #ypassing the (' of e*il creatures
or striking e*il incorporeal creatures 7though the spell doesnCt
grant an actual enhancement #onus9. he )eapon also
#ecomes good.aligned, )hich means it can #ypass the (' of
certain creatures. 7his effect o*errides and suppresses any
other alignment the )eapon might ha*e.9 :ndi*idual arro)s
or #olts can #e transmuted, #ut affected pro?ectile )eapons
7such as #o)s9 donCt confer the #enefit to the pro?ectiles they
shoot.
:n addition, all critical hit rolls against e*il foes are
automatically successful, so e*ery threat is a critical hit. his
last effect does not apply to any )eapon that already has a
magical effect related to critical hits, such as a keen )eapon
or a *orpal s)ord.
light
'chool necromancy8 1evel druid /, sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
Duration instantaneous
'aving ,hro6 3ortitude half8 see text8 'pell Re#i#tance yes
his spell )ithers a single plant of any size. "n affected plant
creature takes 1d0 points of damage per le*el 7maximum
15d09 and may attempt a 3ortitude sa*ing thro) for half
damage. " plant that isnCt a creature doesnCt recei*e a sa*e
and immediately )ithers and dies.
his spell has no effect on the soil or surrounding plant life.
lindne##)Deafne##
'chool necromancy8 1evel #ard &, cleric ,, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >
Range medium 71;; ft. G 1; ft.@le*el9
,arget one li*ing creature
Duration permanent 7(9
'aving ,hro6 3ortitude negates8 'pell Re#i#tance yes
Page &,5
Jou call upon the po)ers of unlife to render the su#?ect
#linded or deafened, as you choose.
lin"
'chool transmutation8 1evel #ard ,, sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $
Range personal
,arget you
Duration 1 round@le*el 7(9
Jou D#linkF 6uickly #ack and forth #et)een the Material
Plane and the +thereal Plane and look as though youCre
)inking in and out of reality at random. Blin" has se*eral
effects, as follo)s.
Physical attacks against you ha*e a 5;I miss chance, and
the 1lind.3ight feat doesnCt help opponents, since youCre
ethereal and not merely in*isi#le. :f the attack is capa#le of
striking ethereal creatures, the miss chance is only &;I 7for
concealment9.
:f the attacker can see in*isi#le creatures, the miss chance is
also only &;I. 73or an attacker )ho can #oth see and strike
ethereal creatures, there is no miss chance.9 =ike)ise, your
o)n attacks ha*e a &;I miss chance, since you sometimes
go ethereal ?ust as you are a#out to strike.
"ny indi*idually targeted spell has a 5;I chance to fail
against you )hile youCre #linking unless your attacker can
target in*isi#le, ethereal creatures. Jour o)n spells ha*e a
&;I chance to acti*ate ?ust as you go ethereal, in )hich case
they typically do not affect the Material Plane 7#ut they
might affect targets on the +thereal Plane9.
4hile #linking, you take only half damage from area attacks
7#ut full damage from those that extend onto the +thereal
Plane9. "lthough you are only partially *isi#le, you are not
considered in*isi#le and targets retain their (exterity #onus
to "C against your attacks. Jou do recei*e a G& #onus on
attack rolls made against enemies that cannot see in*isi#le
creatures.
Jou take only half damage from falling, since you fall only
)hile you are material.
4hile #linking, you can step through 7#ut not see through9
solid o#?ects. 3or each 5 feet of solid material you )alk
through, there is a 5;I chance that you #ecome material. :f
this occurs, you are shunted off to the nearest open space and
take 1d0 points of damage per 5 feet so tra*eled.
$ince you spend a#out half your time on the +thereal Plane,
you can see and e*en attack ethereal creatures. Jou interact
)ith ethereal creatures roughly the same )ay you interact
)ith material ones.
"n ethereal creature is in*isi#le, incorporeal, and capa#le of
mo*ing in any direction, e*en up or do)n. "s an incorporeal
creature, you can mo*e through solid o#?ects, including
li*ing creatures.
"n ethereal creature can see and hear the Material Plane, #ut
e*erything looks gray and insu#stantial. $ight and hearing on
the Material Plane are limited to 0; feet.
3orce effects and a#?urations affect you normally. heir
effects extend onto the +thereal Plane from the Material
Plane, #ut not *ice *ersa. "n ethereal creature canCt attack
material creatures, and spells you cast )hile ethereal affect
only other ethereal things. Certain material creatures or
o#?ects ha*e attacks or effects that )ork on the +thereal
Plane. reat other ethereal creatures and o#?ects as material.
lur
'chool illusion 7glamer98 1evel #ard &, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >
Range touch
,arget creature touched
Duration 1 min.@le*el 7(9
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
he su#?ectCs outline appears #lurred, shifting, and )a*ering.
his distortion grants the su#?ect concealment 7&;I miss
chance9.
" see in%isibility spell does not counteract the blur effect, #ut
a true seein spell does.
Opponents that cannot see the su#?ect ignore the spellCs effect
7though fighting an unseen opponent carries penalties of its
o)n9.
rea" 2nchantment
'chool a#?uration8 1evel #ard /, cleric 5, paladin /,
sorcerer@)izard 5
Ca#ting ,ime 1 minute
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# up to one creature per le*el, all )ithin ,; ft. of each
other
Duration instantaneous
'aving ,hro6 see text8 'pell Re#i#tance no
his spell frees *ictims from enchantments, transmutations,
and curses. Brea" enchant!ent can re*erse e*en an
Page &,0
instantaneous effect. 3or each such effect, you make a caster
le*el check 71d&; G caster le*el, maximum G159 against a
(C of 11 G caster le*el of the effect. $uccess means that the
creature is free of the spell, curse, or effect. 3or a cursed
magic item, the (C is e6ual to the (C of the curse.
:f the spell is one that cannot #e dispelled #y dispel !aic,
brea" enchant!ent )orks only if that spell is 5th le*el or
lo)er.
:f the effect comes from a permanent magic item, #reak
enchantment does not remo*e the curse from the item, #ut it
does free the *ictim from the itemCs effects.
reath of 1ife
'chool con?uration 7healing98 1evel cleric 5
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget creature touched
Duration instantaneous
'aving ,hro6 4ill negates 7harmless9 or 4ill half, see text8
'pell Re#i#tance yes 7harmless9 or yes, see text
his spell cures 5d% points of damage G 1 point per caster
le*el 7maximum G&59.
5nlike other spells that heal damage, breath of life can #ring
recently slain creatures #ack to life. :f cast upon a creature
that has died )ithin 1 round, apply the healing from this spell
to the creature. :f the healed creatureCs hit point total is at a
negati*e amount less than its Constitution score, it comes
#ack to life and sta#ilizes at its ne) hit point total. :f the
creatureCs hit point total is at a negati*e amount e6ual to or
greater than its Constitution score, the creature remains dead.
Creatures #rought #ack to life through breath of life gain a
temporary negati*e le*el that lasts for 1 day.
Creatures slain #y death effects cannot #e sa*ed #y breath of
life.
=ike cure spells, #reath of life deals damage to undead
creatures rather than curing them, and cannot #ring them
#ack to life.
ull%# 'trength
'chool transmutation8 1evel cleric &, druid &, paladin &,
sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7a fe) hairs, or a pinch of dung,
from a #ull9
Range touch
,arget creature touched
Duration 1 min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
he su#?ect #ecomes stronger. he spell grants a G/
enhancement #onus to $trength, adding the usual #enefits to
melee attack rolls, melee damage rolls, and other uses of the
$trength modifier.
ull%# 'trength, !a##
'chool transmutation8 1evel cleric 0, druid 0,
sorcerer@)izard 0
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# one creature@le*el, no t)o of )hich can #e more
than ,; ft. apart
his spell functions like #ullCs strength, except that it affects
multiple creatures.
urning 5and#
'chool e*ocation TfireU8 1evel sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $
Range 15 ft.
.rea cone.shaped #urst
Duration instantaneous
'aving ,hro6 'eflex half8 'pell Re#i#tance yes
" cone of searing flame shoots from your fingertips. "ny
creature in the area of the flames takes 1d/ points of fire
damage per caster le*el 7maximum 5d/9. 3lamma#le
materials #urn if the flames touch them. " character can
extinguish #urning items as a full.round action.
Call 1ightning
'chool e*ocation TelectricityU8 1evel druid ,
Ca#ting ,ime 1 round
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
2ffect one or more ,;.ft..long *ertical lines of lightning
Duration 1 min.@le*el
'aving ,hro6 'eflex half8 'pell Re#i#tance yes
:mmediately upon completion of the spell, and once per
round thereafter, you may call do)n a 5.foot.)ide, ,;.foot.
long, *ertical #olt of lightning that deals ,d0 points of
electricity damage. he #olt of lightning flashes do)n in a
Page &,!
*ertical stroke at )hate*er target point you choose )ithin the
spellCs range 7measured from your position at the time9. "ny
creature in the target s6uare or in the path of the #olt is
affected.
Jou need not call a #olt of lightning immediately8 other
actions, e*en spellcasting, can #e performed first. +ach round
after the first you may use a standard action 7concentrating
on the spell9 to call a #olt. Jou may call a total num#er of
#olts e6ual to your caster le*el 7maximum 1; #olts9.
:f you are outdoors and in a stormy areaKa rain sho)er,
clouds and )ind, hot and cloudy conditions, or e*en a
tornado 7including a )hirl)ind formed #y a d?inni or an air
elemental of at least =arge size9Keach #olt deals ,d1; points
of electricity damage instead of ,d0.
his spell functions indoors or underground #ut not
under)ater.
Call 1ightning 'torm
'chool e*ocation TelectricityU8 1evel druid 5
Range long 7/;; ft. G /; ft.@le*el9
his spell functions like call lihtnin, except that each #olt
deals 5d0 points of electricity damage 7or 5d1; if created
outdoors in a stormy area9, and you may call a maximum of
15 #olts.
Calm .nimal#
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
druid 1, ranger 1
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# animals )ithin ,; ft. of each other
Duration 1 min.@le*el
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
his spell soothes and 6uiets animals, rendering them docile
and harmless. Only ordinary animals 7those )ith :ntelligence
scores of 1 or &9 can #e affected #y this spell. "ll the su#?ects
must #e of the same kind, and no t)o may #e more than ,;
feet apart. he maximum num#er of -( of animals you can
affect is e6ual to &d/ G caster le*el.
he affected creatures remain )here they are and do not
attack or flee. hey are not helpless and defend themsel*es
normally if attacked. "ny threat #reaks the spell on the
threatened creatures.
Calm 2motion#
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard &, cleric &
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range medium 71;; ft. G 1; ft.@le*el9
.rea creatures in a &;.ft..radius spread
Duration concentration, up to 1 round@le*el 7(9
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
his spell calms agitated creatures. Jou ha*e no control o*er
the affected creatures, #ut cal! e!otions can stop raging
creatures from fighting or ?oyous ones from re*eling.
Creatures so affected cannot take *iolent actions 7although
they can defend themsel*es9 or do anything destructi*e. "ny
aggressi*e action against or damage dealt to a calmed
creature immediately #reaks the spell on all calmed
creatures.
his spell automatically suppresses 7#ut does not dispel9 any
morale #onuses granted #y spells such as #less, good hope,
and rage, and also negates a #ardCs a#ility to inspire courage
or a #ar#arianCs rage a#ility. :t also suppresses any fear
effects and remo*es the confused condition from all targets.
4hile the spell lasts, a suppressed spell, condition, or effect
has no effect. 4hen the calm emotions spell ends, the
original spell or effect takes hold of the creature again,
pro*ided that its duration has not expired in the meantime.
Cat%# Grace
'chool transmutation8 1evel #ard &, druid &, ranger &,
sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M 7pinch of cat fur9
Range touch
,arget creature touched
Duration 1 min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes
he transmuted creature #ecomes more graceful, agile, and
coordinated. he spell grants a G/ enhancement #onus to
(exterity, adding the usual #enefits to "C, 'eflex sa*es, and
other uses of the (exterity modifier.
Cat%# Grace, !a##
'chool transmutation8 1evel #ard 0, druid 0, sorcerer@)izard
0
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# one creature@le*el, no t)o of )hich can #e more
than ,; ft. apart
Page &,%
his spell functions like catCs grace, except that it affects
multiple creatures.
Cau#e &ear
'chool necromancy Tfear, mind.affectingU8 1evel #ard 1,
cleric 1, sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one li*ing creature )ith 5 or fe)er -(
Duration 1d/ rounds or 1 round8 see text
'aving ,hro6 4ill partial8 'pell Re#i#tance yes
he affected creature #ecomes frightened. :f the su#?ect
succeeds on a 4ill sa*e, it is shaken for 1 round. Creatures
)ith 0 or more -( are immune to this effect. Cause fear
counters and dispels remo*e fear.
Chain 1ightning
'chool e*ocation TelectricityU8 1evel sorcerer@)izard 0
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a #it of fur8 a piece of am#er, glass, or
a crystal rod8 plus one sil*er pin per caster le*el9
Range long 7/;; ft. G /; ft.@le*el9
,arget# one primary target, plus one secondary target@le*el
7each of )hich must #e )ithin ,; ft. of the primary target9
Duration instantaneous
'aving ,hro6 'eflex half8 'pell Re#i#tance yes
his spell creates an electrical discharge that #egins as a
single stroke commencing from your fingertips. 5nlike
lihtnin bolt, chain lihtnin strikes one o#?ect or creature
initially, then arcs to other targets.
he #olt deals 1d0 points of electricity damage per caster
le*el 7maximum &;d09 to the primary target. "fter it strikes,
lightning can arc to a num#er of secondary targets e6ual to
your caster le*el 7maximum &;9. he secondary #olts each
strike one target and deal as much damage as the primary
#olt.
+ach target can attempt a 'eflex sa*ing thro) for half
damage. he 'eflex (C to hal*e the damage of the
secondary #olts is & lo)er than the (C to hal*e the damage
of the primary #olt. Jou choose secondary targets as you
like, #ut they must all #e )ithin ,; feet of the primary target,
and no target can #e struck more than once. Jou can choose
to affect fe)er secondary targets than the maximum.
Change#taff
'chool transmutation8 1evel druid !
Ca#ting ,ime 1 round
Component# >, $, 3 7a 6uarterstaff that has #een car*ed and
polished for &% days9
Range touch
,arget your touched staff
Duration 1 hour@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Jou change a specially prepared 6uarterstaff into a -uge
treant.like creature, a#out &/ feet tall. 4hen you plant the
end of the staff in the ground and speak a special command
to conclude the casting of the spell, your staff turns into a
creature that looks and fights ?ust like a treant. he staff.
treant defends you and o#eys any spoken commands.
-o)e*er, it is #y no means a true treant8 it cannot con*erse
)ith actual treants or control trees. :f the staff.treant is
reduced to ; or fe)er hit points, it crum#les to po)der and
the staff is destroyed. Other)ise, the staff returns to its
normal form )hen the spell duration expires 7or )hen the
spell is dismissed9, and it can #e used as the focus for another
casting of the spell. he staff.treant is al)ays at full strength
)hen created, despite any )ounds it may ha*e incurred the
last time it appeared.
Chao# 5ammer
'chool e*ocation TchaoticU8 1evel cleric /
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
.rea &;.ft..radius #urst
Duration instantaneous 71d0 rounds98 see text
'aving ,hro6 4ill partial8 see text8 'pell Re#i#tance yes
Jou unleash chaotic po)er to smite your enemies. he
po)er takes the form of a multicolored explosion of leaping,
ricocheting energy. Only la)ful and neutral 7not chaotic9
creatures are harmed #y the spell.
he spell deals 1d% points of damage per t)o caster le*els
7maximum 5d%9 to la)ful creatures 7or 1d0 points of damage
per caster le*el, maximum 1;d0, to la)ful outsiders9 and
slo)s them for 1d0 rounds 7see the slo# spell9. " successful
4ill sa*e reduces the damage #y half and negates the slo)
effect.
he spell deals only half damage against creatures )ho are
neither la)ful nor chaotic, and they are not slo)ed. $uch a
creature can reduce the damage #y half again 7do)n to one.
Page &,2
6uarter9 )ith a successful 4ill sa*e.
Charm .nimal
'chool enchantment 7charm9 Tmind.affectingU8 1evel druid
1, ranger 1
,arget one animal
his spell functions like charm person, except that it affects a
creature of the animal type.
Charm !on#ter
'chool enchantment 7charm9 Tmind.affectingU8 1evel #ard ,,
sorcerer@)izard /
,arget one li*ing creature
Duration 1 day@le*el
his spell functions like char! person, except that the effect
is not restricted #y creature type or size.
Charm !on#ter, !a##
'chool enchantment 7charm9 Tmind.affectingU8 1evel #ard 0,
sorcerer@)izard %
Component# >
,arget# One or more creatures, no t)o of )hich can #e more
than ,; ft. apart
Duration 1 day@le*el
his spell functions like charm monster, except that mass
charm monster affects a num#er of creatures )hose
com#ined -( do not exceed t)ice your le*el, or at least one
creature regardless of -(. :f there are more potential targets
than you can affect, you choose them one at a time until you
must choose a creature )ith too many -( to affect.
Charm Per#on
'chool enchantment 7charm9 Tmind.affectingU8 1evel #ard 1,
sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one humanoid creature
Duration 1 hour@le*el
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
his charm makes a humanoid creature regard you as its
trusted friend and ally 7treat the targetCs attitude as friendly9.
:f the creature is currently #eing threatened or attacked #y
you or your allies, ho)e*er, it recei*es a G5 #onus on its
sa*ing thro).
he spell does not ena#le you to control the charmed person
as if it )ere an automaton, #ut it percei*es your )ords and
actions in the most fa*ora#le )ay. Jou can try to gi*e the
su#?ect orders, #ut you must )in an opposed Charisma check
to con*ince it to do anything it )ouldnCt ordinarily do.
7'etries are not allo)ed.9 "n affected creature ne*er o#eys
suicidal or o#*iously harmful orders, #ut it might #e
con*inced that something *ery dangerous is )orth doing.
"ny act #y you or your apparent allies that threatens the
charmed person #reaks the spell. Jou must speak the personCs
language to communicate your commands, or else #e good at
pantomiming.
Chill !etal
'chool transmutation TcoldU8 1evel druid &
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range close 7&5 ft. G 5 ft.@& le*els9
,arget metal e6uipment of one creature per t)o le*els, no
t)o of )hich can #e more than ,; ft. apart8 or &5 l#s. of
metal@le*el, none of )hich can #e more than ,; ft. a)ay
from any of the rest
Duration ! rounds
'aving ,hro6 4ill negates 7o#?ect98 'pell Re#i#tance yes
7o#?ect9
Chill !etal makes metal extremely cold. 5nattended,
nonmagical metal gets no sa*ing thro). Magical metal is
allo)ed a sa*ing thro) against the spell. "n item in a
creatureCs possession uses the creatureCs sa*ing thro) #onus
unless its o)n is higher.
" creature takes cold damage if its e6uipment is chilled. :t
takes full damage if its armor, shield, or )eapon is affected.
he creature takes minimum damage 71 point or & points8 see
the ta#le9 if itCs not )earing or )ielding such an item.
On the first round of the spell, the metal #ecomes chilly and
uncomforta#le to touch #ut deals no damage. he same effect
also occurs on the last round of the spellCs duration. (uring
the second 7and also the next.to.last9 round, icy coldness
causes pain and damage. :n the third, fourth, and fifth
rounds, the metal is freezing cold, and causes more damage,
as sho)n on the ta#le #elo).
Round !etal ,emperature Damage
1 Cold Aone
& :cy 1d/ points
,H5 3reezing &d/ points
0 :cy 1d/ points
! Cold Aone
Page &/;
"ny heat intense enough to damage the creature negates cold
damage from the spell 7and *ice *ersa9 on a point.for.point
#asis. 5nder)ater, chill !etal deals no damage, #ut ice
immediately forms around the affected metal, making it float
if unattended.
Chill metal counters and dispels heat metal.
Chill ,ouch
'chool necromancy8 1evel sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget# creature or creatures touched 7up to one@le*el9
Duration instantaneous
'aving ,hro6 3ortitude partial or 4ill negates8 see text8
'pell Re#i#tance yes
" touch from your hand, )hich glo)s )ith #lue energy,
disrupts the life force of li*ing creatures. +ach touch
channels negati*e energy that deals 1d0 points of damage.
he touched creature also takes 1 point of $trength damage
unless it makes a successful 3ortitude sa*ing thro). Jou can
use this melee touch attack up to one time per le*el.
"n undead creature you touch takes no damage of either sort,
#ut it must make a successful 4ill sa*ing thro) or flee as if
panicked for 1d/ rounds G 1 round per caster le*el.
Circle of Death
'chool necromancy TdeathU8 1evel sorcerer@)izard 0
Ca#ting ,ime 1 standard action
Component# >, $, M 7a crushed #lack pearl )orth 5;; gp9
Range medium 71;; ft. G 1; ft.@le*el9
.rea se*eral li*ing creatures )ithin a /;.ft..radius #urst
Duration instantaneous
'aving ,hro6 3ortitude negates8 'pell Re#i#tance yes
Circle of death snuffs out the life force of li%in creatures,
"illin the! instantly$ The spell slays 1d7 5' #orth of li%in
creatures per caster le%el *!a,i!u! 2Dd7-$ Creatures #ith
the fe#est 5' are affected firstJ a!on creatures #ith e>ual
5', those #ho are closest to the burst(s point of oriin are
affected first$ 3o creature of C or !ore 5' can be affected,
and 5' that are not sufficient to affect a creature are
#asted$
Clairaudience)Clairvoyance
'chool di*ination 7scrying98 1evel #ard ,, sorcerer@)izard ,
Ca#ting ,ime 1; minutes
Component# >, $, 3@(3 7a small horn or a glass eye9
Range long 7/;; ft. G /; ft.@le*el9
2ffect magical sensor
Duration 1 min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Clairaudience@clair*oyance creates an in*isi#le magical
sensor at a specific location that ena#les you to hear or see
7your choice9 almost as if you )ere there. Jou donCt need line
of sight or line of effect, #ut the locale must #e kno)nKa
place familiar to you, or an o#*ious one. Once you ha*e
selected the locale, the sensor doesnCt mo*e, #ut you can
rotate it in all directions to *ie) the area as desired. 5nlike
other scrying spells, this spell does not allo) magically or
supernaturally enhanced senses to )ork through it. :f the
chosen locale is magically dark, you see nothing. :f it is
naturally pitch #lack, you can see in a 1;.foot radius around
the center of the spellCs effect. Clairaudience@clair*oyance
functions only on the plane of existence you are currently
occupying.
Clenched &i#t
'chool e*ocation TforceU8 1evel sorcerer@)izard %
Component# >, $, 3@(3 7a leather glo*e9
his spell functions like interposin hand, except that the
hand can also push or strike one opponent that you select.
he floating hand can mo*e as far as 0; feet and can attack
in the same round. $ince this hand is directed #y you, its
a#ility to notice or attack in*isi#le or concealed creatures is
no #etter than yours.
he hand attacks once per round, and its attack #onus e6uals
your caster le*el G your :ntelligence, 4isdom, or Charisma
modifier 7for a )izard, cleric, or sorcerer, respecti*ely9 G 11
for the handCs $trength score 7,,9, H 1 for #eing =arge. he
hand deals 1d%G11 points of damage on each attack, and any
creature struck must make a 3ortitude sa*e 7against this
spellCs sa*e (C9 or #e stunned for 1 round. (irecting the
spell to a ne) target is a mo*e action.
he clenched fist can also interpose itself as interposing hand
does, or it can #ull rush an opponent as forceful hand does.
:ts CM1 for #ull rush checks uses your caster le*el in place
of its #ase attack #onus, )ith a G11 #onus for its $trength
score and a G1 #onus for #eing =arge.
Cloa" of Chao#
'chool a#?uration TchaoticU8 1evel cleric %
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a tiny reli6uary )orth 5;; gp9
Page &/1
Range &; ft.
,arget# one creature@le*el in a &;.ft..radius #urst centered
on you
Duration 1 round@le*el 7(9
'aving ,hro6 see text8 'pell Re#i#tance yes 7harmless9
" random pattern of color surrounds the su#?ects, protecting
them from attacks, granting them resistance to spells cast #y
la)ful creatures, and causing la)ful creatures that strike the
su#?ects to #ecome confused$ his a#?uration has four effects.
3irst, each )arded creature gains a G/ deflection #onus to
"C and a G/ resistance #onus on sa*es. 5nlike protection
fro! la#, the #enefit of this spell applies against all attacks,
not ?ust against attacks #y la)ful creatures.
$econd, each )arded creature gains spell resistance &5
against la)ful spells and spells cast #y la)ful creatures.
hird, the a#?uration protects from possession and mental
influence, ?ust as protection fro! la# does.
3inally, if a la)ful creature succeeds on a melee attack
against a )arded creature, the offending attacker is confused
for 1 round 74ill sa*e negates, as )ith the confusion spell,
#ut against the sa*e (C of cloak of chaos9.
Clone
'chool necromancy8 1evel sorcerer@)izard %
Ca#ting ,ime 1; minutes
Component# >, $, M 7la#oratory supplies )orth 1,;;; gp9, 3
7special la#oratory e6uipment costing 5;; gp9
Range ; ft.
2ffect one clone
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance no
his spell makes an inert duplicate of a creature. :f the
original indi*idual has #een slain, its soul immediately
transfers to the clone, creating a replacement 7pro*ided that
the soul is free and )illing to return9. he originalCs physical
remains, should they still exist, #ecome inert and cannot
thereafter #e restored to life. :f the original creature has
reached the end of its natural life span 7that is, it has died of
natural causes9, any cloning attempt fails.
o create the duplicate, you must ha*e a piece of flesh 7not
hair, nails, scales, or the like9 )ith a *olume of at least 1
cu#ic inch that )as taken from the original creatureCs li*ing
#ody. he piece of flesh need not #e fresh, #ut it must #e
kept from rotting. Once the spell is cast, the duplicate must
#e gro)n in a la#oratory for &d/ months.
4hen the clone is completed, the originalCs soul enters it
immediately, if that creature is already dead. he clone is
physically identical to the original and possesses the same
personality and memories as the original. :n other respects,
treat the clone as if it )ere the original character raised from
the dead, including its gaining of t)o permanent negati*e
le*els, ?ust as if it had #een hit #y an energy.draining
creature. :f the su#?ect is 1st le*el, it takes & points of
Constitution drain instead 7if this )ould reduce its Con to ;
or less, it canCt #e cloned9. :f the original creature gained
permanent negati*e le*els since the flesh sample )as taken,
the clone gains these negati*e le*els as )ell.
he spell duplicates only the originalCs #ody and mind, not its
e6uipment. " duplicate can #e gro)n )hile the original still
li*es, or )hen the original soul is una*aila#le, #ut the
resulting #ody is merely a soulless #it of inert flesh )hich
rots if not preser*ed.
Cloud"ill
'chool con?uration 7creation98 1evel sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
2ffect cloud spreads in &;.ft. radius, &; ft. high
Duration 1 min.@le*el
'aving ,hro6 3ortitude partial8 see text8 'pell Re#i#tance
no
his spell generates a #ank of fog, similar to a fo cloud,
except that its *apors are yello)ish green and poisonous.
hese *apors automatically kill any li*ing creature )ith , or
fe)er -( 7no sa*e9. " li*ing creature )ith / to 0 -( is slain
unless it succeeds on a 3ortitude sa*e 7in )hich case it takes
1d/ points of Constitution damage on your turn each round
)hile in the cloud9.
" li*ing creature )ith 0 or more -( takes 1d/ points of
Constitution damage on your turn each round )hile in the
cloud 7a successful 3ortitude sa*e hal*es this damage9.
-olding oneCs #reath doesnCt help, #ut creatures immune to
poison are unaffected #y the spell.
5nlike a fo cloud, the cloud"ill mo*es a)ay from you at 1;
feet per round, rolling along the surface of the ground.
3igure out the cloudCs ne) spread each round #ased on its
ne) point of origin, )hich is 1; feet farther a)ay from the
point of origin )here you cast the spell.
1ecause the *apors are hea*ier than air, they sink to the
lo)est le*el of the land, e*en pouring do)n den or sinkhole
openings. :t cannot penetrate li6uids, nor can it #e cast
under)ater.
Page &/&
Color 'pray
'chool illusion 7pattern9 Tmind.affectingU8 1evel
sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $, M 7red, yello), and #lue po)der or
colored sand9
Range 15 ft.
.rea cone.shaped #urst
Duration instantaneous8 see text
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
" *i*id cone of clashing colors springs forth from your hand,
causing creatures to #ecome stunned, perhaps also #linded,
and possi#ly knocking them unconscious. +ach creature
)ithin the cone is affected according to its -(.
2 5' or lessB he creature is unconscious, #linded, and
stunned for &d/ rounds, then #linded and stunned for 1d/
rounds, and then stunned for 1 round. 7Only li*ing creatures
are knocked unconscious.9
3 or 7 5'B he creature is #linded and stunned for 1d/
rounds, then stunned for 1 round.
8 or !ore 5'B he creature is stunned for 1 round.
$ightless creatures are not affected #y color spray.
Command
'chool enchantment 7compulsion9 Tlanguage.dependent,
mind.affectingU8 1evel cleric 1
Ca#ting ,ime 1 standard action
Component# >
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one li*ing creature
Duration 1 round
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
Jou gi*e the su#?ect a single command, )hich it o#eys to the
#est of its a#ility at its earliest opportunity. Jou may select
from the follo)ing options.
ApproachB On its turn, the su#?ect mo*es to)ard you as
6uickly and directly as possi#le for 1 round. he creature
may do nothing #ut mo*e during its turn, and it pro*okes
attacks of opportunity for this mo*ement as normal.
'ropB On its turn, the su#?ect drops )hate*er it is holding. :t
canCt pick up any dropped item until its next turn.
)allB On its turn, the su#?ect falls to the ground and remains
prone for 1 round. :t may act normally )hile prone #ut takes
any appropriate penalties.
)leeB On its turn, the su#?ect mo*es a)ay from you as
6uickly as possi#le for 1 round. :t may do nothing #ut mo*e
during its turn, and it pro*okes attacks of opportunity for this
mo*ement as normal.
5altB he su#?ect stands in place for 1 round. :t may not take
any actions #ut is not considered helpless.
:f the su#?ect canCt carry out your command on its next turn,
the spell automatically fails.
Command, Greater
'chool enchantment 7compulsion9 Tlanguage.dependent,
mind.affectingU8 1evel cleric 5
,arget# one creature@le*el, no t)o of )hich can #e more
than ,; ft. apart
Duration 1 round@le*el
his spell functions like command, except that up to one
creature per le*el may #e affected, and the acti*ities continue
#eyond 1 round. "t the start of each commanded creatureCs
action after the first, it gets another 4ill sa*e to attempt to
#reak free from the spell. +ach creature must recei*e the
same command.
Command Plant#
'chool transmutation8 1evel druid /, ranger ,
Ca#ting ,ime 1 standard action
Component# >
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# up to & -(@le*el of plant creatures, no t)o of )hich
can #e more than ,; ft. apart
Duration 1 day@le*el
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
his spell allo)s you some degree of control o*er one or
more plant creatures. "ffected plant creatures can understand
you, and they percei*e your )ords and actions in the most
fa*ora#le )ay 7treat their attitude as friendly9. hey )ill not
attack you )hile the spell lasts. Jou can try to gi*e a su#?ect
orders, #ut you must )in an opposed Charisma check to
con*ince it to do anything it )ouldnCt ordinarily do. 7'etries
are not allo)ed.9 " commanded plant ne*er o#eys suicidal or
o#*iously harmful orders, #ut it might #e con*inced that
something *ery dangerous is )orth doing.
Jou can affect a num#er of plant creatures )hose com#ined
le*el or -( do not exceed t)ice your le*el.
Command Hndead
'chool necromancy8 1evel sorcerer@)izard &
Page &/,
Ca#ting ,ime 1 standard action
Component# >, $, M 7a shred of ra) meat and a splinter of
#one9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# one undead creature
Duration 1 day@le*el
'aving ,hro6 4ill negates8 see text8 'pell Re#i#tance yes
his spell allo)s you a degree of control o*er an undead
creature. :f the su#?ect is intelligent, it percei*es your )ords
and actions fa*ora#ly 7treat its attitude as friendly9. :t )ill
not attack you )hile the spell lasts. Jou can gi*e the su#?ect
orders, #ut you must )in an opposed Charisma check to
con*ince it to do anything it )ouldnCt ordinarily do. 'etries
are not allo)ed. "n intelligent commanded undead ne*er
o#eys suicidal or o#*iously harmful orders, #ut it might #e
con*inced that something *ery dangerous is )orth doing.
" nonintelligent undead creature gets no sa*ing thro)
against this spell. 4hen you control a mindless #eing, you
can communicate only #asic commands, such as Dcome
here,F Dgo there,F Dfight,F Dstand still,F and so on.
Aonintelligent undead )onCt resist suicidal or o#*iously
harmful orders.
"ny act #y you or your apparent allies that threatens the
commanded undead 7regardless of its :ntelligence9 #reaks the
spell.
Jour commands are not telepathic. he undead creature must
#e a#le to hear you.
Commune
'chool di*ination8 1evel cleric 5
Ca#ting ,ime 1; minutes
Component# >, $, M 7holy or unholy )ater and incense
)orth 5;; gp9, (3
Range personal
,arget you
Duration 1 round@le*el
Jou contact your deityKor agents thereofKand ask
6uestions that can #e ans)ered #y a simple yes or no. 7"
cleric of no particular deity contacts a philosophically allied
deity.9 Jou are allo)ed one such 6uestion per caster le*el.
he ans)ers gi*en are correct )ithin the limits of the entityCs
kno)ledge. D5nclearF is a legitimate ans)er, #ecause
po)erful #eings of the Outer Planes are not necessarily
omniscient. :n cases )here a one.)ord ans)er )ould #e
misleading or contrary to the deityCs interests, a short phrase
7fi*e )ords or less9 may #e gi*en as an ans)er instead.
he spell, at #est, pro*ides information to aid character
decisions. he entities contacted structure their ans)ers to
further their o)n purposes. :f you lag, discuss the ans)ers, or
go off to do anything else, the spell ends.
Commune 6ith Nature
'chool di*ination8 1evel druid 5, ranger /
Ca#ting ,ime 1; minutes
Component# >, $
Range personal
,arget you
Duration instantaneous
Jou #ecome one )ith nature, attaining kno)ledge of the
surrounding territory. Jou instantly gain kno)ledge of as
many as three facts from among the follo)ing su#?ectsB the
ground or terrain, plants, minerals, #odies of )ater, people,
general animal population, presence of )oodland creatures,
presence of po)erful unnatural creatures, or e*en the general
state of the natural setting.
:n outdoor settings, the spell operates in a radius of 1 mile
per caster le*el. :n natural underground settingsKca*es,
ca*erns, and the likeKthe spell is less po)erful, and its
radius is limited to 1;; feet per caster le*el. he spell does
not function )here nature has #een replaced #y construction
or settlement, such as in dungeons and to)ns.
Comprehend 1anguage#
'chool di*ination8 1evel #ard 1, cleric 1, sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7pinch of soot and salt9
Range personal
,arget you
Duration 1; min.@le*el
Jou can understand the spoken )ords of creatures or read
other)ise incomprehensi#le )ritten messages. he a#ility to
read does not necessarily impart insight into the material,
merely its literal meaning. he spell ena#les you to
understand or read an unkno)n language, not speak or )rite
it.
4ritten material can #e read at the rate of one page 7&5;
)ords9 per minute. Magical )riting cannot #e read, though
the spell re*eals that it is magical. his spell can #e foiled #y
certain )arding magic 7such as the secret pae and illusory
script spells9. :t does not decipher codes or re*eal messages
concealed in other)ise normal text.
Comprehend languages can #e made permanent )ith a
permanency spell.
Page &//
Cone of Cold
'chool e*ocation TcoldU8 1evel sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $, M 7a small crystal or glass cone9
Range 0; ft.
.rea cone.shaped #urst
Duration instantaneous
'aving ,hro6 'eflex half8 'pell Re#i#tance yes
Cone of cold creates an area of extreme cold, originating at
your hand and extending out)ard in a cone. :t drains heat,
dealing 1d0 points of cold damage per caster le*el
7maximum 15d09.
Confu#ion
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard ,, sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7three nutshells9
Range medium 71;; ft. G 1; ft.@le*el9
,arget# all creatures in a 15.ft..radius #urst
Duration 1 round@le*el
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
his spell causes confusion in the targets, making them
una#le to determine their actions. 'oll on the follo)ing ta#le
at the start of each su#?ectCs turn each round to see )hat it
does in that round.
dS ehavior
;1H&5 "ct normally
&0H5; (o nothing #ut #a##le incoherently
51H!5
(eal 1d% points of damage G $tr modifier to self
)ith item in hand
!0H1;;
"ttack nearest creature 7for this purpose, a
familiar counts as part of the su#?ectCs self9
" confused character )ho canCt carry out the indicated action
does nothing #ut #a##le incoherently. "ttackers are not at
any special ad*antage )hen attacking a confused character.
"ny confused character )ho is attacked automatically
attacks its attackers on its next turn, as long as it is still
confused )hen its turn comes. Aote that a confused character
)ill not make attacks of opportunity against any creature that
it is not already de*oted to attacking 7either #ecause of its
most recent action or #ecause it has ?ust #een attacked9.
Confu#ion, 1e##er
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard 1
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one li*ing creature
Duration 1 round
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
This spell causes a sinle creature to beco!e confused for 1
round$
Con#ecrate
'chool e*ocation TgoodU8 1evel cleric &
Ca#ting ,ime 1 standard action
Component# >, $, M 7a *ial of holy )ater and &5 gp )orth
of sil*er dust9, (3
Range close 7&5 ft. G 5 ft.@& le*els9
.rea &;.ft..radius emanation
Duration & hours@le*el
'aving ,hro6 none8 'pell Re#i#tance no
his spell #lesses an area )ith positi*e energy. he (C to
resist positi*e channeled energy )ithin this area gains a G,
sacred #onus. +*ery undead creature entering a consecrated
area suffers minor disruption, suffering a H1 penalty on
attack rolls, damage rolls, and sa*es. 5ndead cannot #e
created )ithin or summoned into a consecrated area. :f the
consecrated area contains an altar, shrine, or other permanent
fixture dedicated to your deity, pantheon, or aligned higher
po)er, the modifiers gi*en a#o*e are dou#led 7G0 sacred
#onus to positi*e channeled energy (Cs, H& penalties for
undead in the area9.
Jou cannot consecrate an area )ith a similar fixture of a
deity other than your o)n patron. :nstead, the consecrate
spell curses the area, cutting off its connection )ith the
associated deity or po)er. his secondary function, if used,
does not also grant the #onuses and penalties relating to
undead, as gi*en a#o*e.
Consecrate counters and dispels desecrate.
Contact Fther Plane
'chool di*ination8 1evel sorcerer@)izard 5
Ca#ting ,ime 1; minutes
Component# >
Page &/5
Range personal
,arget you
Duration concentration
Jou send your mind to another plane of existence 7an
+lemental Plane or some plane farther remo*ed9 in order to
recei*e ad*ice and information from po)ers there. $ee the
accompanying ta#le for possi#le conse6uences and results of
the attempt. he po)ers reply in a language you understand,
#ut they resent such contact and gi*e only #rief ans)ers to
your 6uestions. "ll 6uestions are ans)ered )ith Dyes,F Dno,F
Dmay#e,F Dne*er,F Dirrele*ant,F or some other one.)ord
ans)er.
Jou must concentrate on maintaining the spell 7a standard
action9 in order to ask 6uestions at the rate of one per round.
" 6uestion is ans)ered #y the po)er during the same round.
Jou may ask one 6uestion for e*ery t)o caster le*els.
Contact )ith minds far remo*ed from your home plane
increases the pro#a#ility that you )ill incur a decrease in
:ntelligence and Charisma due to your #rain #eing
o*er)helmed, #ut also increases the chance of the po)er
kno)ing the ans)er and ans)ering correctly. Once the Outer
Planes are reached, the po)er of the deity contacted
determines the effects. 7'andom results o#tained from the
ta#le are su#?ect to the personalities of indi*idual deities.9 On
rare occasions, this di*ination may #e #locked #y an act of
certain deities or forces.
A%oid 0nt=Cha 'ecreaseB Jou must succeed on an
:ntelligence check against this (C to a*oid a decrease in
:ntelligence and Charisma. :f the check fails, your
:ntelligence and Charisma scores each fall to % for the stated
duration, and you #ecome una#le to cast arcane spells. :f you
lose :ntelligence and Charisma, the effect strikes as soon as
the first 6uestion is asked, and no ans)er is recei*ed. :f a
successful contact is made, roll dI to determine the type of
ans)er you gain.
True Ans#erB Jou get a true, one.)ord ans)er. Questions
that cannot #e ans)ered in this )ay are ans)ered randomly.
'on(t 1no#B he entity tells you that it doesnCt kno).
&ieB he entity intentionally lies to you.
.ando! Ans#erB he entity tries to lie #ut doesnCt kno) the
ans)er, so it makes one up.
Contagion
'chool necromancy Te*ilU8 1evel cleric ,, druid ,,
sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget li*ing creature touched
Duration instantaneous
'aving ,hro6 3ortitude negates8 'pell Re#i#tance yes
he su#?ect contracts one of the follo)ing diseasesB #linding
sickness, #u#onic plague, cackle fe*er, filth fe*er, leprosy,
mindfire, red ache, shakes, or slimy doom. he disease is
contracted immediately 7the onset period does not apply9.
5se the diseaseCs listed fre6uency and sa*e (C to determine
further effects. 3or more information see (iseases.
Contingency
'chool e*ocation8 1evel sorcerer@)izard 0
Ca#ting ,ime at least 1; minutes8 see text
Component# >, $, M 76uicksil*er and an eyelash of a spell.
using creature9, 3 7i*ory statuette of you )orth 1,5;; gp9
Range personal
,arget you
Duration 1 day@le*el 7(9 or until discharged
Jou can place another spell upon your person so that it
comes into effect under some condition you dictate )hen
casting continency. he continency spell and the
companion spell are cast at the same time. he 1;.minute
casting time is the minimum total for #oth castings8 if the
Page &/0
Table 1D-1: Contact ?ther Plane
Plane Contacted .void -nt)Cha Decrea#e ,rue .n#6er Don%t Eno6 1ie Random .n#6er
+lemental Plane (C !@1 )eek ;1H,/ ,5H0& 0,H%, %/H1;;
Positi*e@Aegati*e +nergy Plane (C %@1 )eek ;1H,2 /;H05 00H%0 %!H1;;
"stral Plane (C 2@1 )eek ;1H// /5H0! 0%H%% %2H1;;
Outer Plane, demigod (C 1;@& )eeks ;1H/2 5;H!; !1H21 2&H1;;
Outer Plane, lesser deity (C 1&@, )eeks ;1H0; 01H!5 !0H25 20H1;;
Outer Plane, intermediate deity (C 1/@/ )eeks ;1H!, !/H%1 %&H2% 22H1;;
Outer Plane, greater deity (C 10@5 )eeks ;1H%% %2H2; 21H22 1;;
companion spell has a casting time longer than 1; minutes,
use that instead. Jou must pay any costs associated )ith the
companion spell )hen you cast continency$
he spell to #e #rought into effect #y the continency must
#e one that affects your person and #e of a spell le*el no
higher than one.third your caster le*el 7rounded do)n,
maximum 0th le*el9.
he conditions needed to #ring the spell into effect must #e
clear, although they can #e general. :n all cases, the
continency immediately #rings into effect the companion
spell, the latter #eing DcastF instantaneously )hen the
prescri#ed circumstances occur. :f complicated or con*oluted
conditions are prescri#ed, the )hole spell com#ination
7continency and the companion magic9 may fail )hen
triggered. he companion spell occurs #ased solely on the
stated conditions, regardless of )hether you )ant it to.
Jou can use only one continency spell at a time8 if a second
is cast, the first one 7if still acti*e9 is dispelled.
Continual &lame
'chool e*ocation TlightU8 1evel cleric ,, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M 7ru#y dust )orth 5; gp9
Range touch
,arget o#?ect touched
2ffect magical, heatless flame
Duration permanent
'aving ,hro6 none8 'pell Re#i#tance no
" flame, e6ui*alent in #rightness to a torch, springs forth
from an o#?ect that you touch. he effect looks like a regular
flame, #ut it creates no heat and doesnCt use oxygen. "
continual fla!e can #e co*ered and hidden #ut not smothered
or 6uenched.
=ight spells counter and dispel darkness spells of an e6ual or
lo)er le*el.
Control Plant#
'chool transmutation8 1evel druid %
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# up to & -(@le*el of plant creatures, no t)o of )hich
can #e more than ,; ft. apart
Duration 1 min.@le*el
'aving ,hro6 4ill negates8 'pell Re#i#tance no
his spell ena#les you to control the actions of one or more
plant creatures for a short period of time. Jou command the
creatures #y *oice and they understand you, no matter )hat
language you speak. +*en if *ocal communication is
impossi#le, the controlled plants do not attack you. "t the
end of the spell, the su#?ects re*ert to their normal #eha*ior.
$uicidal or self.destructi*e commands are simply ignored.
Control Hndead
'chool necromancy8 1evel sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >, $, M 7a piece of #one and a piece of ra)
meat9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# up to & -(@le*el of undead creatures, no t)o of
)hich can #e more than ,; ft. apart
Duration 1 min.@le*el
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
his spell ena#les you to control undead creatures for a short
period of time. Jou command them #y *oice and they
understand you, no matter )hat language you speak. +*en if
*ocal communication is impossi#le, the controlled undead do
not attack you. "t the end of the spell, the su#?ects re*ert to
their normal #eha*ior.
:ntelligent undead creatures remem#er that you controlled
them, and they may seek re*enge after the spellCs effects end.
Control Aater
'chool transmutation T)aterU8 1evel cleric /, druid /,
sorcerer@)izard 0
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7a pinch of dust for lo#er #ater or
a drop of )ater for raise #ater9
Range long 7/;; ft. G /; ft.@le*el9
.rea )ater in a *olume of 1; ft.@le*el #y 1; ft.@le*el #y &
ft.@le*el 7$9
Duration 1; min.@le*el 7(9
'aving ,hro6 none8 see text8 'pell Re#i#tance no
his spell has t)o different applications, #oth of )hich
control )ater in different )ays. he first *ersion of this spell
causes )ater in the area to s)iftly e*aporate or to sink into
the ground #elo), lo)ering the )aterCs depth. he second
*ersion causes the )ater to surge and rise, increasing its
o*erall depth and possi#ly flooding near#y areas.
&o#er 9aterB his causes )ater or similar li6uid to reduce its
depth #y as much as & feet per caster le*el 7to a minimum
Page &/!
depth of 1 inch9. he )ater is lo)ered )ithin a s6uarish
depression )hose sides are up to caster le*el L 1; feet long.
:n extremely large and deep #odies of )ater, such as a deep
ocean, the spell creates a )hirlpool that s)eeps ships and
similar craft do)n)ard, putting them at risk and rendering
them una#le to lea*e #y normal mo*ement for the duration
of the spell. 4hen cast on )ater elementals and other )ater.
#ased creatures, this spell acts as a slo# spell 74ill negates9.
he spell has no effect on other creatures.
.aise 9aterB his causes )ater or similar li6uid to rise in
height, ?ust as the lo#er #ater *ersion causes it to lo)er.
1oats raised in this )ay slide do)n the sides of the hump
that the spell creates. :f the area affected #y the spell includes
ri*er#anks, a #each, or other land near#y, the )ater can spill
o*er onto dry land.
4ith either *ersion of this spell, you may reduce one
horizontal dimension #y half and dou#le the other horizontal
dimension to change the o*erall area of effect.
Control Aeather
'chool transmutation8 1evel cleric !, druid !,
sorcerer@)izard !
Ca#ting ,ime 1; minutes8 see text
Component# >, $
Range & miles
.rea &.mile.radius circle, centered on you8 see text
Duration /d1& hours8 see text
'aving ,hro6 none8 'pell Re#i#tance no
Jou change the )eather in the local area. :t takes 1; minutes
to cast the spell and an additional 1; minutes for the effects
to manifest. Jou can call forth )eather appropriate to the
climate and season of the area you are in. Jou can also use
this spell to cause the )eather in the area to #ecome calm
and normal for the season.
'ea#on Po##ible Aeather
$pring ornado, thunderstorm, sleet storm, or hot )eather
$ummer orrential rain, heat )a*e, or hailstorm
"utumn -ot or cold )eather, fog, or sleet
4inter 3rigid cold, #lizzard, or tha)
=ate
)inter
-urricane.force )inds or early spring
Jou control the general tendencies of the )eather, such as
the direction and intensity of the )ind. Jou cannot control
specific applications of the )eatherK)here lightning strikes,
for example, or the exact path of a tornado. he )eather
continues as you left it for the duration, or until you use a
standard action to designate a ne) kind of )eather 7)hich
fully manifests itself 1; minutes later9. Contradictory
conditions are not possi#le simultaneously.
Control #eather can do a)ay )ith atmospheric phenomena
7naturally occurring or other)ise9 as )ell as create them.
" druid casting this spell dou#les the duration and affects a
circle )ith a ,.mile radius.
Control Aind#
'chool transmutation TairU8 1evel druid 5
Ca#ting ,ime 1 standard action
Component# >, $
Range /; ft.@le*el
.rea /; ft.@le*el radius cylinder /; ft. high
Duration 1; min.@le*el
'aving ,hro6 3ortitude negates8 'pell Re#i#tance no
Jou alter )ind force in the area surrounding you. Jou can
make the )ind #lo) in a certain direction or manner,
increase its strength, or decrease its strength. he ne) )ind
direction and strength persist until the spell ends or until you
choose to alter your handi)ork, )hich re6uires
concentration. Jou may create an DeyeF of calm air up to %;
feet in diameter at the center of the area if you so desire, and
you may choose to limit the area to any cylindrical area less
than your full limit.
9ind 'irectionB Jou may choose one of four #asic )ind
patterns to function o*er the spellCs area.
" do)ndraft #lo)s from the center out)ard in e6ual
strength in all directions.
"n updraft #lo)s from the outer edges in to)ard the
center in e6ual strength from all directions, *eering
up)ard #efore impinging on the eye in the center.
'otation causes the )inds to circle the center in
clock)ise or counterclock)ise fashion.
" #last simply causes the )inds to #lo) in one
direction across the entire area from one side to the
other.
9ind StrenthB 3or e*ery three caster le*els, you can increase
or decrease )ind strength #y one le*el. +ach round on your
turn, a creature in the )ind must make a 3ortitude sa*e or
suffer the effect of #eing in the )indy area. $ee +n*ironment
for more details.
$trong )inds 7&1G mph9 make sailing difficult.
" se*ere )ind 7,1G mph9 causes minor ship and #uilding
damage.
" )indstorm 751G mph9 dri*es most flying creatures from
the skies, uproots small trees, knocks do)n light )ooden
structures, tears off roofs, and endangers ships.
Page &/%
-urricane force )inds 7!5G mph9 destroy )ooden #uildings,
uproot large trees, and cause most ships to founder.
" tornado 71!5G mph9 destroys all nonfortified #uildings and
often uproots large trees.
Create &ood and Aater
'chool con?uration 7creation98 1evel cleric ,
Ca#ting ,ime 1; minutes
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect food and )ater to sustain three humans or one
horse@le*el for &/ hours
Duration &/ hours8 see text
'aving ,hro6 none8 'pell Re#i#tance no
he food that this spell creates is simple fare of your choice
Khighly nourishing, if rather #land. 3ood so created decays
and #ecomes inedi#le after &/ hours, although it can #e kept
fresh for another &/ hours #y casting a purify food and #ater
spell on it. he )ater created #y this spell is ?ust like clean
rain )ater, and it doesnCt go #ad as the food does.
Create Greater Hndead
'chool necromancy Te*ilU8 1evel cleric %, sorcerer@)izard %
his spell functions like create undead, except that you can
create more po)erful and intelligent sorts of undeadB
shado)s, )raiths, spectres, and de*ourers. he type or types
of undead created is #ased on caster le*el, as sho)n #elo).
Ca#ter 1evel Hndead Created
15th or lo)er $hado)
10thH1!th 4raith
1%thH12th $pectre
&;th or higher (e*ourer
Create Hndead
'chool necromancy Te*ilU8 1evel cleric 0, sorcerer@)izard 0
Ca#ting ,ime 1 hour
Component# >, $, M 7a clay pot filled )ith gra*e dirt and an
onyx gem )orth at least 5; gp per -( of the undead to #e
created9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one corpse
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance no
" much more potent spell than ani!ate dead, this e*il spell
allo)s you to infuse a dead #ody )ith negati*e energy to
create more po)erful sorts of undeadB ghouls, ghasts,
mummies, and mohrgs. he type or types of undead you can
create are #ased on your caster le*el, as sho)n on the ta#le
#elo).
Ca#ter 1evel Hndead Created
11th or lo)er Ghoul
1&thH1/th Ghast
15thH1!th Mummy
1%th or higher Mohrg
Jou may create less po)erful undead than your le*el )ould
allo) if you choose. Created undead are not automatically
under the control of their animator. :f you are capa#le of
commanding undead, you may attempt to command the
undead creature as it forms.
his spell must #e cast at night.
Create Aater
'chool con?uration 7creation9 T)aterU8 1evel cleric ;, druid ;,
paladin 1
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect up to & gallons of )ater@le*el
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance no
his spell generates )holesome, drinka#le )ater, ?ust like
clean rain )ater. 4ater can #e created in an area as small as
)ill actually contain the li6uid, or in an area three times as
largeKpossi#ly creating a do)npour or filling many small
receptacles. his )ater disappears after 1 day if not
consumed.
3oteB Con?uration spells canCt create su#stances or o#?ects
)ithin a creature. 4ater )eighs a#out % pounds per gallon.
One cu#ic foot of )ater contains roughly % gallons and
)eighs a#out 0; pounds.
Creeping Doom
'chool con?uration 7summoning98 1evel druid !
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9@1;; ft.8 see text
2ffect four s)arms of insects
Page &/2
Duration 1 round@le*el
'aving ,hro6 3ortitude partial, see text8 'pell Re#i#tance
no
his spell summons four massi*e s)arms of #iting and
stinging insects. hese s)arms appear ad?acent to one
another, #ut can #e directed to mo*e independently. reat
these s)arms as centipede s)arms )ith the follo)ing
ad?ustments. he s)arms ha*e 0; hit points each and deal
/d0 points of damage )ith their s)arm attack. he sa*e to
resist their poison and distraction effects is e6ual to the sa*e
(C of this spell. Creatures caught in multiple s)arms only
take damage and make sa*es once.
Jou may summon the s)arms so that they share the area of
other creatures. "s a standard action, you can command any
num#er of the s)arms to mo*e to)ard any target )ithin 1;;
feet of you. Jou cannot command any s)arm to mo*e more
than 1;; feet a)ay from you, and if you mo*e more than 1;;
feet from any s)arm, that s)arm remains stationary,
attacking any creatures in its area 7#ut can #e commanded
again if you mo*e )ithin 1;; feet9.
Cru#hing De#pair
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard ,, sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $, M
Range ,; ft.
.rea cone.shaped #urst
Duration 1 min.@le*el
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
"n in*isi#le cone of despair causes great sadness in the
su#?ects. +ach affected creature takes a H& penalty on attack
rolls, sa*ing thro)s, a#ility checks, skill checks, and )eapon
damage rolls.
Crushin despair counters and dispels ood hope.
Cru#hing 5and
'chool e*ocation TforceU8 1evel sorcerer@)izard 2
his spell functions as interposin hand, except that it can
also grapple one opponent as raspin hand. :ts CM1 and
CM( for grapple checks use your caster le*el in place of its
#ase attack #onus, )ith a G1& #onus for its $trength score
7,59 and a G1 #onus for #eing =arge 7its (exterity is 1;,
granting no #onus to the CM(9. " crushin hand deals
&d0G1& points of damage on each successful grapple check
against an opponent. he crushin hand can instead #e
directed to #ull rush a target 7as forceful hand9, using the
same #onuses outlined a#o*e, or it can #e directed to
interpose itself, as interposin hand does.
Cure Critical Aound#
'chool con?uration 7healing98 1evel #ard /, cleric /, druid 5
his spell functions like cure liht #ounds, except that it
cures /d% points of damage G 1 point per caster le*el
7maximum G&;9.
Cure Critical Aound#, !a##
'chool con?uration 7healing98 1evel cleric %, druid 2
his spell functions like !ass cure liht #ounds, except that
it cures /d% points of damage G 1 point per caster le*el
7maximum G/;9.
Cure 1ight Aound#
'chool con?uration 7healing98 1evel #ard 1, cleric 1, druid 1,
paladin 1, ranger &
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget creature touched
Duration instantaneous
'aving ,hro6 4ill half 7harmless98 see text8 'pell
Re#i#tance yes 7harmless98 see text
4hen laying your hand upon a li*ing creature, you channel
positi*e energy that cures 1d% points of damage G 1 point per
caster le*el 7maximum G59. $ince undead are po)ered #y
negati*e energy, this spell deals damage to them instead of
curing their )ounds. "n undead creature can apply spell
resistance, and can attempt a 4ill sa*e to take half damage.
Cure 1ight Aound#, !a##
'chool con?uration 7healing98 1evel #ard 5, cleric 5, druid 0
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one creature@le*el, no t)o of )hich can #e more than
,; ft. apart
Duration instantaneous
'aving ,hro6 4ill half 7harmless9 or 4ill half8 see text8
'pell Re#i#tance yes 7harmless9 or yes8 see text
Jou channel positi*e energy to cure 1d% points of damage G
1 point per caster le*el 7maximum G&59 on each selected
creature. =ike other cure spells, !ass cure liht #ounds deals
damage to undead in its area rather than curing them. +ach
Page &5;
affected undead may attempt a 4ill sa*e for half damage.
Cure !oderate Aound#
'chool con?uration 7healing98 1evel #ard &, cleric &, druid ,,
paladin ,, ranger ,
his spell functions like cure liht #ounds, except that it
cures &d% points of damage G 1 point per caster le*el
7maximum G1;9.
Cure !oderate Aound#, !a##
'chool con?uration 7healing98 1evel #ard 0, cleric 0, druid !
his spell functions like !ass cure liht #ounds, except that
it cures &d% points of damage G 1 point per caster le*el
7maximum G,;9.
Cure 'eriou# Aound#
'chool con?uration 7healing98 1evel #ard ,, cleric ,, druid /,
paladin /, ranger /
his spell functions like cure liht #ounds, except that it
cures ,d% points of damage G 1 point per caster le*el
7maximum G159.
Cure 'eriou# Aound#, !a##
'chool con?uration 7healing98 1evel cleric !, druid %
his spell functions like !ass cure liht #ounds, except that
it cures ,d% points of damage G 1 point per caster le*el
7maximum G,59.
Cur#e Aater
'chool necromancy Te*ilU81evel cleric 1
Ca#ting ,ime 1 minute
Component# >, $, M 75 l#s. of po)dered sil*er )orth &5 gp9
Range touch
,arget flask of )ater touched
Duration instantaneous
'aving ,hro6 4ill negates 7o#?ect98 'pell Re#i#tance yes
7o#?ect9
his spell im#ues a flask 71 pint9 of )ater )ith negati*e
energy, turning it into unholy )ater 7see +6uipment9. 5nholy
)ater damages good outsiders the )ay holy )ater damages
undead and e*il outsiders.
Dancing 1ight#
'chool e*ocation TlightU8 1evel #ard ;, sorcerer@)izard ;
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
2ffect 5p to four lights, all )ithin a 1;.ft..radius area
Duration 1 minute 7(9
'aving ,hro6 none8 'pell Re#i#tance no
(epending on the *ersion selected, you create up to four
lights that resem#le lanterns or torches 7and cast that amount
of light9, or up to four glo)ing spheres of light 7)hich look
like )ill.oC.)isps9, or one faintly glo)ing, *aguely humanoid
shape. he dancin lihts must stay )ithin a 1;.foot.radius
area in relation to each other #ut other)ise mo*e as you
desire 7no concentration re6uired9B for)ard or #ack, up or
do)n, straight or turning corners, or the like. he lights can
mo*e up to 1;; feet per round. " light )inks out if the
distance #et)een you and it exceeds the spellCs range.
Jou can only ha*e one dancin lihts spell acti*e at any one
time. :f you cast this spell )hile another casting is still in
effect, the pre*ious casting is dispelled. :f you make this
spell permanent, it does not count against this limit.
'ancin lihts can #e made permanent )ith a per!anency
spell.
Dar"ne##
'chool e*ocation TdarknessU8 1evel #ard &, cleric &,
sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, M@(3 7#at fur and a piece of coal9
Range touch
,arget o#?ect touched
Duration 1 min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
his spell causes an o#?ect to radiate darkness out to a &;.
foot radius. his darkness causes the illumination le*el in the
area to drop one step, from #right light to normal light, from
normal light to dim light, or from dim light to darkness. his
spell has no effect in an area that is already dark. Creatures
)ith light *ulnera#ility or sensiti*ity take no penalties in
normal light. "ll creatures gain concealment 7&;I miss
chance9 in dim light. "ll creatures gain total concealment
75;I miss chance9 in darkness. Creatures )ith dark*ision
can see in an area of dim light or darkness )ithout penalty.
Aonmagical sources of light, such as torches and lanterns, do
not increase the light le*el in an area of darkness. Magical
light sources only increase the light le*el in an area if they
are of a higher spell le*el than dar"ness.
:f dar"ness is cast on a small o#?ect that is then placed inside
or under a lightproof co*ering, the spellCs effect is #locked
Page &51
until the co*ering is remo*ed.
his spell does not stack )ith itself. 'ar"ness can #e used to
counter or dispel any light spell of e6ual or lo)er spell le*el.
Dar"vi#ion
'chool transmutation8 1evel ranger ,, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M 7either a pinch of dried carrot or an
agate9
Range touch
,arget creature touched
Duration 1 hour@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
he su#?ect gains the a#ility to see 0; feet e*en in total
darkness. (ark*ision is #lack and )hite only #ut other)ise
like normal sight.
'ar"%ision can #e made permanent )ith a per!anency spell.
Daylight
'chool e*ocation TlightU8 1evel #ard ,, cleric ,, druid ,,
paladin ,, sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget o#?ect touched
Duration 1; min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Jou touch an o#?ect )hen you cast this spell, causing the
o#?ect to shed #right light in a 0;.foot radius. his
illumination increases the light le*el for an additional 0; feet
#y one step 7darkness #ecomes dim light, dim light #ecomes
normal light, and normal light #ecomes #right light9.
Creatures that take penalties in #right light take them )hile
)ithin the 0;.foot radius of this magical light. (espite its
name, this spell is not the e6ui*alent of daylight for the
purposes of creatures that are damaged or destroyed #y such
light.
:f dayliht is cast on a small o#?ect that is then placed inside
or under a light.proof co*ering, the spellCs effects are #locked
until the co*ering is remo*ed.
'ayliht #rought into an area of magical darkness 7or *ice
*ersa9 is temporarily negated, so that the other)ise
pre*ailing light conditions exist in the o*erlapping areas of
effect.
'ayliht counters or dispels any darkness spell of e6ual or
lo)er le*el, such as dar"ness$
Da$e
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard ;, sorcerer@)izard ;
Ca#ting ,ime 1 standard action
Component# >, $, M 7a pinch of )ool or similar su#stance9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one humanoid creature of / -( or less
Duration 1 round
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
his spell clouds the mind of a humanoid creature )ith / or
fe)er -it (ice so that it takes no actions. -umanoids of 5 or
more -( are not affected. " dazed su#?ect is not stunned, so
attackers get no special ad*antage against it. "fter a creature
has #een dazed #y this spell, it is immune to the effects of
this spell for 1 minute.
Da$e !on#ter
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard &, sorcerer@)izard &
Range medium 71;; ft. G 1; ft.@le*el9
,arget one li*ing creature of 0 -( or less
his spell functions like daze, #ut it can affect any one li*ing
creature of any type. Creatures of ! or more -( are not
affected.
Death Enell
'chool necromancy Tdeath, e*ilU8 1evel cleric &
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget li*ing creature touched
Duration instantaneous@1; minutes per -( of su#?ect8 see
text
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
Jou dra) forth the e##ing life force of a creature and use it
to fuel your o)n po)er. 5pon casting this spell, you touch a
li*ing creature that has H1 or fe)er hit points. :f the su#?ect
fails its sa*ing thro), it dies, and you gain 1d% temporary hit
points and a G& enhancement #onus to $trength.
"dditionally, your effecti*e caster le*el goes up #y G1,
impro*ing spell effects dependent on caster le*el. his
increase in effecti*e caster le*el does not grant you access to
Page &5&
more spells. hese effects last for 1; minutes per -( of the
su#?ect creature.
Death Aard
'chool necromancy8 1evel cleric /, druid 5, paladin /
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget li*ing creature touched
Duration 1 min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance yes
7harmless9
he su#?ect gains a G/ morale #onus on sa*es against all
death spells and magical death effects. he su#?ect is granted
a sa*e to negate such effects e*en if one is not normally
allo)ed. he su#?ect is immune to energy drain and any
negati*e energy effects, including channeled negati*e energy.
his spell does not remo*e negati*e le*els that the su#?ect
has already gained, #ut it does remo*e the penalties from
negati*e le*els for the duration of its effect.
(eath )ard does not protect against other sorts of attacks,
e*en if those attacks might #e lethal.
Death6atch
'chool necromancy8 1evel cleric 1
Ca#ting ,ime 1 standard action
Component# >, $
Range ,; ft.
.rea cone.shaped emanation
Duration 1; min.@le*el
'aving ,hro6 none8 'pell Re#i#tance no
5sing the po)ers of necromancy, you can determine the
condition of creatures near death )ithin the spellCs range. Jou
instantly kno) )hether each creature )ithin the area is dead,
fragile 7ali*e and )ounded, )ith , or fe)er hit points left9,
fighting off death 7ali*e )ith / or more hit points9, healthy,
undead, or neither ali*e nor dead 7such as a construct9.
(eath)atch sees through any spell or a#ility that allo)s
creatures to feign death.
Deep 'lumber
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard ,, sorcerer@)izard ,
Range close 7&5 ft. G 5 ft.@& le*els9
his spell functions like sleep, except that it affects 1; -( of
targets.
Deeper Dar"ne##
'chool e*ocation TdarknessU8 1evel cleric ,
Duration 1; min.@le*el 7(9
his spell functions as dar"ness, except that o#?ects radiate
darkness in a 0;.foot radius and the light le*el is lo)ered #y
t)o steps. 1right light #ecomes dim light and normal light
#ecomes darkness. "reas of dim light and darkness #ecome
supernaturally dark. his functions like darkness, #ut e*en
creatures )ith dark*ision cannot see )ithin the spellCs
confines.
his spell does not stack )ith itself. (eeper darkness can #e
used to counter or dispel any light spell of e6ual or lo)er
spell le*el.
Delay Poi#on
'chool con?uration 7healing98 1evel #ard &, cleric &, druid &,
paladin &, ranger 1
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget creature touched
Duration 1 hour@le*el
'aving ,hro6 3ortitude negates 7harmless98 'pell
Re#i#tance yes 7harmless9
he su#?ect #ecomes temporarily immune to poison. "ny
poison in its system or any poison to )hich it is exposed
during the spellCs duration does not affect the su#?ect until the
spellCs duration has expired. (elay poison does not cure any
damage that poison may ha*e already done.
Delayed la#t &ireball
'chool e*ocation TfireU8 1evel sorcerer@)izard !
Duration 5 rounds or less8 see text
his spell functions like fire#all, except that it is more
po)erful and can detonate up to 5 rounds after the spell is
cast. he #urst of flame deals 1d0 points of fire damage per
caster le*el 7maximum &;d09. he glo)ing #ead created #y
delayed #last fire#all can detonate immediately if you desire,
or you can choose to delay the #urst for as many as 5 rounds.
Jou select the amount of delay upon completing the spell,
and that time cannot change once it has #een set unless
someone touches the #ead. :f you choose a delay, the
glo)ing #ead sits at its destination until it detonates. "
creature can pick up and hurl the #ead as a thro)n )eapon
7range increment 1; feet9. :f a creature handles and mo*es
the #ead )ithin 1 round of its detonation, there is a &5I
Page &5,
chance that the #ead detonates )hile #eing handled.
Demand
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
sorcerer@)izard %
'aving ,hro6 4ill partial8 'pell Re#i#tance yes
his spell functions like sendin, #ut the message can also
contain a suestion 7see the suestion spell9, )hich the
su#?ect does its #est to carry out. " successful 4ill sa*e
negates the suestion effect #ut not the contact itself. he
de!and, if recei*ed, is understood e*en if the su#?ectCs
:ntelligence score is as lo) as 1. :f the message is impossi#le
or meaningless according to the circumstances that exist for
the su#?ect at the time the de!and is issued, the message is
understood #ut the suestion is ineffecti*e.
he demandCs message to the creature must #e &5 )ords or
less, including the suggestion. he creature can also gi*e a
short reply immediately.
De#ecrate
'chool e*ocation Te*ilU8 1evel cleric &
Ca#ting ,ime 1 standard action
Component >, $, M 7a *ial of unholy )ater and &5 gp )orth
75 pounds9 of sil*er dust, all of )hich must #e sprinkled
around the area9, (3
Range close 7&5 ft. G 5 ft.@& le*els9
.rea &;.ft..radius emanation
Duration & hours@le*el
'aving ,hro6 none8 'pell Re#i#tance yes
his spell im#ues an area )ith negati*e energy. he (C to
resist negati*e channeled energy )ithin this area gains a G,
profane #onus. +*ery undead creature entering a desecrated
area gains a G1 profane #onus on all attack rolls, damage
rolls, and sa*ing thro)s. "n undead creature created )ithin
or summoned into such an area gains G1 hit points per -(.
:f the desecrated area contains an altar, shrine, or other
permanent fixture dedicated to your deity or aligned higher
po)er, the modifiers gi*en a#o*e are dou#led 7G0 profane
#onus to negati*e channeled energy (Cs, G& profane #onus
and G& hit points per -( for undead created in the area9.
3urthermore, anyone )ho casts ani!ate dead )ithin this area
may create as many as dou#le the normal amount of undead
7that is, / -( per caster le*el rather than & -( per caster
le*el9.
:f the area contains an altar, shrine, or other permanent
fixture of a deity, pantheon, or higher po)er other than your
patron, the desecrate spell instead curses the area, cutting off
its connection )ith the associated deity or po)er. his
secondary function, if used, does not also grant the #onuses
and penalties relating to undead, as gi*en a#o*e.
(esecrate counters and dispels consecrate.
De#truction
'chool necromancy TdeathU8 1evel cleric !
Ca#ting ,ime 1 standard action
Component# >, $, 3 7holy or unholy sym#ol costing 5;; gp9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one creature
Duration instantaneous
'aving ,hro6 3ortitude partial8 'pell Re#i#tance yes
his spell instantly deli*ers 1; points of damage per caster
le*el. :f the spell slays the target, it consumes the remains
utterly in holy 7or unholy9 fire 7#ut not its e6uipment or
possessions9. :f the targetCs 3ortitude sa*ing thro) succeeds,
it instead takes 1;d0 points of damage. he only )ay to
restore life to a character )ho has failed to sa*e against this
spell 7and )as slain9 is to use true resurrection, a carefully
)orded )ish spell follo)ed #y resurrection, or miracle.
Detect .nimal# or Plant#
'chool di*ination8 1evel druid 1, ranger 1
Ca#ting ,ime 1 standard action
Component# >, $
Range long 7/;; ft. G /; ft.@le*el9
.rea cone.shaped emanation
Duration concentration, up to 1; min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Jou can detect a particular kind of animal or plant in a cone
emanating out from you in )hate*er direction you face. Jou
must think of a kind of animal or plant )hen using the spell,
#ut you can change the animal or plant kind each round. he
amount of information re*ealed depends on ho) long you
search a particular area or focus on a specific kind of animal
or plant.
1st .oundB Presence or a#sence of that kind of animal or
plant in the area.
2nd .oundB Aum#er of indi*iduals of the specified kind in
the area and the condition of the healthiest specimen.
3rd .oundB he condition 7see #elo)9 and location of each
indi*idual present. :f an animal or a plant is outside your line
of sight, then you discern its direction #ut not its exact
location.
ConditionsB 3or purposes of this spell, the categories of
Page &5/
condition are as follo)sB
AormalB -as at least 2;I of full normal hit points, free of
disease.
3airB ,;I to 2;I of full normal hit points remaining.
PoorB =ess than ,;I of full normal hit points remaining,
afflicted )ith a disease, or suffering from a de#ilitating
in?ury.
4eakB ; or fe)er hit points remaining, afflicted )ith a
disease that has reduced an a#ility score to 5 or less, or
crippled.
:f a creature falls into more than one category, the spell
indicates the )eaker of the t)o.
+ach round you can turn to detect a kind of animal or plant in
a ne) area. he spell can penetrate #arriers, #ut 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or , feet
of )ood or dirt #locks it.
Detect Chao#
'chool di*ination8 1evel cleric 1
his spell functions like detect e*il, except that it detects the
auras of chaotic creatures, clerics of chaotic deities, chaotic
spells, and chaotic magic items, and you are *ulnera#le to an
o*er)helming chaotic aura if you are la)ful.
Detect 2vil
'chool di*ination8 1evel cleric 1
Ca#ting ,ime 1 standard action
Component >, $, (3
Range 0; ft.
.rea cone.shaped emanation
Duration concentration, up to 1; min.@ le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Jou can sense the presence of e*il. he amount of
information re*ealed depends on ho) long you study a
particular area or su#?ect.
1st .oundB Presence or a#sence of e*il.
2nd .oundB Aum#er of e*il auras 7creatures, o#?ects, or
spells9 in the area and the po)er of the most potent e*il aura
present.
:f you are of good alignment, and the strongest e*il auraCs
po)er is o*er)helming 7see #elo)9, and the -( or le*el of
the auraCs source is at least t)ice your character le*el, you
are stunned for 1 round and the spell ends.
3rd .oundB he po)er and location of each aura. :f an aura is
outside your line of sight, then you discern its direction #ut
not its exact location.
Aura Po#erB "n e*il auraCs po)er depends on the type of e*il
creature or o#?ect that youCre detecting and its -(, caster
le*el, or 7in the case of a cleric9 class le*el8 see the ta#le
#elo). :f an aura falls into more than one strength category,
the spell indicates the stronger of the t)o.
&inerin AuraB "n e*il aura lingers after its original source
dissipates 7in the case of a spell9 or is destroyed 7in the case
of a creature or magic item9. :f detect e%il is cast and directed
at such a location, the spell indicates an aura strength of dim
7e*en )eaker than a faint aura9. -o) long the aura lingers at
this dim le*el depends on its original po)erB
Friginal 'trength Duration of 1ingering .ura
3aint 1d0 rounds
Moderate 1d0 minutes
$trong 1d0 L 1; minutes
O*er)helming 1d0 days
"nimals, traps, poisons, and other potential perils are not
Page &55
Table 1D-2: 'etect Chaos=+%il=/ood=&a#
Creature)FbKect
.ura Po6er
None &aint !oderate 'trong Fver6helming
"ligned creature
1
7-(9 5 or lo)er 5H1; 11H&5 &0H5; 51 or higher
"ligned 5ndead 7-(9 K & or lo)er ,H% 2H&; &1 or higher
"ligned outsider 7-(9 K 1 or lo)er &H/ 5H1; 11 or higher
Cleric or paladin of an aligned deity
&
7class le*els9 K 1 &H/ 5H1; 11 or higher
"ligned magic item or spell 7caster le*el9 5th or lo)er 0thH1;th 11thH15th 10thH&;th &1st or higher
1 +xcept for undead and outsiders, )hich ha*e their o)n entries on the ta#le.
& $ome characters )ho are not clerics may radiate an aura of e6ui*alent po)er. he class description )ill indicate
)hether this applies.
e*il, and as such this spell does not detect them. Creatures
)ith acti*ely e*il intents count as e*il creatures for the
purpose of this spell.
+ach round, you can turn to detect e*il in a ne) area. he
spell can penetrate #arriers, #ut 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or , feet of )ood or dirt
#locks it.
Detect Good
'chool di*ination8 1evel cleric 1
his spell functions like detect e%il, except that it detects the
auras of good creatures, clerics or paladins of good deities,
good spells, and good magic items, and you are *ulnera#le to
an o*er)helming good aura if you are e*il.
Detect 1a6
'chool di*ination8 1evel cleric 1
his spell functions like detect e*il, except that it detects the
auras of la)ful creatures, clerics of la)ful deities, la)ful
spells, and la)ful magic items, and you are *ulnera#le to an
o*er)helming la)ful aura if you are chaotic.
Detect !agic
'chool di*ination8 1evel #ard ;, cleric ;, druid ;,
sorcerer@)izard ;
Ca#ting ,ime 1 standard action
ComponentB >, $
Range 0; ft.
.rea cone.shaped emanation
Duration concentration, up to 1 min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Jou detect magical auras. he amount of information
re*ealed depends on ho) long you study a particular area or
su#?ect.
1st .oundB Presence or a#sence of magical auras.
2nd .oundB Aum#er of different magical auras and the po)er
of the most potent aura.
3rd .oundB he strength and location of each aura. :f the
items or creatures #earing the auras are in line of sight, you
can make <no)ledge 7arcana9 skill checks to determine the
school of magic in*ol*ed in each. 7Make one check per auraB
(C 15 G spell le*el, or 15 G 1@& caster le*el for a nonspell
effect.9 :f the aura eminates from a magic item, you can
attempt to identify its properties 7see $pellcraft9.
Magical areas, multiple types of magic, or strong local
magical emanations may distort or conceal )eaker auras.
Aura StrenthB "n auraCs po)er depends on a spellCs
functioning spell le*el or an itemCs caster le*el8 see the
accompanying ta#le. :f an aura falls into more than one
category, detect !aic indicates the stronger of the t)o.
&inerin AuraB " magical aura lingers after its original
source dissipates 7in the case of a spell9 or is destroyed 7in
the case of a magic item9. :f detect !aic is cast and directed
at such a location, the spell indicates an aura strength of dim
7e*en )eaker than a faint aura9. -o) long the aura lingers at
this dim le*el depends on its original po)erB
Friginal 'trength Duration of 1ingering .ura
3aint 1d0 rounds
Moderate 1d0 minutes
$trong 1d0 L 1; minutes
O*er)helming 1d0 days
Outsiders and elementals are not magical in themsel*es, #ut
if they are summoned, the con?uration spell registers. +ach
round, you can turn to detect magic in a ne) area. he spell
can penetrate #arriers, #ut 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or , feet of )ood or dirt #locks it.
'etect !aic can #e made permanent )ith a per!anency
spell.
Detect Poi#on
'chool di*ination8 1evel cleric ;, druid ;, paladin 1, ranger
1, sorcerer@)izard ;
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget or .rea one creature, one o#?ect, or a 5.ft. cu#e
Page &50
Table 1D-3: 'etect Maic
'pell or FbKect
.ura Po6er
&aint !oderate 'trong Fver6helming
3unctioning spell 7spell le*el9 ,rd or lo)er /thH0th !thH2th 1;thG 7deity.le*el9
Magic item 7caster le*el9 5th or lo)er 0thH11th 1&thH&;th &1stG 7artifact9
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance no
Jou determine )hether a creature, o#?ect, or area has #een
poisoned or is poisonous. Jou can determine the exact type
of poison )ith a (C &; 4isdom check. " character )ith the
Craft 7alchemy9 skill may try a (C &; Craft 7alchemy9 check
if the 4isdom check fails, or may try the Craft 7alchemy9
check prior to the 4isdom check. he spell can penetrate
#arriers, #ut 1 foot of stone, 1 inch of common metal, a thin
sheet of lead, or , feet of )ood or dirt #locks it.
Detect 'crying
'chool di*ination8 1evel #ard /, sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $, M 7a piece of mirror and a miniature
#rass hearing trumpet9
Range /; ft.
.rea /;.ft..radius emanation centered on you
Duration &/ hours
'aving ,hro6 none8 'pell Re#i#tance no
Jou immediately #ecome a)are of any attempt to o#ser*e
you #y means of a di*ination 7scrying9 spell or effect. he
spellCs area radiates from you and mo*es as you mo*e. Jou
kno) the location of e*ery magical sensor )ithin the spellCs
area.
:f the scrying attempt originates )ithin the area, you also
kno) its location8 other)ise, you and the scrier immediately
make opposed caster le*el checks 71d&; G caster le*el9. :f
you at least match the scrierCs result, you get a *isual image
of the scrier and an accurate sense of his direction and
distance from you.
Detect 'ecret Door#
'chool di*ination8 1evel #ard 1, sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $
Range 0; ft.
.rea cone.shaped emanation
Duration concentration, up to 1 min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Jou can detect secret doors, compartments, caches, and so
forth. Only passages, doors, or openings that ha*e #een
specifically constructed to escape detection are detected #y
this spell. he amount of information re*ealed depends on
ho) long you study a particular area or su#?ect.
1st .oundB Presence or a#sence of secret doors.
2nd .oundB Aum#er of secret doors and the location of each.
:f an aura is outside your line of sight, then you discern its
direction #ut not its exact location.
+ach Additional .ound: he mechanism or trigger for one
particular secret portal closely examined #y you. +ach round,
you can turn to detect secret doors in a ne) area. he spell
can penetrate #arriers, #ut 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or , feet of )ood or dirt #locks it.
Detect 'nare# and Pit#
'chool di*ination8 1evel druid 1, ranger 1
Ca#ting ,ime 1 standard action
Component# >, $
Range 0; ft.
.rea cone.shaped emanation
Duration concentration, up to 1; min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Jou can detect simple pits, deadfalls, and snares as )ell as
mechanical traps constructed of natural materials. he spell
does not detect complex traps, including trapdoor traps.
'etect snares and pits does detect certain natural hazardsK
6uicksand 7a snare9, a sinkhole 7a pit9, or unsafe )alls of
natural rock 7a deadfall9. :t does not re*eal other potentially
dangerous conditions. he spell does not detect magic traps
7except those that operate #y pit, deadfall, or snaring8 see the
spell snare9, nor mechanically complex ones, nor those that
ha*e #een rendered safe or inacti*e.
he amount of information re*ealed depends on ho) long
you study a particular area.
1st .oundB Presence or a#sence of hazards.
2nd .oundB Aum#er of hazards and the location of each. :f a
hazard is outside your line of sight, then you discern its
direction #ut not its exact location.
+ach Additional .oundB he general type and trigger for one
particular hazard closely examined #y you.
+ach round, you can turn to examine a ne) area. he spell
can penetrate #arriers, #ut 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or , feet of )ood or dirt #locks it.
Detect ,hought#
'chool di*ination Tmind.affectingU8 1evel #ard &,
sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, 3@(3 7a copper piece9
Page &5!
Range 0; ft.
.rea cone.shaped emanation
Duration concentration, up to 1 min.@le*el 7(9
'aving ,hro6 4ill negates8 see text8 'pell Re#i#tance no
Jou detect surface thoughts. he amount of information
re*ealed depends on ho) long you study a particular area or
su#?ect.
1st .oundB Presence or a#sence of thoughts 7from conscious
creatures )ith :ntelligence scores of 1 or higher9.
2nd .oundB Aum#er of thinking minds and the :ntelligence
score of each. :f the highest :ntelligence is &0 or higher 7and
at least 1; points higher than your o)n :ntelligence score9,
you are stunned for 1 round and the spell ends. his spell
does not let you determine the location of the thinking minds
if you canCt see the creatures )hose thoughts you are
detecting.
3rd .oundB $urface thoughts of any mind in the area. "
targetCs 4ill sa*e pre*ents you from reading its thoughts, and
you must cast detect thouhts again to ha*e another chance.
Creatures of animal intelligence 7:nt 1 or &9 ha*e simple,
instinctual thoughts.
+ach round, you can turn to detect thoughts in a ne) area.
he spell can penetrate #arriers, #ut 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or , feet of )ood or dirt
#locks it.
Detect Hndead
'chool di*ination8 1evel cleric 1, paladin 1, sorcerer@)izard
1
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7earth from a gra*e9
Range 0; ft.
.rea cone.shaped emanation
Duration concentration, up to 1 minute@ le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Jou can detect the aura that surrounds undead creatures. he
amount of information re*ealed depends on ho) long you
study a particular area.
1st .oundB Presence or a#sence of undead auras.
2nd .oundB Aum#er of undead auras in the area and the
strength of the strongest undead aura present. :f you are of
good alignment, and the strongest undead auraCs strength is
o*er)helming 7see #elo)9, and the creature has -( of at
least t)ice your character le*el, you are stunned for 1 round
and the spell ends.
3rd .oundB he strength and location of each undead aura. :f
an aura is outside your line of sight, then you discern its
direction #ut not its exact location.
Aura StrenthB he strength of an undead aura is determined
#y the -( of the undead creature, as gi*en on the ta#le
#elo).
&inerin AuraB "n undead aura lingers after its original
source is destroyed. :f detect undead is cast and directed at
such a location, the spell indicates an aura strength of dim
7e*en )eaker than a faint aura9. -o) long the aura lingers at
this dim le*el depends on its original po)er, as gi*en on the
ta#le #elo).
5D 'trength 1ingering .ura Duration
1 or lo)er 3aint 1d0 rounds
&H/ Moderate 1d0 minutes
5H1; $trong 1d0 L 1; minutes
11 or higher O*er)helming 1d0 days
+ach round, you can turn to detect undead in a ne) area. he
spell can penetrate #arriers, #ut 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or , feet of )ood or dirt
#locks it.
Dictum
'chool e*ocation Tla)ful, sonicU8 1evel cleric !
Ca#ting ,ime 1 standard action
Component# >
Range /; ft.
.rea nonla)ful creatures in a /;.ft..radius spread centered
on you
Duration instantaneous
'aving ,hro6 none or 4ill negates8 see text8 'pell
Re#i#tance yes
"ny nonla)ful creature )ithin the area of a dictu! spell
suffers the follo)ing ill effects.
5D 2ffect
+6ual to caster le*el (eafened
5p to caster le*el H1 $taggered, deafened
5p to caster le*el H5 Paralyzed, staggered, deafened
5p to caster le*el H1;
<illed, paralyzed, staggered,
deafened
he effects are cumulati*e and concurrent. " successful 4ill
sa*e reduces or eliminates these effects. Creatures affected
#y multiple effects make only one sa*e and apply the result
to all the effects.
Page &5%
'eafenedB he creature is deafened for 1d/ rounds. $a*e
negates.
StaeredB he creature is staggered for &d/ rounds. $a*e
reduces the staggered effect to 1d/ rounds.
Paraly<edB he creature is paralyzed and helpless for 1d1;
minutes. $a*e reduces the paralyzed effect to 1 round.
1illedB =i*ing creatures die. 5ndead creatures are destroyed.
$a*e negates. :f the sa*e is successful, the creature instead
takes ,d0 points of damage G 1 point per caster le*el
7maximum G&59.
3urthermore, if you are on your home plane )hen you cast
this spell, nonla)ful extraplanar creatures )ithin the area are
instantly #anished #ack to their home planes. Creatures so
#anished cannot return for at least &/ hours. his effect takes
place regardless of )hether the creatures hear the dictu! or
not$ he #anishment effect allo)s a 4ill sa*e 7at a H/
penalty9 to negate.
Creatures )hose -it (ice exceed your caster le*el are
unaffected #y dictum.
Dimen#ion Door
'chool con?uration 7teleportation98 1evel #ard /,
sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >
Range long 7/;; ft. G /; ft.@le*el9
,arget you and touched o#?ects or other touched )illing
creatures
Duration instantaneous
'aving ,hro6 none and 4ill negates 7o#?ect98 'pell
Re#i#tance no and yes 7o#?ect9
Jou instantly transfer yourself from your current location to
any other spot )ithin range. Jou al)ays arri*e at exactly the
spot desiredK)hether #y simply *isualizing the area or #y
stating direction. "fter using this spell, you canCt take any
other actions until your next turn. Jou can #ring along
o#?ects as long as their )eight doesnCt exceed your maximum
load. Jou may also #ring one additional )illing Medium or
smaller creature 7carrying gear or o#?ects up to its maximum
load9 or its e6ui*alent per three caster le*els. " =arge
creature counts as t)o Medium creatures, a -uge creature
counts as t)o =arge creatures, and so forth. "ll creatures to
#e transported must #e in contact )ith one another, and at
least one of those creatures must #e in contact )ith you.
:f you arri*e in a place that is already occupied #y a solid
#ody, you and each creature tra*eling )ith you take 1d0
points of damage and are shunted to a random open space on
a suita#le surface )ithin 1;; feet of the intended location.
:f there is no free space )ithin 1;; feet, you and each
creature tra*eling )ith you take an additional &d0 points of
damage and are shunted to a free space )ithin 1,;;; feet. :f
there is no free space )ithin 1,;;; feet, you and each
creature tra*elling )ith you take an additional /d0 points of
damage and the spell simply fails.
Dimen#ional .nchor
'chool a#?uration8 1evel cleric /, sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
2ffect ray
Duration 1 min.@le*el
'aving ,hro6 none8 'pell Re#i#tance yes 7o#?ect9
" green ray springs from your hand. Jou must make a ranged
touch attack to hit the target. "ny creature or o#?ect struck #y
the ray is co*ered )ith a shimmering emerald field that
completely #locks extradimensional tra*el. 3orms of
mo*ement #arred #y a di!ensional anchor include astral
pro:ection, blin", di!ension door, ethereal :aunt,
etherealness, ate, !a<e, plane shift, shado# #al", teleport,
and similar spell.like a#ilities. he spell also pre*ents the use
of a ate or teleportation circle for the duration of the spell.
" dimensional anchor does not interfere )ith the mo*ement
of creatures already in ethereal or astral form )hen the spell
is cast, nor does it #lock extradimensional perception or
attack forms. "lso, dimensional anchor does not pre*ent
summoned creatures from disappearing at the end of a
summoning spell.
Dimen#ional 1oc"
'chool a#?uration8 1evel cleric %, sorcerer@)izard %
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
.rea &;.ft..radius emanation centered on a point in space
Duration 1 day@le*el
'aving ,hro6 none8 'pell Re#i#tance yes
Jou create a shimmering emerald #arrier that completely
#locks extradimensional tra*el. 3orms of mo*ement #arred
include astral pro:ection, blin", di!ension door, ethereal
:aunt, etherealness, ate, !a<e, plane shift, shado# #al",
teleport, and similar spell.like a#ilities. Once di!ensional
loc" is in place, extradimensional tra*el into or out of the
area is not possi#le.
Page &52
" dimensional lock does not interfere )ith the mo*ement of
creatures already in ethereal or astral form )hen the spell is
cast, nor does it #lock extradimensional perception or attack
forms. "lso, the spell does not pre*ent summoned creatures
from disappearing at the end of a summoning spell.
Dimini#h Plant#
'chool transmutation8 1evel druid ,, ranger ,
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range see text
,arget or .rea see text
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance no
his spell has t)o *ersions.
Prune /ro#thB his *ersion of the spell causes normal
*egetation )ithin long range 7/;; feet G /; feet per le*el9 to
shrink to a#out one.third normal size, #ecoming untangled
and less #ushy. he affected *egetation appears to ha*e #een
carefully pruned and trimmed. his *ersion of di!inish
plants automatically dispels any spells or effects that enhance
plants, such as entanle, plant ro#th, and #all of thorns.
"t your option, the area can #e a 1;;.foot.radius circle, a
15;.foot.radius semicircle, or a &;;.foot.radius 6uarter.
circle. Jou may also designate portions of the area that are
not affected.
Stunt /ro#thB his *ersion of the spell targets all normal
plants )ithin a range of 1@& mile, reducing their potential
producti*ity o*er the course of the follo)ing year to half
normal.
his spell has no effect on plant creatures.
Di#cern 1ie#
'chool di*ination8 1evel cleric /, paladin ,
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# one creature@le*el, no t)o of )hich can #e more
than ,; ft. apart
Duration concentration, up to 1 round@le*el
'aving ,hro6 4ill negates8 'pell Re#i#tance no
+ach round, you concentrate on one target, )ho must #e
)ithin range. Jou kno) if the target deli#erately and
kno)ingly speaks a lie #y discerning distur#ances in its aura
caused #y lying. he spell does not re*eal the truth, unco*er
unintentional inaccuracies, or necessarily re*eal e*asions.
+ach round, you may concentrate on a different target.
Di#cern 1ocation
'chool di*ination8 1evel cleric %, sorcerer@)izard %
Ca#ting ,ime 1; minutes
Component# >, $, (3
Range unlimited
,arget one creature or o#?ect
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance no
" discern location spell is among the most po)erful means
of locating creatures or o#?ects. Aothing short of a !ind
blan" spell or the direct inter*ention of a deity keeps you
from learning the exact location of a single indi*idual or
o#?ect. 'iscern location circum*ents normal means of
protection from scrying or location. he spell re*eals the
name of the creature or o#?ectCs location 7place, name,
#usiness name, #uilding name, or the like9, community,
county 7or similar political di*ision9, country, continent, and
the plane of existence )here the target lies.
o find a creature )ith the spell, you must ha*e seen the
creature or ha*e some item that once #elonged to it. o find
an o#?ect, you must ha*e touched it at least once.
Di#gui#e 'elf
'chool illusion 7glamer98 1evel #ard 1, sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $
Range personal
,arget you
Duration 1; min.@le*el 7(9
Jou make yourselfKincluding clothing, armor, )eapons,
and e6uipmentKlook different. Jou can seem 1 foot shorter
or taller, thin, fat, or in #et)een. Jou cannot change your
creature type 7although you can appear as another su#type9.
Other)ise, the extent of the apparent change is up to you.
Jou could add or o#scure a minor feature or look like an
entirely different person or gender.
he spell does not pro*ide the a#ilities or mannerisms of the
chosen form, nor does it alter the percei*ed tactile 7touch9 or
audi#le 7sound9 properties of you or your e6uipment. :f you
use this spell to create a disguise, you get a G1; #onus on the
(isguise check. " creature that interacts )ith the glamer gets
a 4ill sa*e to recognize it as an illusion.
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Di#integrate
'chool transmutation8 1evel sorcerer@)izard 0
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7a lodestone and a pinch of dust9
Range medium 71;; ft. G 1; ft.@le*el9
2ffect ray
Duration instantaneous
'aving ,hro6 3ortitude partial 7o#?ect98 'pell Re#i#tance
yes
" thin, green ray springs from your pointing finger. Jou must
make a successful ranged touch attack to hit. "ny creature
struck #y the ray takes &d0 points of damage per caster le*el
7to a maximum of /;d09. "ny creature reduced to ; or fe)er
hit points #y this spell is entirely disintegrated, lea*ing
#ehind only a trace of fine dust. " disintegrated creatureCs
e6uipment is unaffected.
4hen used against an o#?ect, the ray simply disintegrates as
much as a 1;.foot cu#e of nonli*ing matter. hus, the spell
disintegrates only part of any *ery large o#?ect or structure
targeted. he ray affects e*en o#?ects constructed entirely of
force, such as forceful hand or a #all of force, #ut not
magical effects such as a lobe of in%ulnerability or an
anti!aic field$
" creature or o#?ect that makes a successful 3ortitude sa*e is
partially affected, taking only 5d0 points of damage. :f this
damage reduces the creature or o#?ect to ; or fe)er hit
points, it is entirely disintegrated.
Only the first creature or o#?ect struck can #e affected8 that
is, the ray affects only one target per casting.
Di#mi##al
'chool a#?uration8 1evel cleric /, sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one extraplanar creature
Duration instantaneous
'aving ,hro6 4ill negates8 see text8 'pell Re#i#tance yes
his spell forces an extraplanar creature #ack to its proper
plane if it fails a 4ill sa*e. :f the spell is successful, the
creature is instantly )hisked a)ay, #ut there is a &;I chance
of actually sending the su#?ect to a plane other than its o)n.
Di#pel Chao#
'chool a#?uration Tla)fulU8 1evel cleric 5, paladin /
his spell functions like dispel e*il, except that you are
surrounded #y constant, #lue la)ful energy, and the spell
affects chaotic creatures and spells rather than e*il ones.
Di#pel 2vil
'chool a#?uration TgoodU8 1evel cleric 5, paladin /
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget or ,arget# you and a touched e*il creature from
another plane, or you and an enchantment or e*il spell on a
touched creature or o#?ect
Duration 1 round@le*el or until discharged, )hiche*er comes
first
'aving ,hro6 see text8 'pell Re#i#tance see text
$himmering, )hite holy energy surrounds you. his energy
has three effects.
3irst, you gain a G/ deflection #onus to "C against attacks
#y e*il creatures.
$econd, on making a successful melee touch attack against
an e*il creature from another plane, you can choose to dri*e
that creature #ack to its home plane. he creature can negate
the effects )ith a successful 4ill sa*e 7spell resistance
applies9. his use discharges and ends the spell.
hird, )ith a touch you can automatically dispel any one
enchantment spell cast #y an e*il creature or any one e*il
spell. $pells that canCt #e dispelled #y dispel magic also canCt
#e dispelled #y dispel e*il. $a*ing thro)s and spell
resistance do not apply to this effect. his use discharges and
ends the spell.
Di#pel Good
'chool a#?uration Te*ilU8 1evel cleric 5
his spell functions like dispel e*il, except that you are
surrounded #y dark, )a*ering unholy energy, and the spell
affects good creatures and spells rather than e*il ones.
Di#pel 1a6
'chool a#?uration TchaoticU8 1evel cleric 5
his spell functions like dispel e*il, except that you are
surrounded #y flickering, yello) chaotic energy, and the
spell affects la)ful creatures and spells rather than e*il ones.
Di#pel !agic
'chool a#?uration8 1evel #ard ,, cleric ,, druid /, paladin ,,
sorcerer@)izard ,
Ca#ting ,ime 1 standard action
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Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
,arget or .rea one spellcaster, creature, or o#?ect
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance no
Jou can use dispel !aic to end one ongoing spell that has
#een cast on a creature or o#?ect, to temporarily suppress the
magical a#ilities of a magic item, or to counter another
spellcasterCs spell. " dispelled spell ends as if its duration had
expired. $ome spells, as detailed in their descriptions, canCt
#e defeated #y dispel !aic. 'ispel !aic can dispel 7#ut not
counter9 spell.like effects ?ust as it does spells. he effect of
a spell )ith an instantaneous duration canCt #e dispelled,
#ecause the magical effect is already o*er #efore the dispel
!aic can take effect.
Jou choose to use dispel !aic in one of t)o )aysB a
targeted dispel or a counterspell.
Tareted 'ispelB One o#?ect, creature, or spell is the target of
the dispel !aic spell. Jou make one dispel check 71d&; G
your caster le*el9 and compare that to the spell )ith highest
caster le*el 7(C S 11 G the spellCs caster le*el9. :f successful,
that spell ends. :f not, compare the same result to the spell
)ith the next highest caster le*el. 'epeat this process until
you ha*e dispelled one spell affecting the target, or you ha*e
failed to dispel e*ery spell.
3or example, a !th.le*el caster casts dispel !aic, targeting a
creature affected #y stones"in 7caster le*el 1&th9 and fly
7caster le*el 0th9. he caster le*el check results in a 12. his
check is not high enough to end the stones"in 7)hich )ould
ha*e re6uired a &, or higher9, #ut it is high enough to end the
fly 7)hich only re6uired a 1!9. -ad the dispel check resulted
in a &, or higher, the stones"in )ould ha*e #een dispelled,
lea*ing the fly intact. -ad the dispel check #een a 10 or less,
no spells )ould ha*e #een affected.
Jou can also use a targeted dispel to specifically end one
spell affecting the target or one spell affecting an area 7such
as a #all of fire9. Jou must name the specific spell effect to
#e targeted in this )ay. :f your caster le*el check is e6ual to
or higher than the (C of that spell, it ends. Ao other spells or
effects on the target are dispelled if your check is not high
enough to end the targeted effect.
:f you target an o#?ect or creature that is the effect of an
ongoing spell 7such as a monster summoned #y su!!on
!onster9, you make a dispel check to end the spell that
con?ured the o#?ect or creature.
:f the o#?ect that you target is a magic item, you make a
dispel check against the itemCs caster le*el 7(C S 11 G the
itemCs caster le*el9. :f you succeed, all the itemCs magical
properties are suppressed for 1d/ rounds, after )hich the
item reco*ers its magical properties. " suppressed item
#ecomes nonmagical for the duration of the effect. "n
interdimensional opening 7such as a ba of holdin9 is
temporarily closed. " magic itemCs physical properties are
unchangedB " suppressed magic s)ord is still a s)ord 7a
master)ork s)ord, in fact9. "rtifacts and deities are
unaffected #y mortal magic such as this.
Jou automatically succeed on your dispel check against any
spell that you cast yourself.
CounterspellB 4hen dispel !aic is used in this )ay, the
spell targets a spellcaster and is cast as a counterspell. 5nlike
a true counterspell, ho)e*er, dispel !aic may not )ork8
you must make a dispel check to counter the other
spellcasterCs spell.
Di#pel !agic, Greater
'chool a#?uration8 1evel #ard 5, cleric 0, druid 0,
sorcerer@)izard 0
,arget or .rea one spellcaster, creature, or o#?ect8 or a &;.
ft..radius #urst
his spell functions like dispel !aic, except that it can end
more than one spell on a target and it can #e used to target
multiple creatures.
Jou choose to use reater dispel !aic in one of three )aysB
a targeted dispel, area dispel, or a counterspellB
Tareted 'ispelB his functions as a targeted dispel !aic,
#ut it can dispel one spell for e*ery four caster le*els you
possess, starting )ith the highest le*el spells and proceeding
to lo)er le*el spells.
"dditionally, reater dispel !aic has a chance to dispel any
effect that re!o%e curse can remo*e, e*en if dispel !aic
canCt dispel that effect. he (C of this check is e6ual to the
curseCs (C.
Area 'ispelB 4hen reater dispel !aic is used in this )ay,
the spell affects e*erything )ithin a &;.foot.radius #urst.
'oll one dispel check and apply that check to each creature
in the area, as if targeted #y dispel !aic. 3or each o#?ect
)ithin the area that is the target of one or more spells, apply
the dispel check as )ith creatures. Magic items are not
affected #y an area dispel.
3or each ongoing area or effect spell )hose point of origin is
)ithin the area of the reater dispel !aic spell, apply the
dispel check to dispel the spell. 3or each ongoing spell
)hose area o*erlaps that of the reater dispel !aic spell,
apply the dispel check to end the effect, #ut only )ithin the
o*erlapping area.
:f an o#?ect or creature that is the effect of an ongoing spell
7such as a monster summoned #y su!!on !onster9 is in the
area, apply the dispel check to end the spell that con?ured
that o#?ect or creature 7returning it )hence it came9 in
addition to attempting to dispel one spell targeting the
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creature or o#?ect.
Jou may choose to automatically succeed on dispel checks
against any spell that you ha*e cast.
CounterspellB his functions as dispel !aic, #ut you recei*e
a G/ #onus on your dispel check to counter the other
spellcasterCs spell.
Di#placement
'chool illusion 7glamer98 1evel #ard ,, sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, M 7a small loop of leather9
Range touch
,arget creature touched
Duration 1 round@le*el 7(9
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
he su#?ect of this spell appears to #e a#out & feet a)ay from
its true location. he creature #enefits from a 5;I miss
chance as if it had total concealment. 5nlike actual total
concealment, displacement does not pre*ent enemies from
targeting the creature normally. True seein re*eals its true
location and negates the miss chance.
Di#rupt Hndead
'chool necromancy8 1evel sorcerer@)izard ;
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect ray
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance yes
Jou direct a ray of positi*e energy. Jou must make a ranged
touch attack to hit, and if the ray hits an undead creature, it
deals 1d0 points of damage to it.
Di#rupting Aeapon
'chool transmutation8 1evel cleric 5
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget# one melee )eapon
Duration 1 round@le*el
'aving ,hro6 4ill negates 7harmless, o#?ect98 see text8
'pell Re#i#tance yes 7harmless, o#?ect9
his spell makes a melee )eapon deadly to undead. "ny
undead creature )ith -( e6ual to or less than your caster
le*el must succeed on a 4ill sa*e or #e destroyed utterly if
struck in com#at )ith this )eapon. $pell resistance does not
apply against the destruction effect.
Divination
'chool di*ination8 1evel cleric /
Ca#ting ,ime 1; minutes
Component# >, $, M 7incense and an appropriate offering
)orth &5 gp9
Range personal
,arget you
Duration instantaneous
$imilar to auury #ut more po)erful, a di%ination spell can
pro*ide you )ith a useful piece of ad*ice in reply to a
6uestion concerning a specific goal, e*ent, or acti*ity that is
to occur )ithin 1 )eek. he ad*ice granted #y the spell can
#e as simple as a short phrase, or it might take the form of a
cryptic rhyme or omen. :f your party doesnCt act on the
information, the conditions may change so that the
information is no longer useful. he #ase chance for a correct
di%ination is !;I G 1I per caster le*el, to a maximum of
2;I. :f the die roll fails, you kno) the spell failed, unless
specific magic yielding false information is at )ork.
"s )ith auury, multiple di*inations a#out the same topic #y
the same caster use the same dice result as the first di*ination
spell and yield the same ans)er each time.
Divine &avor
'chool e*ocation8 1evel cleric 1, paladin 1
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range personal
,arget you
Duration 1 minute
Calling upon the strength and )isdom of a deity, you gain a
G1 luck #onus on attack and )eapon damage rolls for e*ery
three caster le*els you ha*e 7at least G1, maximum G,9. he
#onus doesnCt apply to spell damage.
Divine Po6er
'chool e*ocation8 1evel cleric /
Ca#ting ,ime 1 standard action
Component# >, $, (3
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Range personal
,arget you
Duration 1 round@le*el
Calling upon the di*ine po)er of your patron, you im#ue
yourself )ith strength and skill in com#at. Jou gain a G1
luck #onus on attack rolls, )eapon damage rolls, $trength
checks, and $trength.#ased skill checks for e*ery three caster
le*els you ha*e 7maximum G09. Jou also gain 1 temporary
hit point per caster le*el. 4hene*er you make a full.attack
action, you can make an additional attack at your full #ase
attack #onus, plus any appropriate modifiers. his additional
attack is not cumulati*e )ith similar effects, such as haste or
)eapons )ith the speed special a#ility.
Dominate .nimal
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
druid ,
Ca#ting ,ime 1 round
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one animal
Duration 1 round@le*el
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
his spell allo)s you to enchant the targeted animal and
direct it )ith simple commands such as D"ttack,F D'un,F and
D3etch.F $uicidal or self.destructi*e commands 7including an
order to attack a creature t)o or more size categories larger
than the dominated animal9 are simply ignored.
(ominate animal esta#lishes a mental link #et)een you and
the su#?ect creature. he animal can #e directed #y silent
mental command as long as it remains in range. Jou need not
see the creature to control it. Jou do not recei*e direct
sensory input from the creature, #ut you kno) )hat it is
experiencing. 1ecause you are directing the animal )ith your
o)n intelligence, it may #e a#le to undertake actions
normally #eyond its o)n comprehension. Jou need not
concentrate exclusi*ely on controlling the creature unless
you are trying to direct it to do something it normally
couldnCt do. Changing your instructions or gi*ing a
dominated creature a ne) command is the e6ui*alent of
redirecting a spell, so it is a mo*e action.
Dominate !on#ter
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
sorcerer@)izard 2
,arget one creature
his spell functions like do!inate person, except that the
spell is not restricted #y creature type.
Dominate Per#on
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard /, sorcerer@)izard 5
Ca#ting ,ime 1 round
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one humanoid
Duration 1 day@le*el
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
Jou can control the actions of any humanoid creature
through a telepathic link that you esta#lish )ith the su#?ectCs
mind.
:f you and the su#?ect ha*e a common language, you can
generally force the su#?ect to perform as you desire, )ithin
the limits of its a#ilities. :f no common language exists, you
can communicate only #asic commands, such as DCome
here,F DGo there,F D3ight,F and D$tand still.F Jou kno) )hat
the su#?ect is experiencing, #ut you do not recei*e direct
sensory input from it, nor can it communicate )ith you
telepathically.
Once you ha*e gi*en a dominated creature a command, it
continues to attempt to carry out that command to the
exclusion of all other acti*ities except those necessary for
day.to.day sur*i*al 7such as sleeping, eating, and so forth9.
1ecause of this limited range of acti*ity, a $ense Moti*e
check against (C 15 7rather than (C &59 can determine that
the su#?ectCs #eha*ior is #eing influenced #y an enchantment
effect 7see the $ense Moti*e skill description9.
Changing your orders or gi*ing a dominated creature a ne)
command is a mo*e action.
1y concentrating fully on the spell 7a standard action9, you
can recei*e full sensory input as interpreted #y the mind of
the su#?ect, though it still canCt communicate )ith you. Jou
canCt actually see through the su#?ectCs eyes, so itCs not as
good as #eing there yourself, #ut you still get a good idea of
)hatCs going on.
$u#?ects resist this control, and any su#?ect forced to take
actions against its nature recei*es a ne) sa*ing thro) )ith a
G& #onus. O#*iously self.destructi*e orders are not carried
out. Once control is esta#lished, the range at )hich it can #e
exercised is unlimited, as long as you and the su#?ect are on
the same plane. Jou need not see the su#?ect to control it.
:f you donCt spend at least 1 round concentrating on the spell
each day, the su#?ect recei*es a ne) sa*ing thro) to thro)
off the domination.
Protection fro! e%il or a similar spell can pre*ent you from
exercising control or using the telepathic link )hile the
Page &0/
su#?ect is so )arded, #ut such an effect does not
automatically dispel it.
Doom
'chool necromancy Tfear, mind.affectingU8 1evel cleric 1
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range medium 71;; ft. G 1; ft.@le*el9
,arget one li*ing creature
Duration 1 min.@le*el
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
his spell fills a single su#?ect )ith a feeling of horri#le
dread that causes it to #ecome shaken.
Dream
'chool illusion 7phantasm9 Tmind.affectingU8 1evel #ard 5,
sorcerer@)izard 5
Ca#ting ,ime 1 minute
Component# >, $
Range unlimited
,arget one li*ing creature touched
Duration see text
'aving ,hro6 none8 'pell Re#i#tance yes
Jou, or a messenger you touch, send a message to others in
the form of a dream. "t the #eginning of the spell, you must
name the recipient or identify him or her #y some title that
lea*es no dou#t as to identity. he messenger then enters a
trance, appears in the intended recipientCs dream, and deli*ers
the message. he message can #e of any length, and the
recipient remem#ers it perfectly upon )aking. he
communication is one.)ay. he recipient cannot ask
6uestions or offer information, nor can the messenger gain
any information #y o#ser*ing the dreams of the recipient.
Once the message is deli*ered, the messengerCs mind returns
instantly to its #ody. he duration of the spell is the time
re6uired for the messenger to enter the recipientCs dream and
deli*er the message.
:f the recipient is a)ake )hen the spell #egins, the
messenger can choose to )ake up 7ending the spell9 or
remain in the trance. he messenger can remain in the trance
until the recipient goes to sleep, then enter the recipientCs
dream and deli*er the message as normal. " messenger that
is distur#ed during the trance comes a)ake, ending the spell.
Creatures )ho donCt sleep or donCt dream cannot #e contacted
#y this spell.
he messenger is una)are of its o)n surroundings or of the
acti*ities around it )hile in the trance. :t is defenseless #oth
physically and mentally 7al)ays failing any sa*ing thro)9
)hile in the trance.
2agle%# 'plendor
'chool transmutation8 1evel #ard &, cleric &, paladin &,
sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7feathers or droppings from an
eagle9
Range touch
,arget creature touched
Duration 1 min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance yes
he transmuted creature #ecomes more poised, articulate,
and personally forceful. he spell grants a G/ enhancement
#onus to Charisma, adding the usual #enefits to Charisma.
#ased skill checks and other uses of the Charisma modifier.
1ards, paladins, and sorcerers 7and other spellcasters )ho
rely on Charisma9 affected #y this spell do not gain any
additional #onus spells for the increased Charisma, #ut the
sa*e (Cs for spells they cast )hile under this spellCs effect
do increase.
2agle%# 'plendor, !a##
'chool transmutation8 1evel #ard 0, cleric 0, sorcerer@)izard
0
Range close 7&5 ft. G 5 ft.@& le*els9
,arget One creature@le*el, no t)o of )hich can #e more than
,; ft. apart
his spell functions like eagleCs splendor, except that it
affects multiple creatures.
2arth>ua"e
'chool e*ocation TearthU8 1evel cleric %, druid %
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range long 7/;; ft. G /; ft.@le*el9
.rea %;.ft..radius spread 7$9
Duration 1 round
'aving ,hro6 see text8 'pell Re#i#tance no
4hen you cast earth>ua"e, an intense #ut highly localized
tremor rips the ground. he po)erful shock)a*e created #y
this spell knocks creatures do)n, collapses structures, opens
Page &05
cracks in the ground, and more. he effect lasts for 1 round,
during )hich time creatures on the ground canCt mo*e or
attack. " spellcaster on the ground must make a
Concentration check 7(C &; G spell le*el9 or lose any spell
he or she tries to cast. he earth6uake affects all terrain,
*egetation, structures, and creatures in the area. he specific
effect of an earth>ua"e spell depends on the nature of the
terrain )here it is cast.
Ca%e, Ca%ern, or TunnelB he roof collapses, dealing %d0
points of damage to any creature caught under the ca*e.in
7'eflex (C 15 half9 and pinning that creature #eneath the
ru##le 7see #elo)9. "n earth>ua"e cast on the roof of a *ery
large ca*ern could also endanger those outside the actual
area #ut #elo) the falling de#ris and ru##le.
CliffsB +arth>ua"e causes a cliff to crum#le, creating a
landslide that tra*els horizontally as far as it falls *ertically.
"ny creature in the path takes %d0 points of #ludgeoning
damage 7'eflex (C 15 half9 and is pinned #eneath the ru##le
7see #elo)9.
?pen /roundB +ach creature standing in the area must make
a (C 15 'eflex sa*e or fall do)n. 3issures open in the earth,
and e*ery creature on the ground has a &5I chance to fall
into one 7'eflex (C &; to a*oid a fissure9. he fissures are
/; feet deep. "t the end of the spell, all fissures grind shut.
reat all trapped creatures as if they )ere in the #ury zone of
an a*alanche, trapped )ithout air 7see +n*ironment for more
details9.
StructureB "ny structure standing on open ground takes 1;;
points of damage, enough to collapse a typical )ooden or
masonry #uilding, #ut not a structure #uilt of stone or
reinforced masonry. -ardness does not reduce this damage,
nor is it hal*ed as damage dealt to o#?ects normally is. "ny
creature caught inside a collapsing structure takes %d0 points
of #ludgeoning damage 7'eflex (C 15 half9 and is pinned
#eneath the ru##le 7see #elo)9.
.i%er, &a"e, or MarshB 3issures open under the )ater,
draining a)ay the )ater from that area and forming muddy
ground. $oggy marsh or s)ampland #ecomes 6uicksand for
the duration of the spell, sucking do)n creatures and
structures. +ach creature in the area must make a (C 15
'eflex sa*e or sink do)n in the mud and 6uicksand. "t the
end of the spell, the rest of the #ody of )ater rushes in to
replace the drained )ater, possi#ly dro)ning those caught in
the mud.
Pinned Beneath .ubbleB "ny creature pinned #eneath ru##le
takes 1d0 points of nonlethal damage per minute )hile
pinned. :f a pinned character falls unconscious, he or she
must make a (C 15 Constitution check or take 1d0 points of
lethal damage each minute thereafter until freed or dead.
2lemental ody -
'chool transmutation 7polymorph98 1evel sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $, M 7the element you plan to assume9
Range personal
,arget you
Duration 1 min@le*el 7(9
4hen you cast this spell, you can assume the form of a $mall
air, earth, fire, or )ater elemental. he a#ilities you gain
depend upon the type of elemental into )hich you change.
+lemental a#ilities #ased on size, such as #urn, *ortex, and
)hirl)ind, use the size of the elemental you transform into to
determine their effect.
Air ele!entalB :f the form you take is that of a $mall air
elemental, you gain a G& size #onus to your (exterity and a
G& natural armor #onus. Jou also gain fly 0; feet 7perfect9,
dark*ision 0; feet, and the a#ility to create a )hirl)ind.
+arth ele!entalB :f the form you take is that of a $mall earth
elemental, you gain a G& size #onus to your $trength and a
G/ natural armor #onus. Jou also gain dark*ision 0; feet, the
push a#ility, and the a#ility to earth glide.
)ire ele!entalB :f the form you take is that of a $mall fire
elemental, you gain a G& size #onus to your (exterity and a
G& natural armor #onus. Jou gain dark*ision 0; feet, resist
fire &;, *ulnera#ility to cold, and the #urn a#ility.
9ater ele!entalB :f the form you take is that of a $mall )ater
elemental, you gain a G& size #onus to your Constitution and
a G/ natural armor #onus. Jou also gain s)im 0; feet,
dark*ision 0; feet, the a#ility to create a *ortex, and the
a#ility to #reathe )ater.
2lemental ody --
'chool transmutation 7polymorph98 1evel sorcerer@)izard 5
his spell functions as ele!ental body 0, except that it also
allo)s you to assume the form of a Medium air, earth, fire,
or )ater elemental. he a#ilities you gain depend upon the
elemental.
Air ele!entalB "s ele!ental body 0 except that you gain a G/
size #onus to your (exterity and a G, natural armor #onus.
+arth ele!entalB "s ele!ental body 0 except that you gain a
G/ size #onus to your $trength and a G5 natural armor #onus.
)ire ele!entalB "s ele!ental body 0 except that you gain a
G/ size #onus to your (exterity and a G, natural armor
#onus.
9ater ele!entalB "s ele!ental body 0 except that you gain a
G/ size #onus to your Constitution and a G5 natural armor
#onus.
Page &00
2lemental ody ---
'chool transmutation 7polymorph98 1evel sorcerer@)izard 0
his spell functions as ele!ental body 00, except that it also
allo)s you to assume the form of a =arge air, earth, fire, or
)ater elemental. he a#ilities you gain depend upon the type
of elemental into )hich you change. Jou are also immune to
critical hits and sneak attacks )hile in elemental form.
Air ele!entalB "s ele!ental body 0 except that you gain a G&
size #onus to your $trength, G/ size #onus to your (exterity,
and a G/ natural armor #onus.
+arth ele!entalB "s ele!ental body 0 except that you gain a
G0 size #onus to your $trength, a H& penalty on your
(exterity, a G& size #onus to your Constitution, and a G0
natural armor #onus.
)ire ele!entalB "s ele!ental body 0 except that you gain a
G/ size #onus to your (exterity, a G& size #onus to your
Constitution, and a G/ natural armor #onus.
9ater ele!entalB "s ele!ental body 0 except that you gain a
G& size #onus to your $trength, a H& penalty on your
(exterity, a G0 size #onus to your Constitution, and a G0
natural armor #onus.
2lemental ody -D
'chool transmutation 7polymorph98 1evel sorcerer@)izard !
his spell functions as ele!ental body 000, except that it also
allo)s you to assume the form of a -uge air, earth, fire, or
)ater elemental. he a#ilities you gain depend upon the type
of elemental into )hich you change. Jou are also immune to
critical hits and sneak attacks )hile in elemental form and
gain (' 5@K.
Air ele!entalB "s ele!ental body 0 except that you gain a G/
size #onus to your $trength, G0 size #onus to your (exterity,
and a G/ natural armor #onus. Jou also gain fly 1&; feet
7perfect9.
+arth ele!entalB "s ele!ental body 0 except that you gain a
G% size #onus to your $trength, a H& penalty on your
(exterity, a G/ size #onus to your Constitution, and a G0
natural armor #onus.
)ire ele!entalB "s ele!ental body 0 except that you gain a
G0 size #onus to your (exterity, a G/ size #onus to your
Constitution, and a G/ natural armor #onus.
9ater ele!entalB "s ele!ental body 0 except that you gain a
G/ size #onus to your $trength, a H& penalty on your
(exterity, a G% size #onus to your Constitution, and a G0
natural armor #onus. Jou also gain s)im 1&; feet.
2lemental '6arm
'chool con?uration 7summoning9 Tsee textU8 1evel druid 2
Ca#ting ,ime 1; minutes
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
2ffect t)o or more summoned creatures, no t)o of )hich
can #e more than ,; ft. apart
Duration 1; min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
his spell opens a portal to an +lemental Plane and summons
elementals from it. " druid can choose any plane 7"ir, +arth,
3ire, or 4ater98 a cleric opens a portal to the plane matching
his domain.
4hen the spell is complete, &d/ =arge elementals appear.
en minutes later, 1d/ -uge elementals appear. en minutes
after that, one greater elemental appears. +ach elemental has
maximum hit points per -(. Once these creatures appear,
they ser*e you for the duration of the spell.
he elementals o#ey you explicitly and ne*er attack you,
e*en if someone else manages to gain control o*er them. Jou
do not need to concentrate to maintain control o*er the
elementals. Jou can dismiss them singly or in groups at any
time.
4hen you use a summoning spell to summon an air, earth,
fire, or )ater creature, it is a spell of that type.
2ndure 2lement#
'chool a#?uration8 1evel cleric 1, druid 1, paladin 1, ranger
1, sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget creature touched
Duration &/ hours
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
" creature protected #y endure ele!ents suffers no harm
from #eing in a hot or cold en*ironment. :t can exist
comforta#ly in conditions #et)een H5; and 1/; degrees
3ahrenheit )ithout ha*ing to make 3ortitude sa*es. he
creatureCs e6uipment is like)ise protected.
+ndure ele!ents doesnCt pro*ide any protection from fire or
cold damage, nor does it protect against other en*ironmental
hazards such as smoke, lack of air, and so forth.
2nergy Drain
'chool necromancy8 1evel cleric 2, sorcerer@)izard 2
Page &0!
'aving ,hro6 3ortitude partial8 see text for ener%ation
his spell functions like ener%ation, except that the creature
struck gains &d/ temporary negati*e le*els. )enty.four
hours after gaining them, the su#?ect must make a 3ortitude
sa*ing thro) 7(C S enery drain spellCs sa*e (C9 for each
negati*e le*el. :f the sa*e succeeds, that negati*e le*el is
remo*ed. :f it fails, that negati*e le*el #ecomes permanent.
"n undead creature struck #y the ray gains &d/ L 5
temporary hit points for 1 hour.
2nervation
'chool necromancy8 1evel sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect ray of negati*e energy
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance yes
Jou point your finger and fire a #lack ray of negati*e energy
that suppresses the life force of any li*ing creature it strikes.
Jou must make a ranged touch attack to hit. :f you hit, the
su#?ect gains 1d/ temporary negati*e le*els 7see $pecial
"#ilities9. Aegati*e le*els stack.
"ssuming the su#?ect sur*i*es, it regains lost le*els after a
num#er of hours e6ual to your caster le*el 7maximum 15
hours9. 5sually, negati*e le*els ha*e a chance of #ecoming
permanent, #ut the negati*e le*els from ener%ation donCt last
long enough to do so.
"n undead creature struck #y the ray gains 1d/ L 5
temporary hit points for 1 hour.
2nlarge Per#on
'chool transmutation8 1evel sorcerer@)izard 1
Ca#ting ,ime 1 round
Component# >, $, M 7po)dered iron9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one humanoid creature
Duration 1 min.@le*el 7(9
'aving ,hro6 3ortitude negates8 'pell Re#i#tance yes
his spell causes instant gro)th of a humanoid creature,
dou#ling its height and multiplying its )eight #y %. his
increase changes the creatureCs size category to the next
larger one. he target gains a G& size #onus to $trength, a H&
size penalty to (exterity 7to a minimum of 19, and a H1
penalty on attack rolls and "C due to its increased size.
" humanoid creature )hose size increases to =arge has a
space of 1; feet and a natural reach of 1; feet. his spell
does not change the targetCs speed.
:f insufficient room is a*aila#le for the desired gro)th, the
creature attains the maximum possi#le size and may make a
$trength check 7using its increased $trength9 to #urst any
enclosures in the process. :f it fails, it is constrained )ithout
harm #y the materials enclosing itKthe spell cannot #e used
to crush a creature #y increasing its size.
"ll e6uipment )orn or carried #y a creature is similarly
enlarged #y the spell. Melee )eapons affected #y this spell
deal more damage 7see a#leB iny and =arge 4eapon
(amage9. Other magical properties are not affected #y this
spell. "ny enlared item that lea*es an enlarged creatureCs
possession 7including a pro?ectile or thro)n )eapon9
instantly returns to its normal size. his means that thro)n
and pro?ectile )eapons deal their normal damage. Magical
properties of enlarged items are not increased #y this spell.
Multiple magical effects that increase size do not stack.
+nlare person counters and dispels reduce person.
+nlare person can #e made permanent )ith a per!anency
spell.
2nlarge Per#on, !a##
'chool transmutation8 1evel sorcerer@)izard /
,arget One humanoid creature@le*el, no t)o of )hich can #e
more than ,; ft. apart
his spell functions like enlare person, except that it affects
multiple creatures.
2ntangle
'chool transmutation8 1evel druid 1, ranger 1
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range long 7/;; ft. G /; ft.@le*el9
.rea plants in a /;.ft..radius spread
Duration 1 min.@le*el 7(9
'aving ,hro6B 'eflex partial8 see text8 'pell Re#i#tanceB no
his spell causes tall grass, )eeds, and other plants to )rap
around foes in the area of effect or those that enter the area.
Creatures that fail their sa*e gain the entangled condition.
Creatures that make their sa*e can mo*e as normal, #ut those
that remain in the area must sa*e again at the end of your
turn. Creatures that mo*e into the area must sa*e
immediately. hose that fail must end their mo*ement and
gain the entangled condition. +ntangled creatures can
attempt to #reak free as a mo*e action, making a $trength or
Page &0%
+scape "rtist check. he (C for this check is e6ual to the
(C of the spell. he entire area of effect is considered
difficult terrain )hile the effect lasts.
:f the plants in the area are co*ered in thorns, those in the
area take 1 point of damage each time they fail a sa*e against
the entanle or fail a check made to #reak free. Other effects,
depending on the local plants, might #e possi#le at GM
discretion.
2nthrall
'chool enchantment 7charm9 Tlanguage dependent, mind.
affecting, sonicU8 1evel #ard &, cleric &
Ca#ting ,ime 1 round
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
,arget# any num#er of creatures
Duration 1 hour or less
'aving ,hro6 4ill negates8 see text8 'pell Re#i#tance yes
:f you ha*e the attention of a group of creatures, you can use
this spell to hold them enthralled. o cast the spell, you must
speak or sing )ithout interruption for 1 full round.
hereafter, those affected gi*e you their undi*ided attention,
ignoring their surroundings. hey are considered to ha*e an
attitude of friendly )hile under the effect of the spell. "ny
potentially affected creature of a race or religion unfriendly
to yours gets a G/ #onus on the sa*ing thro).
" target )ith / or more -( or )ith a 4isdom score of 10 or
higher remains a)are of its surroundings and has an attitude
of indifferent. :t gains a ne) sa*ing thro) if it )itnesses
actions that it opposes.
he effect lasts as long as you speak or sing, to a maximum
of 1 hour. hose enthralled #y your )ords take no action
)hile you speak or sing and for 1d, rounds thereafter )hile
they discuss the topic or performance. hose entering the
area during the performance must also successfully sa*e or
#ecome enthralled. he speech ends 7#ut the 1d,.round delay
still applies9 if you lose concentration or do anything other
than speak or sing.
:f those not enthralled ha*e unfriendly or hostile attitudes
to)ard you, they can collecti*ely make a Charisma check to
try to end the spell #y ?eering and heckling. 3or this check,
use the Charisma #onus of the creature )ith the highest
Charisma in the group8 others may make Charisma checks to
assist. he heckling ends the spell if this check result #eats
your Charisma check result. Only one such challenge is
allo)ed per use of the spell.
:f any mem#er of the audience is attacked or su#?ected to
some other o*ertly hostile act, the spell ends and the
pre*iously enthralled mem#ers #ecome immediately
unfriendly to)ard you. +ach creature )ith / or more -( or
)ith a 4isdom score of 10 or higher #ecomes hostile.
2ntropic 'hield
'chool a#?uration8 1evel cleric 1
Ca#ting ,ime 1 standard action
Component# >, $
Range personal
,arget you
Duration 1 min.@le*el 7(9
" magical field appears around you, glo)ing )ith a chaotic
#last of multicolored hues. his field deflects incoming
arro)s, rays, and other ranged attacks. +ach ranged attack
directed at you for )hich the attacker must make an attack
roll has a &;I miss chance 7similar to the effects of
concealment9. Other attacks that simply )ork at a distance
are not affected.
2ra#e
'chool transmutation8 1evel #ard 1, sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one scroll or t)o pages
Duration instantaneous
'aving ,hro6 see text8 'pell Re#i#tance no
+rase remo*es )ritings of either magical or mundane nature
from a scroll or from one or t)o pages of paper, parchment,
or similar surfaces. 4ith this spell, you can remo*e e,plosi%e
runes, a lyph of #ardin, a sepia sna"e siil, or an arcane
!ar", #ut not illusory script or a sy!bol spell. Aonmagical
)riting is automatically erased if you touch it and no one else
is holding it. Other)ise, the chance of erasing nonmagical
)riting is 2;I.
Magic )riting must #e touched to #e erased, and you also
must succeed on a caster le*el check 71d&; G caster le*el9
against (C 15. " natural 1 is al)ays a failure on this check.
:f you fail to erase e,plosi%e runes, a lyph of #ardin, or a
sepia sna"e siil, you accidentally acti*ate that )riting
instead.
2thereal Iaunt
'chool transmutation8 1evel cleric !, sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >, $
Page &02
Range personal
,arget you
Duration 1 round@le*el 7(9
Jou #ecome ethereal, along )ith your e6uipment. 3or the
duration of the spell, you are in the +thereal Plane, )hich
o*erlaps the Material Plane. 4hen the spell expires, you
return to material existence.
"n ethereal creature is in*isi#le, insu#stantial, and capa#le of
mo*ing in any direction, e*en up or do)n, al#eit at half
normal speed. "s an insu#stantial creature, you can mo*e
through solid o#?ects, including li*ing creatures. "n ethereal
creature can see and hear on the Material Plane, #ut
e*erything looks gray and ephemeral. $ight and hearing onto
the Material Plane are limited to 0; feet.
3orce effects and a#?urations affect an ethereal creature
normally. heir effects extend onto the +thereal Plane from
the Material Plane, #ut not *ice *ersa. "n ethereal creature
canCt attack material creatures, and spells you cast )hile
ethereal affect only other ethereal things. Certain material
creatures or o#?ects ha*e attacks or effects that )ork on the
+thereal Plane.
reat other ethereal creatures and ethereal o#?ects as if they
)ere material.
:f you end the spell and #ecome material )hile inside a
material o#?ect 7such as a solid )all9, you are shunted off to
the nearest open space and take 1d0 points of damage per 5
feet that you so tra*el.
2therealne##
'chool transmutation8 1evel cleric 2, sorcerer@)izard 2
Range touch8 see text
,arget# you and one other touched creature per three le*els
Duration 1 min.@le*el 7(9
'pell Re#i#tance yes
his spell functions like ethereal :aunt, except that you and
other )illing creatures ?oined #y linked hands 7along )ith
their e6uipment9 #ecome ethereal. 1esides yourself, you can
#ring one creature per three caster le*els to the +thereal
Plane. Once ethereal, the su#?ects need not stay together.
4hen the spell expires, all affected creatures on the +thereal
Plane return to material existence.
23peditiou# Retreat
'chool transmutation8 1evel #ard 1, sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $
Range personal
,arget you
Duration 1 min.@le*el 7(9
his spell increases your #ase land speed #y ,; feet. his
ad?ustment is treated as an enhancement #onus. here is no
effect on other modes of mo*ement, such as #urro), clim#,
fly, or s)im. "s )ith any effect that increases your speed,
this spell affects your ?umping distance 7see the "cro#atics
skill9.
23plo#ive Rune#
'chool a#?uration TforceU8 1evel sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget one touched o#?ect )eighing no more than 1; l#s.
Duration permanent until discharged 7(9
'aving ,hro6 see text8 'pell Re#i#tance yes
Jou trace mystic runes upon a #ook, map, scroll, or similar
o#?ect #earing )ritten information. he e,plosi%e runes
detonate )hen read, dealing 0d0 points of force damage.
"nyone next to the e,plosi%e runes 7close enough to read
them9 takes the full damage )ith no sa*ing thro)8 any other
creature )ithin 1; feet of the e,plosi%e runes is entitled to a
'eflex sa*e for half damage. he o#?ect on )hich the
e,plosi%e runes )ere )ritten also takes full damage 7no
sa*ing thro)9.
Jou and any characters you specifically instruct can read the
protected )riting )ithout triggering the e,plosi%e runes$
=ike)ise, you can remo*e the e,plosi%e runes )hene*er
desired. "nother creature can remo*e them )ith a successful
dispel !aic or erase spell, #ut attempting to dispel or erase
the e,plosi%e runes and failing to do so triggers the
explosion.
Magic traps such as e,plosi%e runes are hard to detect and
disa#le. " character )ith the trapfinding class feature 7only9
can use (isa#le (e*ice to th)art e,plosi%e runes. he (C to
find magic traps using Perception and to disa#le them is &5 G
spell le*el, or &% for e,plosi%e runes.
2yebite
'chool necromancy8 1evel #ard 0, sorcerer@)izard 0
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one li*ing creature
Page &!;
Duration 1 round@le*el
'aving ,hro6B 3ortitude negates8 'pell Re#i#tanceB yes
+ach round, you can target a single li*ing creature, striking it
)ith )a*es of po)er. (epending on the targetCs -(, this
attack has as many as three effects.
5D 2ffect
1; or more $ickened
5H2 Panicked, sickened
/ or less Comatose, panicked, sickened
he effects are cumulati*e and concurrent.
Sic"enedB $udden pain and fe*er s)eeps o*er the su#?ectCs
#ody. " creature affected #y this spell remains sickened for
1; minutes per caster le*el. he effects cannot #e negated #y
a re!o%e disease or heal spell, #ut a re!o%e curse is
effecti*e.
Panic"edB he su#?ect #ecomes panicked for 1d/ rounds.
+*en after the panic ends, the creature remains shaken for 1;
minutes per caster le*el, and it automatically #ecomes
panicked again if it comes )ithin sight of you during that
time. his is a fear effect.
Co!atoseB he su#?ect falls into a catatonic coma for 1;
minutes per caster le*el. (uring this time, it cannot #e
a)akened #y any means short of dispelling the effect. his is
not a sleep effect, and thus el*es are not immune to it.
Jou must spend a s)ift action each round after the first to
target a foe.
&abricate
'chool transmutation8 1evel sorcerer@)izard 5
Ca#ting ,ime see text
Component# >, $, M 7the original material, )hich costs the
same amount as the ra) materials re6uired to craft the item
to #e created9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget up to 1; cu. ft.@le*el8 see text
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance no
Jou con*ert material of one sort into a product that is of the
same material. Creatures or magic items cannot #e created or
transmuted #y the fabricate spell. he 6uality of items made
#y this spell is commensurate )ith the 6uality of material
used as the #asis for the ne) fa#rication. :f you )ork )ith a
mineral, the target is reduced to 1 cu#ic foot per le*el instead
of 1; cu#ic feet.
Jou must make an appropriate Craft check to fa#ricate
articles re6uiring a high degree of craftsmanship.
Casting re6uires 1 round per 1; cu#ic feet of material to #e
affected #y the spell.
&aerie &ire
'chool e*ocation TlightU8 1evel druid 1
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range long 7/;; ft. G /; ft.@le*el9
.rea creatures and o#?ects )ithin a 5.ft..radius #urst
Duration 1 min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance yes
" pale glo) surrounds and outlines the su#?ects. Outlined
su#?ects shed light as candles. Creatures outlined #y faerie
fire take a H&; penalty on all $tealth checks. Outlined
creatures do not #enefit from the concealment normally
pro*ided #y darkness 7though a &nd.le*el or higher magical
dar"ness effect functions normally9, blur, displace!ent,
in%isibility, or similar effects. he light is too dim to ha*e
any special effect on undead or dark.d)elling creatures
*ulnera#le to light. he faerie fire can #e #lue, green, or
*iolet, according to your choice at the time of casting. he
faerie fire does not cause any harm to the o#?ects or creatures
thus outlined.
&al#e 1ife
'chool necromancy8 1evel sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M 7a drop of #lood9
Range personal
,arget you
Duration 1 hour@le*el or until discharged8 see text
Jou harness the po)er of unlife to grant yourself a limited
a#ility to a*oid death. 4hile this spell is in effect, you gain
temporary hit points e6ual to 1d1; G 1 per caster le*el
7maximum G1;9.
&al#e Di#ion
'chool illusion 7glamer98 1evel #ard 5, sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $, M 7crushed ?ade )orth &5; gp9
Range touch
.rea /;.ft..radius emanation
Duration 1 hour@le*el 7(9
Page &!1
'aving ,hro6 none8 'pell Re#i#tance no
his spell creates a su#tle illusion, causing any di*ination
7scrying9 spell used to *ie) anything )ithin the area of this
spell to instead recei*e a false image 7as the !a:or i!ae
spell9, as defined #y you at the time of casting. "s long as the
duration lasts, you can concentrate to change the image as
desired. 4hile you arenCt concentrating, the image remains
static.
&ear
'chool necromancy Tfear, mind.affectingU8 1evel #ard ,,
sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $, M 7the heart of a hen or a )hite feather9
Range ,; ft.
.rea cone.shaped #urst
Duration 1 round@le*el or 1 round8 see text
'aving ,hro6 4ill partial8 'pell Re#i#tance yes
"n in*isi#le cone of terror causes each li*ing creature in the
area to #ecome panicked unless it succeeds on a 4ill sa*e. :f
cornered, a panicked creature #egins co)ering. :f the 4ill
sa*e succeeds, the creature is shaken for 1 round.
&eather &all
'chool transmutation8 1evel #ard 1, sorcerer@)izard 1
Ca#ting ,ime 1 immediate action
Component# >
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# one Medium or smaller freefalling o#?ect or
creature@le*el, no t)o of )hich may #e more than &; ft. apart
Duration until landing or 1 round@le*el
'aving ,hro6 4ill negates 7harmless9 or 4ill negates
7o#?ect98 'pell Re#i#tance yes 7o#?ect9
he affected creatures or o#?ects fall slo)ly. )eather fall
instantly changes the rate at )hich the targets fall to a mere
0; feet per round 7e6ui*alent to the end of a fall from a fe)
feet9, and the su#?ects take no damage upon landing )hile
the spell is in effect. 4hen the spell duration expires, a
normal rate of falling resumes.
he spell affects one or more Medium or smaller creatures
7including gear and carried o#?ects up to each creatureCs
maximum load9 or o#?ects, or the e6ui*alent in larger
creaturesB a =arge creature or o#?ect counts as t)o Medium
creatures or o#?ects, a -uge creature or o#?ect counts as four
Medium creatures or o#?ects, and so forth.
his spell has no special effect on ranged )eapons unless
they are falling 6uite a distance. :f the spell is cast on a
falling item, the o#?ect does half normal damage #ased on its
)eight, )ith no #onus for the height of the drop.
)eather fall )orks only upon free.falling o#?ects. :t does not
affect a s)ord #lo) or a charging or flying creature.
&eeblemind
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $, M 7a handful of clay, crystal, or glass
spheres9
Range medium 71;; ft. G 1; ft.@le*el9
,arget one creature
Duration instantaneous
'aving ,hro6 4ill negates8 see text8 'pell Re#i#tance yes
arget creatureCs :ntelligence and Charisma scores each drop
to 1. he affected creature is una#le to use :ntelligence. or
Charisma.#ased skills, cast spells, understand language, or
communicate coherently. $till, it kno)s )ho its friends are
and can follo) them and e*en protect them. he su#?ect
remains in this state until a heal, li!ited #ish, !iracle, or
#ish spell is used to cancel the effect of the feeble!ind. "
creature that can cast arcane spells, such as a sorcerer or a
)izard, takes a H/ penalty on its sa*ing thro).
&ind the Path
'chool di*ination8 1evel #ard 0, cleric 0, druid 0
Ca#ting ,ime , rounds
Component# >, $, 3 7a set of di*ination counters9
Range personal or touch
,arget you or creature touched
Duration 1; min.@le*el
'aving ,hro6 none or 4ill negates 7harmless98 'pell
Re#i#tance no or yes 7harmless9
he recipient of this spell can find the shortest, most direct
physical route to a prominent specified destination, such as a
city, keep, lake, or dungeon. he locale can #e outdoors or
underground, as long as it is prominent. 3or example, a
hunterCs ca#in is not prominent enough, #ut a logging camp
is. )ind the path )orks )ith respect to locations, not o#?ects
or creatures at a locale. he location must #e on the same
plane as the su#?ect at the time of casting.
he spell ena#les the su#?ect to sense the correct direction
that )ill e*entually lead it to its destination, indicating at
appropriate times the exact path to follo) or physical actions
Page &!&
to take. 3or example, the spell ena#les the su#?ect to sense
)hat ca*ern corridor to take )hen a choice presents itself$
he spell ends )hen the destination is reached or the
duration expires, )hiche*er comes first. )ind the path can #e
used to remo*e the su#?ect and its companions from the
effect of a !a<e spell in a single round, specifying the
destination as Doutside the maze.F his di*ination is keyed to
the recipient, not its companions, and its effect does not
predict or allo) for the actions of creatures 7including
guardians9 )ho might take action to oppose the caster as he
follo)s the path re*ealed #y this spell.
&ind ,rap#
'chool di*ination8 1evel cleric &
Ca#ting ,ime 1 standard action
Component# >, $
Range personal
,arget you
Duration 1 min.@le*el
Jou gain intuiti*e insight into the )orkings of traps. Jou
gain an insight #onus e6ual to 1@& your caster le*el
7maximum G1;9 on Perception checks made to find traps
)hile the spell is in effect. Jou recei*e a check to notice
traps )ithin 1; feet of you, e*en if you are not acti*ely
searching for them. Aote that find traps grants no a#ility to
disa#le the traps that you may find.
&inger of Death
'chool necromancy TdeathU8 1evel druid %, sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one creature
Duration instantaneous
'aving ,hro6 3ortitude partial8 'pell Re#i#tance yes
his spell instantly deli*ers 1; points of damage per caster
le*el. :f the targetCs 3ortitude sa*ing thro) succeeds, it
instead takes ,d0 points of damage G 1 point per caster le*el.
he su#?ect might die from damage e*en if it succeeds on its
sa*ing thro).
&ire 'eed#
'chool con?uration 7creation9 TfireU8 1evel druid 0
Ca#ting ,ime 1 standard action
Component# >, $, M 7acorns or holly #erries9
Range touch
,arget# up to four acorns or up to eight holly #erries
Duration 1; min.@le*el or until used
'aving ,hro6 none or 'eflex half8 see text8 'pell
Re#i#tance no
(epending on the *ersion of fire seeds you choose, you turn
acorns into splash )eapons that you or another character can
thro), or you turn holly #erries into #om#s that you can
detonate on command.
Acorn /renadesB "s many as four acorns turn into special
thro)n splash )eapons. "n acorn grenade has a range
increment of &; feet. " ranged touch attack roll is re6uired to
strike the intended target. ogether, the acorns are capa#le of
dealing 1d/ points of fire damage per caster le*el 7maximum
&;d/9 di*ided among the acorns as you )ish. Ao acorn can
deal more than 1;d/ points of damage.
+ach acorn grenade explodes upon striking any hard surface.
:n addition to its regular fire damage, all creatures ad?acent to
the explosion take 1 point of fire damage per die of the
explosion. his explosion of fire ignites any com#usti#le
materials ad?acent to the target.
5olly Berry Bo!bsB Jou turn as many as eight holly #erries
into special #om#s. he holly #erries are usually placed #y
hand, since they are too light to make effecti*e thro)n
)eapons 7they can #e tossed only 5 feet9. :f you are )ithin
&;; feet and speak a )ord of command, each #erry instantly
#ursts into flame, causing 1d% points of fire damage G 1
point per caster le*el to e*ery creature in a 5.foot.radius
#urst and igniting any com#usti#le materials )ithin 5 feet. "
creature in the area that makes a successful 'eflex sa*ing
thro) takes only half damage.
&ire 'hield
'chool e*ocation Tfire or coldU8 1evel sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $, M 7phosphorus for the #ar! shieldJ a
firefly or glo))orm for the chill shield-
Range personal
,arget you
Duration 1 round@le*el 7(9
his spell )reathes you in flame and causes damage to each
creature that attacks you in melee. he flames also protect
you from either cold.#ased or fire.#ased attacks, depending
on if you choose cool or )arm flames for your fire shield.
"ny creature striking you )ith its #ody or a handheld
)eapon deals normal damage, #ut at the same time the
attacker takes 1d0 points of damage G 1 point per caster le*el
7maximum G159. his damage is either cold damage 7if you
choose a chill shield9 or fire damage 7if you choose a #ar!
Page &!,
shield9. :f the attacker has spell resistance, it applies to this
effect. Creatures )ielding melee )eapons )ith reach are not
su#?ect to this damage if they attack you.
4hen casting this spell, you appear to immolate yourself, #ut
the flames are thin and )ispy, increasing the light le*el
)ithin 1; feet #y one step, up to normal light. he color of
the flames is #lue or green if the chill shield is cast, *iolet or
red if the #ar! shield is employed. he special po)ers of
each *ersion are as follo)s.
Chill ShieldB he flames are cool to the touch. Jou take only
half damage from fire.#ased attacks. :f such an attack allo)s
a 'eflex sa*e for half damage, you take no damage on a
successful sa*ing thro).
9ar! ShieldB he flames are )arm to the touch. Jou take
only half damage from cold.#ased attacks. :f such an attack
allo)s a 'eflex sa*e for half damage, you take no damage on
a successful sa*ing thro).
&ire 'torm
'chool e*ocation TfireU8 1evel cleric %, druid !
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
.rea t)o 1;.ft. cu#es per le*el 7$9
Duration instantaneous
'aving ,hro6 'eflex half8 'pell Re#i#tance yes
4hen a fire stor! spell is cast, the )hole area is shot through
)ith sheets of roaring flame. he raging flames do not harm
natural *egetation, ground co*er, or any plant creatures in the
area that you )ish to exclude from damage. "ny other
creature )ithin the area takes 1d0 points of fire damage per
caster le*el 7maximum &;d09. Creatures that fail their 'eflex
sa*e catch on fire, taking /d0 points of fire damage each
round until the flames are extinguished. +xtinguishing the
flames is a full.round action that re6uires a (C &; 'eflex
sa*e.
&ire ,rap
'chool a#?uration TfireU8 1evel druid &, sorcerer@)izard /
Ca#ting ,ime 1; minutes
Component# >, $, M 7gold dust )orth &5 gp9
Range touch
,arget o#?ect touched
Duration permanent until discharged 7(9
'aving ,hro6 'eflex half8 see text8 'pell Re#i#tance yes
)ire trap creates a fiery explosion )hen an intruder opens
the item that the trap protects. " fire trap spell can )ard any
o#?ect that can #e opened and closed.
4hen casting fire trap, you select a point on the o#?ect as the
spellCs center. 4hen someone other than you opens the
o#?ect, a fiery explosion fills the area )ithin a 5.foot radius
around the spellCs center. he flames deal 1d/ points of fire
damage G 1 point per caster le*el 7maximum G&;9. he item
protected #y the trap is not harmed #y this explosion.
" fire.trapped item cannot ha*e a second closure or )arding
spell placed on it. " "noc" spell does not #ypass a fire trap.
"n unsuccessful dispel !aic spell does not detonate the
spell. 5nder)ater, this )ard deals half damage and creates a
large cloud of steam.
Jou can use the fire.trapped o#?ect )ithout discharging it, as
can any indi*idual to )hom the o#?ect )as specifically
attuned )hen cast. "ttuning a fire.trapped o#?ect to an
indi*idual usually in*ol*es setting a pass)ord that you can
share )ith friends.
Magic traps such as fire trap are hard to detect and disa#le. "
rogue 7only9 can use the Perception skill to find a fire trap
and (isa#le (e*ice to th)art it. he (C in each case is &5 G
spell le*el 7(C &! for a druidCs fire trap or (C &2 for the
arcane *ersion9.
&ireball
'chool e*ocation TfireU8 1evel sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, M 7a #all of #at guano and sulfur9
Range long 7/;; ft. G /; ft.@le*el9
.rea &;.ft..radius spread
Duration instantaneous
'aving ,hro6 'eflex half8 'pell Re#i#tance yes
" fireball spell generates a searing explosion of flame that
detonates )ith a lo) roar and deals 1d0 points of fire damage
per caster le*el 7maximum 1;d09 to e*ery creature )ithin the
area. 5nattended o#?ects also take this damage. he
explosion creates almost no pressure.
Jou point your finger and determine the range 7distance and
height9 at )hich the fireball is to #urst. " glo)ing, pea.sized
#ead streaks from the pointing digit and, unless it impacts
upon a material #ody or solid #arrier prior to attaining the
prescri#ed range, #lossoms into the fireball at that point. "n
early impact results in an early detonation. :f you attempt to
send the #ead through a narro) passage, such as through an
arro) slit, you must DhitF the opening )ith a ranged touch
attack, or else the #ead strikes the #arrier and detonates
prematurely.
he fireball sets fire to com#usti#les and damages o#?ects in
Page &!/
the area. :t can melt metals )ith lo) melting points, such as
lead, gold, copper, sil*er, and #ronze. :f the damage caused
to an interposing #arrier shatters or #reaks through it, the
fireball may continue #eyond the #arrier if the area permits8
other)ise it stops at the #arrier ?ust as any other spell effect
does.
&lame .rro6
'chool transmutation TfireU8 1evel sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, M 7a drop of oil and a small piece of
flint9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget fifty pro?ectiles, all of )hich must #e together at the
time of casting
Duration 1; min.@le*el
'aving ,hro6 none8 'pell Re#i#tance no
his spell allo)s you to turn ammunition 7such as arro)s,
cross#o) #olts, shuriken, and sling stones9 into fiery
pro?ectiles. +ach piece of ammunition deals an extra 1d0
points of fire damage to any target it hits. " flaming
pro?ectile can easily ignite a flamma#le o#?ect or structure,
#ut it )onCt ignite a creature it strikes.
&lame lade
'chool e*ocation TfireU8 1evel druid &
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range ; ft.
2ffect s)ord.like #eam
Duration 1 min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance yes
" ,.foot.long, #lazing #eam of red.hot fire springs forth
from your hand. Jou )ield this #lade.like #eam as if it )ere
a scimitar. "ttacks )ith the fla!e blade are melee touch
attacks. he #lade deals 1d% points of fire damage G 1 point
per t)o caster le*els 7maximum G1;9. $ince the #lade is
immaterial, your $trength modifier does not apply to the
damage. " fla!e blade can ignite com#usti#le materials such
as parchment, stra), dry sticks, and cloth.
&lame 'tri"e
'chool e*ocation TfireU8 1evel cleric 5, druid /
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range medium 71;; ft. G 1; ft.@le*el9
.rea cylinder 71;.ft. radius, /;.ft. high9
Duration instantaneous
'aving ,hro6 'eflex half8 'pell Re#i#tance yes
" fla!e stri"e e*okes a *ertical column of di*ine fire. he
spell deals 1d0 points of damage per caster le*el 7maximum
15d09. -alf the damage is fire damage, #ut the other half
results directly from di*ine po)er and is therefore not
su#?ect to #eing reduced #y resistance to fire.#ased attacks.
&laming 'phere
'chool e*ocation TfireU8 1evel druid &, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7tallo), #rimstone, and po)dered
iron9
Range medium 71;; ft. G 1; ft.@le*el9
2ffect 5.ft..diameter sphere
Duration 1 round@le*el
'aving ,hro6 'eflex negates8 'pell Re#i#tance yes
" #urning glo#e of fire rolls in )hiche*er direction you point
and #urns those it strikes. :t mo*es ,; feet per round. "s part
of this mo*ement, it can ascend or ?ump up to ,; feet to
strike a target. :f it enters a space )ith a creature, it stops
mo*ing for the round and deals ,d0 points of fire damage to
that creature, though a successful 'eflex sa*e negates that
damage. " fla!in sphere rolls o*er #arriers less than / feet
tall. :t ignites flamma#le su#stances it touches and
illuminates the same area as a torch )ould.
he sphere mo*es as long as you acti*ely direct it 7a mo*e
action for you98 other)ise, it merely stays at rest and #urns. :t
can #e extinguished #y any means that )ould put out a
normal fire of its size. he surface of the sphere has a
spongy, yielding consistency and so does not cause damage
except #y its flame. :t cannot push aside un)illing creatures
or #atter do)n large o#stacles. " fla!in sphere )inks out if
it exceeds the spellCs range.
&lare
'chool e*ocation TlightU8 1evel #ard ;, druid ;,
sorcerer@)izard ;
Ca#ting ,ime 1 standard action
Component# >
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect #urst of light
Duration instantaneous
Page &!5
'aving ,hro6 3ortitude negates8 'pell Re#i#tance yes
his cantrip creates a #urst of light. :f you cause the light to
#urst in front of a single creature, that creature is dazzled for
1 minute unless it makes a successful 3ortitude sa*e.
$ightless creatures, as )ell as creatures already dazzled, are
not affected #y flare.
&le#h to 'tone
'chool transmutation8 1evel sorcerer@)izard 0
Ca#ting ,ime 1 standard action
Component# >, $, M 7lime, )ater, and earth9
Range medium 71;; ft. G 1; ft.@le*el9
,arget one creature
Duration instantaneous
'aving ,hro6 3ortitude negates8 'pell Re#i#tance yes
he su#?ect, along )ith all its carried gear, turns into a
mindless, inert statue. :f the statue resulting from this spell is
#roken or damaged, the su#?ect 7if e*er returned to its
original state9 has similar damage or deformities. he
creature is not dead, #ut it does not seem to #e ali*e either
)hen *ie)ed )ith spells such as death#atch.
Only creatures made of flesh are affected #y this spell.
&loating Di#"
'chool e*ocation TforceU8 1evel sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $, M 7a drop of mercury9
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect ,.ft..diameter disk of force
Duration 1 hour@le*el
'aving ,hro6 none8 'pell Re#i#tance no
Jou create a slightly conca*e, circular plane of force that
follo)s you a#out and carries loads for you. he disk is ,
feet in diameter and 1 inch deep at its center. :t can hold 1;;
pounds of )eight per caster le*el. :f used to transport a
li6uid, its capacity is & gallons. he disk floats approximately
, feet a#o*e the ground at all times and remains le*el. :t
floats along horizontally )ithin spell range and )ill
accompany you at a rate of no more than your normal speed
each round. :f not other)ise directed, it maintains a constant
inter*al of 5 feet #et)een itself and you. he disk )inks out
of existence )hen the spell duration expires. he disk also
)inks out if you mo*e #eyond its range or try to take the disk
more than , feet a)ay from the surface #eneath it. 4hen the
disk )inks out, )hate*er it )as supporting falls to the
surface #eneath it.
&ly
'chool transmutation8 1evel sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a )ing feather9
Range touch
,arget creature touched
Duration 1 min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance yes
7harmless9
he su#?ect can fly at a speed of 0; feet 7or /; feet if it )ears
medium or hea*y armor, or if it carries a medium or hea*y
load9. :t can ascend at half speed and descend at dou#le
speed, and its maneu*era#ility is good. 5sing a fly spell
re6uires only as much concentration as )alking, so the
su#?ect can attack or cast spells normally. he su#?ect of a fly
spell can charge #ut not run, and it cannot carry aloft more
)eight than its maximum load, plus any armor it )ears. he
su#?ect gains a #onus on 3ly skill checks e6ual to 1@& your
caster le*el.
$hould the spell duration expire )hile the su#?ect is still
aloft, the magic fails slo)ly. he su#?ect floats do)n)ard 0;
feet per round for 1d0 rounds. :f it reaches the ground in that
amount of time, it lands safely. :f not, it falls the rest of the
distance, taking 1d0 points of damage per 1; feet of fall.
$ince dispelling a spell effecti*ely ends it, the su#?ect also
descends safely in this )ay if the fly spell is dispelled, #ut
not if it is negated #y an anti!aic field.
&og Cloud
'chool con?uration 7creation98 1evel druid &, sorcerer@)izard
&
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft. le*el9
2ffect fog spreads in &;.ft. radius, &; ft. high
Duration 1; min.@le*el
'aving ,hro6 none8 'pell Re#i#tance no
" #ank of fog #illo)s out from the point you designate. he
fog o#scures all sight, including dark*ision, #eyond 5 feet. "
creature )ithin 5 feet has concealment 7attacks ha*e a &;I
miss chance9. Creatures farther a)ay ha*e total concealment
75;I miss chance, and the attacker canCt use sight to locate
the target9.
" moderate )ind 711G mph9 disperses the fog in / rounds8 a
strong )ind 7&1G mph9 disperses the fog in 1 round.
Page &!0
he spell does not function under)ater.
&orbiddance
'chool a#?uration8 1evel cleric 0
Ca#ting ,ime 0 rounds
Component# >, $, M 7holy )ater and incense )orth 1,5;;
gp, plus 1,5;; gp per 0;.foot cu#e9, (3
Range medium 71;; ft. G 1; ft.@le*el9
.rea 0;.ft. cu#e@le*el 7$9
Duration permanent
'aving ,hro6 see text8 'pell Re#i#tance yes
)orbiddance seals an area against all planar tra*el into or
)ithin it. his includes all teleportation spells 7such as
di!ension door and teleport-, plane shifting, astral tra*el,
ethereal tra*el, and all summoning spells. $uch effects
simply fail automatically.
:n addition, it damages entering creatures )hose alignments
are different from yours. he effect on those attempting to
enter the )arded area is #ased on their alignment relati*e to
yours 7see #elo)9. " creature inside the area )hen the spell
is cast takes no damage unless it exits the area and attempts
to reenter, at )hich time it is affected as normal.
Alin!ents identicalB Ao effect. he creature may enter the
area freely 7although not #y planar tra*el9.
Alin!ents different #ith respect to either la#=chaos or
ood=e%ilB he creature takes 0d0 points of damage. "
successful 4ill sa*e hal*es the damage, and spell resistance
applies.
Alin!ents different #ith respect to both la#=chaos and
ood=e%ilB he creature takes 1&d0 points of damage. "
successful 4ill sa*e hal*es the damage, and spell resistance
applies.
"t your option, the a#?uration can include a pass)ord, in
)hich case creatures of alignments different from yours can
a*oid the damage #y speaking the pass)ord as they enter the
area. Jou must select this option 7and the pass)ord9 at the
time of casting. "dding a pass)ord re6uires the #urning of
additional rare incenses )orth at least 1,;;; gp, plus 1,;;;
gp per 0;.foot cu#e.
'ispel !aic does not dispel a forbiddance effect unless the
dispellerCs le*el is at least as high as your caster le*el.
Jou canCt ha*e multiple o*erlapping forbiddance effects. :n
such a case, the more recent effect stops at the #oundary of
the older effect.
&orcecage
'chool e*ocation TforceU8 1evel sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >, $, M 7ru#y dust )orth 5;; gp9
Range close 7&5 ft. G 5 ft.@& le*els9
.rea #arred cage 7&;.ft. cu#e9 or )indo)less cell 71;.ft.
cu#e9
Duration 1 round@le*el 7(9
'aving ,hro6 'eflex negates8 'pell Re#i#tance no
his spell creates an immo#ile, in*isi#le cu#ical prison
composed of either #ars of force or solid )alls of force 7your
choice9.
Creatures )ithin the area are caught and contained unless
they are too #ig to fit inside, in )hich case the spell
automatically fails. eleportation and other forms of astral
tra*el pro*ide a means of escape, #ut the force )alls or #ars
extend into the +thereal Plane, #locking ethereal tra*el.
=ike a #all of force, a forcecae resists dispel !aic,
although a !ae(s dis:unction still functions$ he )alls of a
forcecae can #e damaged #y spells as normal, except for
disinterate, )hich automatically destroys it. he )alls of a
forcecae can #e damaged #y )eapons and supernatural
a#ilities, #ut they ha*e a -ardness of ,; and a num#er of hit
points e6ual to &; per caster le*el. Contact )ith a sphere of
annihilation or rod of cancellation instantly destroys a
forcecae$
Barred CaeB his *ersion of the spell produces a &;.foot
cu#e made of #ands of force 7similar to a #all of force spell9
for #ars. he #ands are a half.inch )ide, )ith half.inch gaps
#et)een them. "ny creature capa#le of passing through such
a small space can escape8 others are confined )ithin the
#arred cage. Jou canCt attack a creature in a #arred cage )ith
a )eapon unless the )eapon can fit #et)een the gaps. +*en
against such )eapons 7including arro)s and similar ranged
attacks9, a creature in the #arred cage has co*er. "ll spells
and #reath )eapons can pass through the gaps in the #ars.
9indo#less CellB his *ersion of the spell produces a 1;.foot
cu#e )ith no )ay in and no )ay out. $olid )alls of force
form its six sides.
&orceful 5and
'chool e*ocation TforceU8 1evel sorcerer@)izard 0
his spell functions as interposin hand, except that it can
also pursue and #ull rush one opponent you select. he
forceful hand gets one #ull rush attack per round. his attack
does not pro*oke an attack of opportunity. :ts CM1 for #ull
rush checks uses your caster le*el in place of its #ase attack
#onus, )ith a G% #onus for its $trength score 7&!9, and a G1
#onus for #eing =arge. he hand al)ays mo*es )ith the
opponent to push them #ack as far as possi#le. :t has no
mo*ement limit for this purpose. (irecting the spell to a ne)
Page &!!
target is a mo*e action. )orceful hand pre*ents the opponent
from mo*ing closer to you )ithout first succeeding on a #ull
rush attack, mo*ing #oth the forceful hand and the target
closer to you. he forceful hand can instead #e directed to
interpose itself, as interposin hand does.
&ore#ight
'chool di*ination8 1evel druid 2, sorcerer@)izard 2
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7a humming#irdCs feather9
Range personal or touch
,arget see text
Duration 1; min.@le*el
'aving ,hro6 none or 4ill negates 7harmless98 'pell
Re#i#tance no or yes 7harmless9
his spell grants you a po)erful sixth sense in relation to
yourself or another. Once foresiht is cast, you recei*e
instantaneous )arnings of impending danger or harm to the
su#?ect of the spell. Jou are ne*er surprised or flat.footed. :n
addition, the spell gi*es you a general idea of )hat action
you might take to #est protect yourself and gi*es you a G&
insight #onus to "C and on 'eflex sa*es. his insight #onus
is lost )hene*er you )ould lose a (exterity #onus to "C.
4hen another creature is the su#?ect of the spell, you recei*e
)arnings a#out that creature. Jou must communicate )hat
you learn to the other creature for the )arning to #e useful,
and the creature can #e caught unprepared in the a#sence of
such a )arning. $houting a )arning, yanking a person #ack,
and e*en telepathically communicating 7*ia an appropriate
spell9 can all #e accomplished #efore some danger #efalls the
su#?ect, pro*ided you act on the )arning )ithout delay. he
su#?ect, ho)e*er, does not gain the insight #onus to "C and
'eflex sa*es.
&orm of the Dragon -
'chool transmutation 7polymorph98 1evel sorcerer@)izard 0
Ca#ting ,ime 1 standard action
Component# >, $, M 7a scale of the dragon type you plan to
assume9
Range personal
,arget you
Duration 1 min.@le*el 7(9
'ave see #elo)8 'R no
Jou #ecome a Medium chromatic or metallic dragon. Jou
gain a G/ size #onus to $trength, a G& size #onus to
Constitution, a G/ natural armor #onus, fly 0; feet 7poor9,
dark*ision 0; feet, a #reath )eapon, and resistance to one
element. Jou also gain one #ite 71d%9, t)o cla)s 71d09, and
t)o )ing attacks 71d/9. Jour #reath )eapon and resistance
depend on the type of dragon. Jou can only use the #reath
)eapon once per casting of this spell. "ll #reath )eapons
deal 0d% points of damage and allo) a 'eflex sa*e for half
damage. :n addition, some of the dragon types grant
additional a#ilities, as noted #elo).
Blac" draonB 0;.foot line of acid, resist acid &;, s)im 0;
feet
Blue draonB 0;.foot line of electricity, resist electricity &;,
#urro) &; feet
/reen draonB ,;.foot cone of acid, resist acid &;, s)im /;
feet
.ed draonB ,;.foot cone of fire, resist fire ,;, *ulnera#ility
to cold
9hite draonB ,;.foot cone of cold, resist cold &;, s)im 0;
feet, *ulnera#ility to fire
Brass draonB 0;.foot line of fire, resist fire &;, #urro) ,;
feet, *ulnera#ility to cold
Bron<e draonB 0;.foot line of electricity, resist electricity
&;, s)im 0; feet
Copper draonB 0;.foot line of acid, resist acid &;, spider
cli!b 7al)ays acti*e9
/old draonB ,;.foot cone of fire, resist fire &;, s)im 0; feet
Sil%er draonB ,;.foot cone of cold, resist cold ,;,
*ulnera#ility to fire
&orm of the Dragon --
'chool transmutation 7polymorph98 1evel sorcerer@)izard !
his spell functions as for! of the draon 0 except that it also
allo)s you to assume the form of a =arge chromatic or
metallic dragon. Jou gain the follo)ing a#ilitiesB a G0 size
#onus to $trength, a G/ size #onus to Constitution, a G0
natural armor #onus, fly 2; feet 7poor9, dark*ision 0; feet, a
#reath )eapon, (' 5@magic, and resistance to one element.
Jou also gain one #ite 7&d09, t)o cla)s 71d%9, t)o )ing
attacks 71d09, and one tail slap attack 71d%9. Jou can only use
the #reath )eapon t)ice per casting of this spell, and you
must )ait 1d/ rounds #et)een uses. "ll #reath )eapons deal
%d% points of damage and allo) a 'eflex sa*e for half
damage. =ine #reath )eapons increase to %;.foot lines and
cones increase to /;.foot cones.
&orm of the Dragon ---
'chool transmutation 7polymorph98 1evel sorcerer@)izard %
his spell functions as for! of the draon 00 sa*e that it also
allo)s you to take the form of a -uge chromatic or metallic
dragon. Jou gain the follo)ing a#ilitiesB a G1; size #onus to
Page &!%
$trength, a G% size #onus to Constitution, a G% natural armor
#onus, fly 1&; feet 7poor9, #lindsense 0; feet, dark*ision 1&;
feet, a #reath )eapon, (' 1;@magic, frightful presence 7(C
e6ual to the (C for this spell9, and immunity to one element
7of the same type for! of the draon 0 grants resistance to9.
Jou also gain one #ite 7&d%9, t)o cla)s 7&d09, t)o )ing
attacks 71d%9, and one tail slap attack 7&d09. Jou can use the
#reath )eapon as often as you like, #ut you must )ait 1d/
rounds #et)een uses. "ll #reath )eapons deal 1&d% points of
damage and allo) a 'eflex sa*e for half damage. =ine #reath
)eapons increase to 1;;.foot lines and cones increase to 5;.
foot cones.
&o3%# Cunning
'chool transmutation8 1evel #ard &, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7hairs or dung from a fox9
Range touch
,arget creature touched
Duration 1 min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes
he target #ecomes smarter. he spell grants a G/
enhancement #onus to :ntelligence, adding the usual #enefits
to :ntelligence.#ased skill checks and other uses of the
:ntelligence modifier. 4izards 7and other spellcasters )ho
rely on :ntelligence9 affected #y this spell do not gain any
additional #onus spells for the increased :ntelligence, #ut the
sa*e (Cs for spells they cast )hile under this spellCs effect
do increase. his spell doesnCt grant extra skill ranks.
&o3%# Cunning, !a##
'chool transmutation8 1evel #ard 0, sorcerer@)izard 0
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one creature@le*el, no t)o of )hich can #e more than
,; ft. apart
his spell functions like fo,(s cunnin, except that it affects
multiple creatures.
&reedom
'chool a#?uration8 1evel sorcerer@)izard 2
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9 or see text
,arget one creature
Duration instantaneous
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes
he su#?ect is freed from spells and effects that restrict
mo*ement, including bindin, entanle, grappling,
i!prison!ent, !a<e, paralysis, petrification, pinning, sleep,
slo#, stunning, te!poral stasis, and #eb. o free a creature
from i!prison!ent or !a<e, you must kno) its name and
#ackground, and you must cast this spell at the spot )here it
)as entom#ed or #anished into the !a<e.
&reedom of !ovement
'chool a#?uration8 1evel #ard /, cleric /, druid /, ranger /
Ca#ting ,ime 1 standard action
Component# >, $, M 7a leather strip #ound to the target9, (3
Range personal or touch
,arget you or creature touched
Duration 1; min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
his spell ena#les you or a creature you touch to mo*e and
attack normally for the duration of the spell, e*en under the
influence of magic that usually impedes mo*ement, such as
paralysis, solid fo, slo#, and #eb. "ll com#at maneu*er
checks made to grapple the target automatically fail. he
su#?ect automatically succeeds on any com#at maneu*er
checks and +scape "rtist checks made to escape a grapple or
a pin.
he spell also allo)s the su#?ect to mo*e and attack
normally )hile under)ater, e*en )ith slashing )eapons such
as axes and s)ords or )ith #ludgeoning )eapons such as
flails, hammers, and maces, pro*ided that the )eapon is
)ielded in the hand rather than hurled. he freedo! of
!o%e!ent spell does not, ho)e*er, grant )ater #reathing.
&ree$ing 'phere
'chool e*ocation TcoldU8 1evel sorcerer@)izard 0
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a small crystal sphere9
Range long 7/;; ft. G /; ft.@le*el9
,arget, 2ffect, or .rea see text
Duration instantaneous or 1 round@le*el8 see text
'aving ,hro6 'eflex half8 see text8 'pell Re#i#tance yes
)ree<in sphere creates a frigid glo#e of cold energy that
streaks from your fingertips to the location you select, )here
it explodes in a /;.foot.radius #urst, dealing 1d0 points of
cold damage per caster le*el 7maximum 15d09 to each
Page &!2
creature in the area. " creature of the )ater su#type instead
takes 1d% points of cold damage per caster le*el 7maximum
15d%9 and is staggered for 1d/ rounds.
:f the free<in sphere strikes a #ody of )ater or a li6uid that
is principally )ater 7not including )ater.#ased creatures9, it
freezes the li6uid to a depth of 0 inches in a /;.foot radius.
his ice lasts for 1 round per caster le*el. Creatures that )ere
s)imming on the surface of a targeted #ody of )ater #ecome
trapped in the ice. "ttempting to #reak free is a full.round
action. " trapped creature must make a (C &5 $trength
check or a (C &5 +scape "rtist check to do so.
Jou can refrain from firing the glo#e after completing the
spell, if you )ish. reat this as a touch spell for )hich you
are holding the charge. Jou can hold the charge for as long as
1 round per le*el, at the end of )hich time the free<in
sphere #ursts centered on you 7and you recei*e no sa*ing
thro) to resist its effect9. 3iring the glo#e in a later round is a
standard action.
Ga#eou# &orm
'chool transmutation8 1evel #ard ,, sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# $, M@(3 7a #it of gauze and a )isp of smoke9
Range touch
,arget )illing corporeal creature touched
Duration & min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
he su#?ect and all its gear #ecome insu#stantial, misty, and
translucent. :ts material armor 7including natural armor9
#ecomes )orthless, though its size, (exterity, deflection
#onuses, and armor #onuses from force effects still apply.
he su#?ect gains (' 1;@magic and #ecomes immune to
poison, sneak attacks, and critical hits. :t canCt attack or cast
spells )ith *er#al, somatic, material, or focus components
)hile in gaseous form. his does not rule out the use of
certain spells that the su#?ect may ha*e prepared using the
feats $ilent $pell, $till $pell, and +sche) Materials. he
su#?ect also loses supernatural a#ilities )hile in gaseous
form. :f it has a touch spell ready to use, that spell is
discharged harmlessly )hen the aseous for! spell takes
effect.
" gaseous creature canCt run, #ut it can fly at a speed of 1;
feet and automatically succeeds on all 3ly skill checks. :t can
pass through small holes or narro) openings, e*en mere
cracks, )ith all it )as )earing or holding in its hands, as
long as the spell persists. he creature is su#?ect to the effects
of )ind, and it canCt enter )ater or other li6uid. :t also canCt
manipulate o#?ects or acti*ate items, e*en those carried along
)ith its gaseous form. Continuously acti*e items remain
acti*e, though in some cases their effects may #e moot.
Gate
'chool con?uration 7creation or calling98 1evel cleric 2,
sorcerer@)izard 2
Ca#ting ,ime 1 standard action
Component# >, $, M 7see text9
Range medium 71;; ft. G 1; ft.@le*el9
2ffect see text
Duration instantaneous or concentration 7up to 1
round@le*el98 see text
'aving ,hro6 none8 'pell Re#i#tance no
Casting a ate spell has t)o effects. 3irst, it creates an
interdimensional connection #et)een your plane of existence
and a plane you specify, allo)ing tra*el #et)een those t)o
planes in either direction.
$econd, you may then call a particular indi*idual or kind of
#eing through the ate$
he ate itself is a circular hoop or disk from 5 to &; feet in
diameter 7casterCs choice9 oriented in the direction you desire
)hen it comes into existence 7typically *ertical and facing
you9. :t is a t)o.dimensional )indo) looking into the plane
you specified )hen casting the spell, and anyone or anything
that mo*es through is shunted instantly to the other side.
" ate has a front and a #ack. Creatures mo*ing through the
ate from the front are transported to the other plane8
creatures mo*ing through it from the #ack are not.
Planar Tra%elB "s a mode of planar tra*el, a ate spell
functions much like a plane shift spell, except that the ate
opens precisely at the point you desire 7a creation effect9.
(eities and other #eings )ho rule a planar realm can pre*ent
a ate from opening in their presence or personal demesnes
if they so desire. ra*elers need not ?oin hands )ith youK
anyone )ho chooses to step through the portal is transported.
" ate cannot #e opened to another point on the same plane8
the spell )orks only for interplanar tra*el.
Jou may hold the ate open only for a #rief time 7no more
than 1 round per caster le*el9, and you must concentrate on
doing so, or else the interplanar connection is se*ered.
Callin CreaturesB he second effect of the ate spell is to
call an extraplanar creature to your aid 7a calling effect9. 1y
naming a particular #eing or kind of #eing as you cast the
spell, you cause the ate to open in the immediate *icinity of
the desired creature and pull the su#?ect through, )illing or
un)illing. (eities and uni6ue #eings are under no
compulsion to come through the ate, although they may
choose to do so of their o)n accord. his use of the spell
creates a ate that remains open ?ust long enough to transport
the called creatures. his use of the spell has a material cost
of 1;,;;; gp in rare incense and offerings. his cost is in
Page &%;
addition to any cost that must #e paid to the called creatures.
:f you choose to call a kind of creature instead of a kno)n
indi*idual, you may call either a single creature or se*eral
creatures. :n either case, their total -( cannot exceed t)ice
your caster le*el. :n the case of a single creature, you can
control it if its -( does not exceed your caster le*el. "
creature )ith more -( than your caster le*el canCt #e
controlled. (eities and uni6ue #eings cannot #e controlled in
any e*ent. "n uncontrolled #eing acts as it pleases, making
the calling of such creatures rather dangerous. "n
uncontrolled #eing may return to its home plane at any time.
:f you choose to exact a longer or more in*ol*ed form of
ser*ice from a called creature, you must offer some fair trade
in return for that ser*ice. he ser*ice exacted must #e
reasona#le )ith respect to the promised fa*or or re)ard8 see
the lesser planar ally spell for appropriate re)ards. $ome
creatures may )ant their payment in Dli*estockF rather than
in coin, )hich could in*ol*e complications. :mmediately
upon completion of the ser*ice, the #eing is transported to
your *icinity, and you must then and there turn o*er the
promised re)ard. "fter this is done, the creature is instantly
freed to return to its o)n plane.
3ailure to fulfill the promise to the letter results in your #eing
su#?ected to ser*ice #y the creature or #y its liege and master,
at the *ery least. "t )orst, the creature or its kin may attack
you.
3oteB 4hen you use a calling spell such as ate to call an air,
chaotic, earth, e*il, fire, good, la)ful, or )ater creature, it
#ecomes a spell of that type.
Gea#, 1e##er
'chool enchantment 7compulsion9 Tlanguage.dependent,
mind.affectingU8 1evel #ard ,, sorcerer@)izard /
Ca#ting ,ime 1 round
Component# >
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one li*ing creature )ith ! -( or less
Duration 1 day@le*el or until discharged 7(9
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
" lesser eas places a magical command on a creature to
carry out some ser*ice or to refrain from some action or
course of acti*ity, as desired #y you. he creature must ha*e
! or fe)er -( and #e a#le to understand you. 4hile a eas
cannot compel a creature to kill itself or perform acts that
)ould result in certain death, it can cause almost any other
course of acti*ity.
he eased creature must follo) the gi*en instructions until
the eas is completed, no matter ho) long it takes.
:f the instructions in*ol*e some open.ended task that the
recipient cannot complete through his o)n actions, the spell
remains in effect for a maximum of 1 day per caster le*el. "
cle*er recipient can su#*ert some instructions.
:f the su#?ect is pre*ented from o#eying the lesser eas for
&/ hours, it takes a H& penalty to each of its a#ility scores.
+ach day, another H& penalty accumulates, up to a total of H%.
Ao a#ility score can #e reduced to less than 1 #y this effect.
he a#ility score penalties are remo*ed &/ hours after the
su#?ect resumes o#eying the lesser eas$
" lesser eas 7and all a#ility score penalties9 can #e ended #y
brea" enchant!ent, li!ited #ish, re!o%e curse, !iracle, or
#ish. 'ispel !aic does not affect a lesser eas.
Gea#)Jue#t
'chool enchantment 7compulsion9 Tlanguage.dependent,
mind.affectingU8 1evel #ard 0, cleric 0, sorcerer@)izard 0
Ca#ting ,ime 1; minutes
,arget one li*ing creature
'aving ,hro6 none8 'pell Re#i#tance yes
his spell functions similarly to lesser eas, except that it
affects a creature of any -( and allo)s no sa*ing thro).
:f the su#?ect is pre*ented from o#eying the eas=>uest for &/
hours, it takes a H, penalty to each of its a#ility scores. +ach
day, another H, penalty accumulates, up to a total of H1&. Ao
a#ility score can #e reduced to less than 1 #y this effect. he
a#ility score penalties are remo*ed &/ hours after the su#?ect
resumes o#eying the eas=>uest$
" re!o%e curse spell ends a eas=>uest spell only if its caster
le*el is at least t)o higher than your caster le*el. Brea"
enchant!ent does not end a eas=>uest, #ut li!ited #ish,
!iracle, and #ish do.
1ards, sorcerers, and )izards usually refer to this spell as
eas, )hile clerics call the same spell >uest.
Gentle Repo#e
'chool necromancy8 1evel cleric &, sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7salt and a copper piece for each of
the corpseCs eyes9
Range touch
,arget corpse touched
Duration 1 day@le*el
'aving ,hro6 4ill negates 7o#?ect98 'pell Re#i#tance yes
7o#?ect9
Jou preser*e the remains of a dead creature so that they do
Page &%1
not decay. (oing so effecti*ely extends the time limit on
raising that creature from the dead 7see raise dead9. (ays
spent under the influence of this spell donCt count against the
time limit. "dditionally, this spell makes transporting a slain
7and thus decaying9 comrade less unpleasant.
he spell also )orks on se*ered #ody parts and the like.
Gho#t 'ound
'chool illusion 7figment98 1evel #ard ;, sorcerer@)izard ;
Ca#ting ,ime 1 standard action
Component# >, $, M 7a #it of )ool or a small lump of )ax9
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect illusory sounds
Duration 1 round@le*el 7(9
'aving ,hro6 4ill dis#elief8 'pell Re#i#tance no
/host sound allo)s you to create a *olume of sound that
rises, recedes, approaches, or remains at a fixed place. Jou
choose )hat type of sound host sound creates )hen casting
it and cannot thereafter change the soundCs #asic character.
he *olume of sound created depends on your le*el. Jou can
produce as much noise as four normal humans per caster
le*el 7maximum /; humans9. hus, talking, singing,
shouting, )alking, marching, or running sounds can #e
created. he noise a host sound spell produces can #e
*irtually any type of sound )ithin the *olume limit. " horde
of rats running and s6ueaking is a#out the same *olume as
eight humans running and shouting. " roaring lion is e6ual to
the noise from 10 humans, )hile a roaring dragon is e6ual to
the noise from ,& humans. "nyone )ho hears a host sound
recei*es a 4ill sa*e to dis#elie*e.
/host sound can enhance the effecti*eness of a silent i!ae
spell.
/host sound can #e made permanent )ith a per!anency
spell.
Ghoul touch
'chool necromancy8 1evel sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M 7cloth from a ghoul or earth from a
ghoulCs lair9
Range touch
,arget li*ing humanoid touched
Duration 1d0G& rounds
'aving ,hro6 3ortitude negates8 'pell Re#i#tance yes
:m#uing you )ith negati*e energy, this spell allo)s you to
paralyze a single li*ing humanoid for the duration of the
spell )ith a successful melee touch attack.
" paralyzed su#?ect exudes a carrion stench that causes all
li*ing creatures 7except you9 in a 1;.foot.radius spread to
#ecome sickened 73ortitude negates9. " neutrali<e poison
spell remo*es the effect from a sickened creature, and
creatures immune to poison are unaffected #y the stench.
Giant &orm -
'chool transmutation 7polymorph98 1evel sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >, $, M 7a piece of the creature )hose form
you plan to assume9
Range personal
,arget you
Duration 1 min.@le*el 7(9
4hen you cast this spell you can assume the form of any
=arge humanoid creature of the giant su#type. Once you
assume your ne) form, you gain the follo)ing a#ilitiesB a G0
size #onus to $trength, a H& penalty to (exterity, a G/ size
#onus to Constitution, a G/ natural armor #onus, and lo).
light *ision. :f the form you assume has any of the follo)ing
a#ilities, you gain the listed a#ilityB dark*ision 0; feet, rend
7&d0 damage9, regeneration 5, rock catching, and rock
thro)ing 7range 0; feet, &d0 damage9. :f the creature has
immunity or resistance to any elements, you gain resistance
&; to those elements. :f the creature has *ulnera#ility to an
element, you gain that *ulnera#ility.
Giant &orm --
'chool ransmutation 7polymorph98 1evel sorcerer@)izard %
his spell functions as iant for! 0 except that it also allo)s
you to assume the form of any -uge creature of the giant
type. Jou gain the follo)ing a#ilitiesB a G% size #onus to
$trength, a H& penalty to (exterity, a G0 size #onus to
Constitution, a G0 natural armor #onus, lo).light *ision, and
a G1; foot enhancement #onus to your speed. :f the form you
assume has any of the follo)ing a#ilities, you gain the listed
a#ilityB s)im 0; feet, dark*ision 0; feet, rend 7&d% damage9,
regeneration 5, rock catching, and rock thro)ing 7range 1&;
feet, &d1; damage9. :f the creature has immunity or
resistance to one element, you gain that immunity or
resistance. :f the creature has *ulnera#ility to an element, you
gain that *ulnera#ility.
Giant Dermin
'chool transmutation8 1evel cleric /, druid /
Ca#ting ,ime 1 standard action
Component# >, $, (3
Page &%&
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# 1 or more *ermin, no t)o of )hich can #e more than
,; ft. apart
Duration 1 min.@le*el
'aving ,hro6 none8 'pell Re#i#tance yes
Jou turn a num#er of normal.sized centipedes, scorpions, or
spiders into their giant counterparts. Only one type of *ermin
can #e transmuted 7so a single casting cannot affect #oth a
centipede and a spider9. he num#er of *ermin )hich can #e
affected #y this spell depends on your caster le*el, as noted
on the ta#le #elo).
Giant *ermin created #y this spell do not attempt to harm
you, #ut your control of such creatures is limited to simple
commands 7D"ttack,F D(efend,F D$top,F and so forth9.
Orders to attack a certain creature )hen it appears or guard
against a particular occurrence are too complex for the
*ermin to understand. 5nless commanded to do other)ise,
the giant *ermin attack )home*er or )hate*er is near them.
Ca#ter 1evel Centipede# 'corpion# 'pider#
2th or lo)er , 1 &
1;thH1,th / & ,
1/thH1!th 0 , /
1%thH12th % / 5
&;th or higher 1& 0 %
Glibne##
'chool transmutation8 1evel #ard ,
Ca#ting ,ime 1 standard action
Component# $
Range personal
,arget you
Duration 1; min.@le*el 7(9
Jour speech #ecomes fluent and more #elie*a#le, causing
those )ho hear you to #elie*e e*ery )ord you say. Jou gain
a G&; #onus on 1luff checks made to con*ince another of the
truth of your )ords. his #onus doesnCt apply to other uses of
the 1luff skill, such as feinting in com#at, creating a
di*ersion to hide, or communicating a hidden message *ia
innuendo.
:f a magical effect is used against you that )ould detect your
lies or force you to speak the truth, the user of the effect must
succeed on a caster le*el check 71d&; G caster le*el9 against
a (C of 15 G your caster le*el to succeed. 3ailure means the
effect does not detect your lies or force you to speak only the
truth.
Glitterdu#t
'chool con?uration 7creation98 1evel #ard &, sorcerer@)izard
&
Ca#ting ,ime 1 standard action
Component# >, $, M 7ground mica9
Range medium 71;; ft. G 1; ft.@le*el9
.rea creatures and o#?ects )ithin 1;.ft..radius spread
Duration 1 round@le*el
'ave 4ill negates 7#linding only98 'R no
" cloud of golden particles co*ers e*eryone and e*erything
in the area, causing creatures to #ecome #linded and *isi#ly
outlining in*isi#le things for the duration of the spell. "ll
)ithin the area are co*ered #y the dust, )hich cannot #e
remo*ed and continues to sparkle until it fades. +ach round
at the end of their turn #linded creatures may attempt ne)
sa*ing thro)s to end the #lindness effect.
"ny creature co*ered #y the dust takes a H/; penalty on
$tealth checks.
Globe of -nvulnerability
'chool a#?uration8 1evel sorcerer@)izard 0
his spell functions like lesser lobe of in%ulnerability,
except that it also excludes /th.le*el spells and spell.like
effects.
Globe of -nvulnerability, 1e##er
'chool a#?uration8 1evel sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $, M 7a glass or crystal #ead9
Range 1; ft.
.rea 1;.ft..radius spherical emanation, centered on you
Duration 1 round@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
"n immo#ile, faintly shimmering magical sphere surrounds
you and excludes all spell effects of ,rd le*el or lo)er. he
area or effect of any such spells does not include the area of
the lesser lobe of in%ulnerability. $uch spells fail to affect
any target located )ithin the glo#e. +xcluded effects include
spell.like a#ilities and spells or spell.like effects from items.
"ny type of spell, ho)e*er, can #e cast through or out of the
magical glo#e. $pells of /th le*el and higher are not affected
#y the glo#e, nor are spells already in effect )hen the glo#e
is cast. he glo#e can #e #rought do)n #y a dispel !aic
spell$ Jou can lea*e and return to the glo#e )ithout penalty.
Aote that spell effects are not disrupted unless their effects
Page &%,
enter the glo#e, and e*en then they are merely suppressed,
not dispelled.
:f a gi*en spell has more than one le*el depending on )hich
character class is casting it, use the le*el appropriate to the
caster to determine )hether lesser lobe of in%ulnerability
stops it.
Glyph of Aarding
'chool a#?uration8 1evel cleric ,
Ca#ting ,ime 1; minutes
Component# >, $, M 7po)dered diamond )orth &;; gp9
Range touch
,arget or .rea o#?ect touched or up to 5 s6. ft.@le*el
Duration permanent until discharged 7(9
'aving ,hro6 see text8 'pell Re#i#tance no 7o#?ect9 and
yes8 see text
his po)erful inscription harms those )ho enter, pass, or
open the )arded area or o#?ect. " lyph of #ardin can guard
a #ridge or passage, )ard a portal, trap a chest or #ox, and so
on.
Jou set all of the conditions of the )ard. ypically, any
creature entering the )arded area or opening the )arded
o#?ect )ithout speaking a pass)ord 7)hich you set )hen
casting the spell9 is su#?ect to the magic it stores.
"lternati*ely or in addition to a pass)ord trigger, glyphs can
#e set according to physical characteristics 7such as height or
)eight9 or creature type, su#type, or kind. Glyphs can also #e
set )ith respect to good, e*il, la), or chaos, or to pass those
of your religion. hey cannot #e set according to class, -(,
or le*el. Glyphs respond to in*isi#le creatures normally #ut
are not triggered #y those )ho tra*el past them ethereally.
Multiple glyphs cannot #e cast on the same area. -o)e*er, if
a ca#inet has three different dra)ers, each can #e separately
)arded.
4hen casting the spell, you )ea*e a tracery of faintly
glo)ing lines around the )arding sigil. " glyph can #e
placed to conform to any shape up to the limitations of your
total s6uare footage. 4hen the spell is completed, the glyph
and tracery #ecome nearly in*isi#le.
Glyphs cannot #e affected or #ypassed #y such means as
physical or magical pro#ing, though they can #e dispelled.
Mislead, poly!orph, and nondetection 7and similar magical
effects9 can fool a glyph, though nonmagical disguises and
the like canCt. .ead !aic allo)s you to identify a lyph of
#ardin )ith a (C 1, <no)ledge 7arcana9 check.
:dentifying the glyph does not discharge it and allo)s you to
kno) the #asic nature of the glyph 7*ersion, type of damage
caused, )hat spell is stored9.
3oteB Magic traps such as lyph of #ardin are hard to detect
and disa#le. " rogue 7only9 can use the Perception skill to
find the glyph and (isa#le (e*ice to th)art it. he (C in
each case is &5 G spell le*el, or &% for lyph of #ardin.
(epending on the *ersion selected, a glyph either #lasts the
intruder or acti*ates a spell.
Blast /lyphB " blast lyph deals 1d% points of damage per
t)o caster le*els 7maximum 5d%9 to the intruder and to all
)ithin 5 feet of him or her. his damage is acid, cold, fire,
electricity, or sonic 7casterCs choice, made at time of casting9.
+ach creature affected can attempt a 'eflex sa*e to take half
damage. $pell resistance applies against this effect.
Spell /lyphB Jou can store any harmful spell of ,rd le*el or
lo)er that you kno). "ll le*el.dependent features of the
spell are #ased on your caster le*el at the time of casting the
glyph$ :f the spell has a target, it targets the intruder. :f the
spell has an area or an amorphous effect, the area or effect is
centered on the intruder. :f the spell summons creatures, they
appear as close as possi#le to the intruder and attack. $a*ing
thro)s and spell resistance operate as normal, except that the
(C is #ased on the le*el of the spell stored in the glyph.
Glyph of Aarding, Greater
'chool a#?uration8 1evel cleric 0
his spell functions like lyph of #ardin, except that a
reater blast lyph deals up to 1;d% points of damage, and a
reater spell lyph can store a spell of 0th le*el or lo)er.
.ead !aic allo)s you to identify a reater lyph of
#ardin )ith a (C 10 $pellcraft check.
Material Co!ponentB Jou trace the glyph )ith incense,
)hich must first #e sprinkled )ith po)dered diamond )orth
at least /;; gp.
Good 5ope
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard ,
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
,arget# one li*ing creature@le*el, no t)o of )hich may #e
more than ,; ft. apart
Duration 1 min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
his spell instills po)erful hope in the su#?ects. +ach
affected creature gains a G& morale #onus on sa*ing thro)s,
attack rolls, a#ility checks, skill checks, and )eapon damage
rolls.
Page &%/
/ood hope counters and dispels crushin despair$
Goodberry
'chool transmutation8 1evel druid 1
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget# &d/ fresh #erries touched
Duration 1 day@le*el
'aving ,hro6 none8 'pell Re#i#tance yes
Casting oodberry makes &d/ freshly picked #erries magical.
Jou 7as )ell as any other druid of ,rd or higher le*el9 can
immediately discern )hich #erries are affected. +ach
transmuted #erry pro*ides nourishment as if it )ere a normal
meal for a Medium creature. he #erry also cures 1 point of
damage )hen eaten, su#?ect to a maximum of % points of
such curing in any &/.hour period.
Gra#ping 5and
'chool e*ocation TforceU8 1evel sorcerer@)izard !
his spell functions as interposin hand, except that it can
also grapple one opponent you select. he raspin hand
gets one grapple attack per round. his attack does not
pro*oke an attack of opportunity. :ts CM1 and CM( for
grapple checks use your caster le*el in place of its #ase
attack #onus, )ith a G1; #onus for its $trength 7,19 score
and a G1 #onus for #eing =arge 7its (exterity is 1;, granting
no #onus on the Com#at Maneu*er (efense9. he hand holds
#ut does not harm creatures that it grapples. (irecting the
spell to a ne) target is a mo*e action. he raspin hand can
instead #e directed to #ull rush a target, using the same
#onuses outlined a#o*e, or it can #e directed to interpose
itself, as interposin hand does.
Grea#e
'chool con?uration 7creation98 1evel #ard 1, sorcerer@)izard
1
Ca#ting ,ime 1 standard action
Component# >, $, M 7#utter9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one o#?ect or 1;.ft. s6uare
Duration 1 min.@le*el 7(9
'ave see text8 'R no
" rease spell co*ers a solid surface )ith a layer of slippery
grease. "ny creature in the area )hen the spell is cast must
make a successful 'eflex sa*e or fall. " creature can )alk
)ithin or through the area of grease at half normal speed
)ith a (C 1; "cro#atics check. 3ailure means it canCt mo*e
that round 7and must then make a 'eflex sa*e or fall9, )hile
failure #y 5 or more means it falls 7see the "cro#atics skill
for details9. Creatures that do not mo*e on their turn do not
need to make this check and are not considered flat.footed.
he spell can also #e used to create a greasy coating on an
item. Material o#?ects not in use are al)ays affected #y this
spell, )hile an o#?ect )ielded or employed #y a creature
re6uires its #earer to make a 'eflex sa*ing thro) to a*oid the
effect. :f the initial sa*ing thro) fails, the creature
immediately drops the item. " sa*ing thro) must #e made in
each round that the creature attempts to pick up or use the
reased item. " creature )earing reased armor or clothing
gains a G1; circumstance #onus on +scape "rtist checks and
com#at maneu*er checks made to escape a grapple, and to
their CM( to a*oid #eing grappled.
Greater /'pell Name0
"ny spell )hose name #egins )ith reater is alpha#etized
according to the spell name. hus, the description of a
reater spell appears near the description of the spell on
)hich it is #ased. $pell chains that ha*e reater spells in
them include those #ased on the spells arcane siht,
co!!and, dispel !aic, lyph of #ardin, in%isibility, !aic
fan, !aic #eapon, planar ally, planar bindin, poly!orph,
pryin eyes, restoration, scryin, shado# con:uration,
shado# e%ocation, shout, and teleport$
Guard# and Aard#
'chool a#?uration8 1evel sorcerer@)izard 0
Ca#ting ,ime ,; minutes
Component# >, $, M 7#urning incense, a small measure of
#rimstone and oil, a knotted string, and a small amount of
#lood9, 3 7a small sil*er rod9
Range any)here )ithin the area to #e )arded
.rea up to &;; s6. ft.@le*el 7$9
Duration & hours@le*el 7(9
'aving ,hro6 see text8 'pell Re#i#tance see text
his po)erful spell is primarily used to defend a stronghold
or fortress #y creating a num#er of magical )ards and
effects. he )ard protects &;; s6uare feet per caster le*el.
he )arded area can #e as much as &; feet high, and shaped
as you desire. Jou can )ard se*eral stories of a stronghold
#y di*iding the area among them8 you must #e some)here
)ithin the area to #e )arded to cast the spell. he spell
creates the follo)ing magical effects )ithin the )arded area.
)oB 3og fills all corridors, o#scuring all sight, including
dark*ision, #eyond 5 feet. " creature )ithin 5 feet has
concealment 7attacks ha*e a &;I miss chance9. Creatures
Page &%5
farther a)ay ha*e total concealment 75;I miss chance, and
the attacker cannot use sight to locate the target9. $a*ing
hro)B none. $pell 'esistanceB no.
Arcane &oc"sB "ll doors in the )arded area are arcane
loc"ed$ $a*ing hro)B none. $pell 'esistanceB no.
9ebsB 4e#s fill all stairs from top to #ottom. hese strands
are identical )ith those created #y the #eb spell, except that
they regro) in 1; minutes if they are #urned or torn a)ay
)hile the uards and #ards spell lasts. $a*ing hro)B 'eflex
negates8 see text for #eb. $pell 'esistanceB no.
ConfusionB 4here there are choices in directionKsuch as a
corridor intersection or side passageKa minor confusion-
type effect functions so as to make it 5;I pro#a#le that
intruders #elie*e they are going in the opposite direction
from the one they actually chose. his is a mind.affecting
effect. $a*ing hro)B none. $pell 'esistanceB yes.
&ost 'oorsB One door per caster le*el is co*ered #y a silent
i!ae to appear as if it )ere a plain )all. $a*ing hro)B
4ill dis#elief 7if interacted )ith9. $pell 'esistanceB no.
:n addition, you can place your choice of one of the
follo)ing fi*e magical effects.
1. 'ancin lihts in four corridors. Jou can designate
a simple program that causes the lights to repeat as
long as the uards and #ards spell lasts. $a*ing
hro)B none. $pell 'esistanceB no.
&. " !aic !outh in t)o places. $a*ing hro)B none.
$pell 'esistanceB no.
,. " stin"in cloud in t)o places. he *apors appear in
the places you designate8 they return )ithin 1;
minutes if dispersed #y )ind )hile the uards and
#ards spell lasts. $a*ing hro)B 3ortitude negates8
see text for stin"in cloud$ $pell 'esistanceB no.
/. " ust of #ind in one corridor or room. $a*ing
hro)B 3ortitude negates. $pell 'esistanceB yes.
5. " suestion in one place. Jou select an area of up
to 5 feet s6uare, and any creature )ho enters or
passes through the area recei*es the suestion
mentally. $a*ing hro)B 4ill negates. $pell
'esistanceB yes.
he )hole )arded area radiates strong magic of the
a#?uration school. " dispel !aic cast on a specific effect, if
successful, remo*es only that effect. " successful !ae(s
dis:unction destroys the entire uards and #ards effect.
Guidance
'chool di*ination8 1evel cleric ;, druid ;
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget creature touched
Duration 1 minute or until discharged
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes
his spell im#ues the su#?ect )ith a touch of di*ine
guidance. he creature gets a G1 competence #onus on a
single attack roll, sa*ing thro), or skill check. :t must choose
to use the #onus #efore making the roll to )hich it applies.
Gu#t of Aind
'chool e*ocation TairU8 1evel druid &, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $
Range 0; ft.
2ffect line.shaped gust of se*ere )ind emanating out from
you to the extreme of the range
Duration 1 round
'aving ,hro6 3ortitude negates8 'pell Re#i#tance yes
his spell creates a se*ere #last of air 7approximately 5;
mph9 that originates from you, affecting all creatures in its
path. "ll flying creatures in this area take a H/ penalty on 3ly
skill checks. iny or smaller flying creatures must make a
(C &5 3ly skill check or #e #lo)n #ack &d0 L 1; feet and
take &d0 points of damage. $mall or smaller flying creatures
must make a (C &; 3ly skill check to mo*e against the force
of the )ind.
" iny or smaller creature on the ground is knocked do)n
and rolled 1d/ L 1; feet, taking 1d/ points of nonlethal
damage per 1; feet.
$mall creatures are knocked prone #y the force of the )ind.
Medium or smaller creatures are una#le to mo*e for)ard
against the force of the )ind unless they succeed at a (C 15
$trength check.
=arge or larger creatures may mo*e normally )ithin a ust
of #ind effect.
his spell canCt mo*e a creature #eyond the limit of itCs range.
"ny creature, regardless of size, takes a H/ penalty on ranged
attacks and Perception checks in the area of a ust of #ind.
he force of the gust automatically extinguishes candles,
torches, and similar unprotected flames. :t causes protected
flames, such as those in lanterns, to dance )ildly and has a
5;I chance to extinguish those lights.
:n addition to the effects noted, a ust of #ind can do
anything that a sudden #last of )ind )ould #e expected to
Page &%0
do. :t can create a stinging spray of sand or dust, fan a large
fire, o*erturn delicate a)nings or hangings, heel o*er a small
#oat, and #lo) gases or *apors to the edge of its range.
/ust of #ind can #e made permanent )ith a per!anency
spell.
5allo6
'chool e*ocation TgoodU8 1evel cleric 5, druid 5
Ca#ting ,ime &/ hours
Component# >, $, M 7her#s, oils, and incense )orth at least
1,;;; gp, plus 1,;;; gp per le*el of the spell to #e included
in the hallo#ed area9, (3
Range touch
.rea /;.ft. radius emanating from the touched point
Duration instantaneous
'aving ,hro6 see text8 'pell Re#i#tance see text
5allo# makes a particular site, #uilding, or structure a holy
site. his has four ma?or effects.
3irst, the site is )arded #y a !aic circle aainst e%il effect.
$econd, the (C to resist positi*e channeled energy )ithin
this area gains a G/ sacred #onus and the (C to resist
negati*e energy is reduced #y /. $pell resistance does not
apply to this effect. his pro*ision does not apply to the
druid *ersion of the spell.
hird, any dead #ody interred in a hallo#ed site cannot #e
turned into an undead creature.
3inally, you can fix a single spell effect to the hallo#ed site.
he spell effect lasts for 1 year and functions throughout the
entire site, regardless of the normal duration and area or
effect. Jou may designate )hether the effect applies to all
creatures, creatures )ho share your faith or alignment, or
creatures )ho adhere to another faith or alignment. "t the
end of the year, the chosen effect lapses, #ut it can #e
rene)ed or replaced simply #y casting hallo# again.
$pell effects that may #e tied to a hallo#ed site include aid,
bane, bless, cause fear, dar"ness, dayliht, death #ard,
deeper dar"ness, detect e%il, detect !aic, di!ensional
anchor, discern lies, dispel !aic, endure ele!ents, freedo!
of !o%e!ent, in%isibility pure, protection fro! enery,
re!o%e fear, resist enery, silence, tonues, and <one of truth.
$a*ing thro)s and spell resistance might apply to these
spellsC effects. 7$ee the indi*idual spell descriptions for
details.9
"n area can recei*e only one hallo# spell 7and its associated
spell effect9 at a time. 5allo# counters #ut does not dispel
unhallo#.
5allucinatory ,errain
'chool illusion 7glamer98 1evel #ard /, sorcerer@)izard /
Ca#ting ,ime 1; minutes
Component# >, $, M 7a stone, a t)ig, and a green leaf9
Range long 7/;; ft. G /; ft.@le*el9
.rea one ,;.ft. cu#e@le*el 7$9
Duration & hours@le*el 7(9
'aving ,hro6 4ill dis#elief 7if interacted )ith98 'pell
Re#i#tance no
Jou make natural terrain look, sound, and smell like some
other sort of natural terrain. $tructures, e6uipment, and
creatures )ithin the area are not hidden or changed in
appearance.
5alt Hndead
'chool necromancy8 1evel sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, M 7a pinch of sulfur and po)dered garlic9
Range medium 71;; ft. G 1; ft.@le*el9
,arget# up to three undead creatures, no t)o of )hich can #e
more than ,; ft. apart
Duration 1 round@le*el
'aving ,hro6 4ill negates 7see text98 'pell Re#i#tance yes
his spell renders as many as three undead creatures
immo#ile. " nonintelligent undead creature gets no sa*ing
thro)8 an intelligent undead creature does. :f the spell is
successful, it renders the undead creature immo#ile for the
duration of the spell 7similar to the effect of hold person on a
li*ing creature9. he effect is #roken if the halted creatures
are attacked or take damage.
5arm
'chool necromancy8 1evel cleric 0
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget creature touched
Duration instantaneous
'aving ,hro6 4ill half8 see text8 'pell Re#i#tance yes
5ar! charges a su#?ect )ith negati*e energy that deals 1;
points of damage per caster le*el 7to a maximum of 15;
points at 15th le*el9. :f the creature successfully sa*es, har!
deals half this amount. 5ar! cannot reduce the targetCs hit
Page &%!
points to less than 1.
:f used on an undead creature, har! acts like heal.
5a#te
'chool transmutation8 1evel #ard ,, sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, M 7a sha*ing of licorice root9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# one creature@le*el, no t)o of )hich can #e more
than ,; ft. apart
Duration 1 round@le*el
'aving ,hro6 3ortitude negates 7harmless98 'pell
Re#i#tance yes 7harmless9
he transmuted creatures mo*e and act more 6uickly than
normal. his extra speed has se*eral effects.
4hen making a full attack action, a hasted creature may
make one extra attack )ith any )eapon he is holding. he
attack is made using the creatureCs full #ase attack #onus,
plus any modifiers appropriate to the situation. 7his effect is
not cumulati*e )ith similar effects, such as that pro*ided #y
a speed )eapon, nor does it actually grant an extra action, so
you canCt use it to cast a second spell or other)ise take an
extra action in the round.9
" hasted creature gains a G1 #onus on attack rolls and a G1
dodge #onus to "C and 'eflex sa*es. "ny condition that
makes you lose your (exterity #onus to "rmor Class 7if any9
also makes you lose dodge #onuses.
"ll of the hasted creatureCs modes of mo*ement 7including
land mo*ement, #urro), clim#, fly, and s)im9 increase #y ,;
feet, to a maximum of t)ice the su#?ectCs normal speed using
that form of mo*ement. his increase counts as an
enhancement #onus, and it affects the creatureCs ?umping
distance as normal for increased speed. Multiple haste effects
donCt stack. 5aste dispels and counters slo#$
5eal
'chool con?uration 7healing98 1evel cleric 0, druid !
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget creature touched
Duration instantaneous
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
5eal ena#les you to channel positi*e energy into a creature
to )ipe a)ay in?ury and afflictions. :t immediately ends any
and all of the follo)ing ad*erse conditions affecting the
targetB a#ility damage, #linded, confused, dazed, dazzled,
deafened, diseased, exhausted, fatigued, fee#leminded,
insanity, nauseated, poisoned, sickened, and stunned. :t also
cures 1; hit points of damage per le*el of the caster, to a
maximum of 15; points at 15th le*el.
5eal does not remo*e negati*e le*els or restore permanently
drained a#ility score points.
:f used against an undead creature, heal instead acts like
har!.
5eal, !a##
'chool con?uration 7healing98 1evel cleric 2
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# one or more creatures, no t)o of )hich can #e more
than ,; ft. apart
his spell functions like heal, except as noted a#o*e. he
maximum num#er of hit points restored to each creature is
&5;.
5eal !ount
'chool con?uration 7healing98 1evel paladin ,
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget your mount touched
Duration instantaneous
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
his spell functions like heal, #ut it affects only the paladinCs
special mount 7typically a horse9.
5eat !etal
'chool transmutation TfireU8 1evel druid &
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range close 7&5 ft. G 5 ft.@& le*els9
,arget metal e6uipment of one creature per t)o le*els, no
t)o of )hich can #e more than ,; ft. apart8 or &5 l#s. of
metal@le*el, all of )hich must #e )ithin a ,;.ft. circle
Duration ! rounds
'aving ,hro6 4ill negates 7o#?ect98 'pell Re#i#tance yes
7o#?ect9
Page &%%
5eat !etal causes metal o#?ects to #ecome red.hot.
5nattended, nonmagical metal gets no sa*ing thro). Magical
metal is allo)ed a sa*ing thro) against the spell. "n item in
a creatureCs possession uses the creatureCs sa*ing thro) #onus
unless its o)n is higher.
" creature takes fire damage if its e6uipment is heated. :t
takes full damage if its armor, shield, or )eapon is affected.
he creature takes minimum damage 71 point or & points8 see
the ta#le9 if itCs not )earing or )ielding such an item.
On the first round of the spell, the metal #ecomes )arm and
uncomforta#le to touch #ut deals no damage. he same effect
also occurs on the last round of the spellCs duration. (uring
the second 7and also the next.to.last9 round, intense heat
causes pain and damage. :n the third, fourth, and fifth
rounds, the metal is searing hot, and causes more damage, as
sho)n on the ta#le #elo).
Round !etal ,emperature Damage
1 4arm Aone
& -ot 1d/ points
,H5 $earing &d/ points
0 -ot 1d/ points
! 4arm Aone
"ny cold intense enough to damage the creature negates fire
damage from the spell 7and *ice *ersa9 on a point.for.point
#asis. :f cast under)ater, heat !etal deals half damage and
#oils the surrounding )ater.
5eat !etal counters and dispels chill !etal.
5elping 5and
'chool e*ocation8 1evel cleric ,
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range 5 miles
2ffect ghostly hand
Duration 1 hour@le*el
'aving ,hro6 none8 'pell Re#i#tance no
Jou create the ghostly image of a hand, )hich you can send
to find a creature )ithin 5 miles. he hand then #eckons to
that creature and leads it to you if the creature is )illing to
follo).
4hen the spell is cast, you specify a person 7or any creature9
#y physical description, )hich can include race, gender, and
appearance #ut not am#iguous factors such as le*el,
alignment, or class. 4hen the description is done, the hand
streaks off in search of a su#?ect that fits the description. he
amount of time it takes to find the su#?ect depends on ho)
far a)ay he is, as detailed on the follo)ing ta#le.
Di#tance ,ime to 1ocate
1;; ft. or less 1 round
1,;;; ft. 1 minute
1 mile 1; minutes
& miles 1 hour
, miles & hours
/ miles , hours
5 miles / hours
Once the hand locates the su#?ect, it #eckons the creature to
follo) it. :f the su#?ect does so, the hand points in your
direction, indicating the most direct, feasi#le route. he hand
ho*ers 1; feet in front of the su#?ect, mo*ing #efore it at a
speed of as much as &/; feet per round. Once the hand leads
the su#?ect #ack to you, it disappears.
he su#?ect is not compelled to follo) the hand or act in any
particular )ay to)ard you. :f the su#?ect chooses not to
follo), the hand continues to #eckon for the duration of the
spell, then disappears. :f the spell expires )hile the su#?ect is
en route to you, the hand disappears8 the su#?ect must then
rely on its o)n de*ices to locate you.
:f more than one su#?ect in a 5.mile radius meets the
description, the hand locates the closest creature. :f that
creature refuses to follo) the hand, the hand does not seek
out a second su#?ect.
:f, at the end of / hours of searching, the hand has found no
su#?ect that matches the description )ithin 5 miles, it returns
to you, displays an outstretched palm 7indicating that no such
creature )as found9, and disappears.
he ghostly hand has no physical form. :t is in*isi#le to
anyone except you and a potential su#?ect. :t cannot engage
in com#at or execute any other task aside from locating a
su#?ect and leading it #ack to you. he hand canCt pass
through solid o#?ects #ut can ooze through small cracks and
slits. he hand cannot tra*el more than 5 miles from the spot
it appeared )hen you cast the spell.
5eroe#% &ea#t
'chool con?uration TcreationU8 1evel #ard 0, cleric 0
Ca#ting ,ime 1; minutes
Component# >, $, (3
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect feast for one creature@le*el
Duration 1 hour plus 1& hours8 see text
'aving ,hro6 none8 'pell Re#i#tance no
Jou #ring forth a great feast, including a magnificent ta#le,
Page &%2
chairs, ser*ice, and food and drink. he feast takes 1 hour to
consume, and the #eneficial effects do not set in until this
hour is o*er. +*ery creature partaking of the feast is cured of
all sickness and nausea, recei*es the #enefits of #oth
neutrali<e poison and re!o%e disease, and gains 1d%
temporary hit points G 1 point per t)o caster le*els
7maximum G1;9 after im#i#ing the nectar.like #e*erage that
is part of the feast. he am#rosial food grants each creature
that partakes a G1 morale #onus on attack rolls and 4ill
sa*es and a G/ morale #onus on sa*ing thro)s against poison
and fear effects for 1& hours.
:f the feast is interrupted for any reason, the spell is ruined
and all effects of the spell are negated.
5eroi#m
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard &, sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget creature touched
Duration 1; min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
his spell im#ues a single creature )ith great #ra*ery and
morale in #attle. he target gains a G& morale #onus on
attack rolls, sa*es, and skill checks.
5eroi#m, Greater
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard 5, sorcerer@)izard 0
Duration 1 min.@le*el
his spell functions like herois!, except the creature gains a
G/ morale #onus on attack rolls, sa*es, and skill checks,
immunity to fear effects, and temporary hit points e6ual to
your caster le*el 7maximum &;9.
5ide from .nimal#
'chool a#?uration8 1evel druid 1, ranger 1
Ca#ting ,ime 1 standard action
Component# $, (3
Range touch
,arget# one creature touched@le*el
Duration 1; min.@le*el 7(9
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes
"nimals cannot sense the )arded creatures. +*en
extraordinary or supernatural sensory capa#ilities, such as
#lindsense, #lindsight, scent, and tremorsense, cannot detect
or locate )arded creatures. "nimals simply act as though the
)arded creatures are not there. :f a )arded character touches
an animal or attacks any creature, e*en )ith a spell, the spell
ends for all recipients.
5ide from Hndead
'chool a#?uration8 1evel cleric 1
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget# one touched creature@le*el
Duration 1; min.@le*el 7(9
'aving ,hro6 4ill negates 7harmless98 see text8 'pell
Re#i#tance yes
5ndead cannot see, hear, or smell creatures )arded #y this
spell. +*en extraordinary or supernatural sensory
capa#ilities, such as #lindsense, #lindsight, scent, and
tremorsense, cannot detect or locate )arded creatures.
Aonintelligent undead creatures 7such as skeletons or
zom#ies9 are automatically affected and act as though the
)arded creatures are not there. "n intelligent undead creature
gets a single 4ill sa*ing thro). :f it fails, the su#?ect canCt
see any of the )arded creatures. :f it has reason to #elie*e
unseen opponents are present, ho)e*er, it can attempt to find
or strike them. :f a )arded creature attempts to channel
positi*e energy, turn or command undead, touches an undead
creature, or attacks any creature 7e*en )ith a spell9, the spell
ends for all recipients.
5ideou# 1aughter
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard 1, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M 7tiny fruit tarts and a feather9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one creature8 see text
Duration 1 round@le*el
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
his spell afflicts the su#?ect )ith uncontrolla#le laughter. :t
collapses into gales of manic laughter, falling prone. he
su#?ect can take no actions )hile laughing, #ut is not
considered helpless. "fter the spell ends, it can act normally.
On the creatureCs next turn, it may attempt a ne) sa*ing
thro) to end the effect. his is a full round action that does
Page &2;
not pro*oke attacks of opportunity. :f this sa*e is successful,
the effect ends. :f not, the creature continues laughing for the
entire duration.
" creature )ith an :ntelligence score of & or lo)er is not
affected. " creature )hose type is different from the casterCs
recei*es a G/ #onus on its sa*ing thro), #ecause humor
doesnCt DtranslateF )ell.
5old .nimal
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
druid &, ranger &
Component#B >, $
,arget one animal
his spell functions like hold person, except that it affects an
animal instead of a humanoid.
5old !on#ter
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard /, sorcerer@)izard 5
Component#B >, $, M@(3 7one hard metal #ar or rod, )hich
can #e as small as a three.penny nail9
,arget one li*ing creature
his spell functions like hold person, except that it affects
any li*ing creature that fails its 4ill sa*e.
5old !on#ter, !a##
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
sorcerer@)izard 2
,arget# one or more creatures, no t)o of )hich can #e more
than ,; ft. apart
his spell functions like hold person, except that it affects
multiple creatures and holds any li*ing creature that fails its
4ill sa*e.
5old Per#on
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard &, cleric &, sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, 3@(3 7a small, straight piece of iron9
Range medium 71;; ft. G 1; ft.@le*el9
,arget one humanoid creature
Duration 1 round@le*el 7(98 see text
'aving ,hro6 4ill negates8 see text8 'pell Re#i#tance yes
he su#?ect #ecomes paralyzed and freezes in place. :t is
a)are and #reathes normally #ut cannot take any actions,
e*en speech. +ach round on its turn, the su#?ect may attempt
a ne) sa*ing thro) to end the effect. his is a full.round
action that does not pro*oke attacks of opportunity. " )inged
creature )ho is paralyzed cannot flap its )ings and falls. "
s)immer canCt s)im and may dro)n.
5old Per#on, !a##
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
sorcerer@)izard !
,arget# one or more humanoid creatures, no t)o of )hich
can #e more than ,; ft. apart
his spell functions like hold person, except as noted a#o*e.
5old Portal
'chool a#?uration8 1evel sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component >
Range medium 71;; ft. G 1; ft.@le*el9
,arget one portal, up to &; s6. ft.@le*el
Duration 1 min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
his spell magically holds shut a door, gate, )indo), or
shutter of )ood, metal, or stone. he magic affects the portal
?ust as if it )ere securely closed and normally locked. "
"noc" spell or a successful dispel !aic spell can negate a
hold portal spell.
"dd 5 to the normal (C for forcing open a portal affected #y
this spell.
5oly .ura
'chool a#?uration TgoodU8 1evel cleric %
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a tiny reli6uary )orth 5;; gp9
Range &; ft.
,arget# one creature@le*el in a &;.ft..radius #urst centered
on you
Duration 1 round@le*el 7(9
'aving ,hro6 see text8 'pell Re#i#tance yes 7harmless9
" #rilliant di*ine radiance surrounds the su#?ects, protecting
them from attacks, granting them resistance to spells cast #y
e*il creatures, and causing e*il creatures to #ecome #linded
)hen they strike the su#?ects. his a#?uration has four
effects.
3irst, each )arded creature gains a G/ deflection #onus to
"C and a G/ resistance #onus on sa*es. 5nlike protection
Page &21
fro! e%il, this #enefit applies against all attacks, not ?ust
against attacks #y e*il creatures.
$econd, each )arded creature gains spell resistance &5
against e*il spells and spells cast #y e*il creatures.
hird, the a#?uration protects the recipient from possession
and mental influence, ?ust as protection fro! e%il does.
3inally, if an e*il creature succeeds on a melee attack against
a creature )arded #y a holy aura, the offending attacker is
#linded 73ortitude sa*e negates, as blindness=deafness, #ut
against holy aura(s sa*e (C9.
5oly 'mite
'chool e*ocation TgoodU8 1evel cleric /
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
.rea &;.ft..radius #urst
Duration instantaneous 71 round98 see text
'aving ,hro6 4ill partial8 see text8 'pell Re#i#tance yes
Jou dra) do)n holy po)er to smite your enemies. Only e*il
and neutral creatures are harmed #y the spell8 good creatures
are unaffected.
he spell deals 1d% points of damage per t)o caster le*els
7maximum 5d%9 to each e*il creature in the area 7or 1d0
points of damage per caster le*el, maximum 1;d0, to an e*il
outsider9 and causes it to #ecome #linded for 1 round. "
successful 4ill sa*ing thro) reduces damage to half and
negates the #linded effect.
he spell deals only half damage to creatures )ho are neither
good nor e*il, and they are not #linded. $uch a creature can
reduce that damage #y half 7do)n to one.6uarter of the roll9
)ith a successful 4ill sa*e.
5oly '6ord
'chool e*ocation TgoodU8 1evel paladin /
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget melee )eapon touched
Duration 1 round@le*el
'aving ,hro6 none8 'pell Re#i#tance no
his spell allo)s you to channel holy po)er into your s)ord,
or any other melee )eapon you choose. he )eapon acts as a
K8 holy #eapon 7G5 enhancement #onus on attack and
damage rolls, extra &d0 damage against e*il opponents9. :t
also emits a !aic circle aainst e%il effect 7as the spell9. :f
the !aic circle ends, the s)ord creates a ne) one on your
turn as a free action. he spell is automatically canceled 1
round after the )eapon lea*es your hand. Jou cannot ha*e
more than one holy s#ord at a time.
:f this spell is cast on a magic )eapon, the po)ers of the
spell supercede any that the )eapon normally has, rendering
the normal enhancement #onus and po)ers of the )eapon
inoperati*e for the duration of the spell. his spell is not
cumulati*e )ith bless #eapon or any other spell that might
modify the )eapon in any )ay. his spell does not )ork on
artifacts. " master)ork )eaponCs #onus to attack does not
stack )ith an enhancement #onus to attack.
5oly Aord
'chool e*ocation Tgood, sonicU8 1evel cleric !
Ca#ting ,ime 1 standard action
Component# >
Range /; ft.
.rea nongood creatures in a /;.ft..radius spread centered on
you
Duration instantaneous
'aving ,hro6 4ill partial8 'pell Re#i#tance yes
"ny nongood creature )ithin the area of a holy #ord spell
suffers the follo)ing ill effects.
5D 2ffect
+6ual to caster le*el (eafened
5p to caster le*el H1 1linded, deafened
5p to caster le*el H5 Paralyzed, #linded, deafened
5p to caster le*el H1; <illed, paralyzed, #linded, deafened
he effects are cumulati*e and concurrent. " successful 4ill
sa*e reduces or eliminates these effects. Creatures affected
#y multiple effects make only one sa*e and apply the result
to all the effects.
'eafenedB he creature is deafened for 1d/ rounds. $a*e
negates.
BlindedB he creature is #linded for &d/ rounds. $a*e
reduces the #linded effect to 1d/ rounds.
Paraly<edB he creature is paralyzed and helpless for 1d1;
minutes. $a*e reduces the paralyzed effect to 1 round.
1illedB =i*ing creatures die. 5ndead creatures are destroyed.
$a*e negates. :f the sa*e is successful, the creature instead
takes ,d0 points of damage G 1 point per caster le*el
7maximum G&59.
3urthermore, if you are on your home plane )hen you cast
Page &2&
this spell, nongood extraplanar creatures )ithin the area are
instantly #anished #ack to their home planes. Creatures so
#anished cannot return for at least &/ hours. his effect takes
place regardless of )hether the creatures hear the holy #ord
or not$ he #anishment effect allo)s a 4ill sa*e 7at a H/
penalty9 to negate.
Creatures )hose -( exceed your caster le*el are unaffected
#y holy #ord$
5orrid Ailting
'chool necromancy8 1evel sorcerer@)izard %
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7a #it of sponge9
Range long 7/;; ft. G /; ft.@le*el9
,arget# li*ing creatures, no t)o of )hich can #e more than
0; ft. apart
Duration instantaneous
'aving ,hro6 3ortitude half8 'pell Re#i#tance yes
his spell e*aporates moisture from the #ody of each su#?ect
li*ing creature, causing flesh to )ither and crack and
crum#le to dust. his deals 1d0 points of damage per caster
le*el 7maximum &;d09. his spell is especially de*astating to
)ater elementals and plant creatures, )hich instead take 1d%
points of damage per caster le*el 7maximum &;d%9.
5ypnotic Pattern
'chool illusion 7pattern9 Tmind.affectingU8 1evel #ard &,
sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# > 7#ard only9, $, M 7a stick of incense or a
crystal rod98 see text
Range medium 71;; ft. G 1; ft.@le*el9
2ffect colorful lights in a 1;.ft..radius spread
Duration Concentration G & rounds
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
" t)isting pattern of su#tle, shifting colors )ea*es through
the air, fascinating creatures )ithin it. 'oll &d/ and add your
caster le*el 7maximum 1;9 to determine the total num#er of
-( of creatures affected. Creatures )ith the fe)est -( are
affected first8 and, among creatures )ith e6ual -(, those
)ho are closest to the spellCs point of origin are affected first.
-( that are not sufficient to affect a creature are )asted.
"ffected creatures #ecome fascinated #y the pattern of
colors. $ightless creatures are not affected.
" )izard or sorcerer need not utter a sound to cast this spell,
#ut a #ard must perform as a *er#al component.
5ypnoti#m
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard 1, sorcerer@)izard 1
Ca#ting ,ime 1 round
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
.rea se*eral li*ing creatures, no t)o of )hich may #e more
than ,; ft. apart
Duration &d/ rounds 7(9
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
Jour gestures and droning incantation fascinate near#y
creatures, causing them to stop and stare #lankly at you. :n
addition, you can use their rapt attention to make your
suggestions and re6uests seem more plausi#le. 'oll &d/ to
see ho) many total -( of creatures you affect. Creatures
)ith fe)er -( are affected #efore creatures )ith more -(.
Only creatures that can see or hear you are affected, #ut they
do not need to understand you to #e fascinated.
:f you use this spell in com#at, each target gains a G& #onus
on its sa*ing thro). :f the spell affects only a single creature
not in com#at at the time, the sa*ing thro) has a penalty of H
&.
4hile the su#?ect is fascinated #y this spell, it reacts as
though it )ere t)o steps more friendly in attitude. his
allo)s you to make a single re6uest of the affected creature
7pro*ided you can communicate )ith it9. he re6uest must #e
#rief and reasona#le. +*en after the spell ends, the creature
retains its ne) attitude to)ard you, #ut only )ith respect to
that particular re6uest.
" creature that fails its sa*ing thro) does not remem#er that
you enspelled it.
-ce 'torm
'chool e*ocation TcoldU8 1evel druid /, sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7dust and )ater9
Range long 7/;; ft. G /; ft.@le*el9
.rea cylinder 7&;.ft. radius, /; ft. high9
Duration 1 round@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance yes
Great magical hailstones pound do)n upon casting this spell,
dealing ,d0 points of #ludgeoning damage and &d0 points of
cold damage to e*ery creature in the area. his damage only
occurs once, )hen the spell is cast. 3or the remaining
duration of the spell, hea*y sno) and sleet rains do)n in the
Page &2,
area. Creatures inside this area take a H/ penalty on
Perception skill checks and the entire area is treated as
difficult terrain. "t the end of the duration, the sno) and hail
disappear, lea*ing no aftereffects 7other than the damage
dealt9.
-dentify
'chool di*ination8 1evel #ard 1, sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $, M 7)ine stirred )ith an o)lCs feather9
Range 0; ft.
.rea cone.shaped emanation
Duration , rounds@le*el 7(9
'aving ,hro6B none8 'pell Re#i#tanceB no
his spell functions as detect !aic, except that it gi*es you
a G1; enhancement #onus on $pellcraft checks made to
identify the properties and command )ords of magic items in
your possession. his spell does not allo) you to identify
artifacts.
-llu#ory 'cript
'chool illusion 7phantasm9 Tmind.affectingU8 1evel #ard ,,
sorcerer@)izard ,
Ca#ting ,ime 1 minute per page
Component# >, $, M 7lead.#ased ink )orth 5; gp9
Range touch
,arget one touched o#?ect )eighing no more than 1; l#s.
Duration one day@le*el 7(9
'aving ,hro6 4ill negates8 see text8 'pell Re#i#tance yes
Jou )rite instructions or other information on parchment,
paper, or any suita#le )riting material. he illusory script
appears to #e some form of foreign or magical )riting. Only
the person 7or people9 designated #y you at the time of the
casting can read the )riting8 itCs unintelligi#le to any other
character$
"ny unauthorized creature attempting to read the script
triggers a potent illusory effect and must make a sa*ing
thro). " successful sa*ing thro) means the creature can look
a)ay )ith only a mild sense of disorientation. 3ailure means
the creature is su#?ect to a suestion implanted in the script
#y you at the time the illusory script spell )as cast. he
suestion lasts only ,; minutes. ypical suestions include
DClose the #ook and lea*e,F D3orget the existence of this
note,F and so forth. :f successfully dispelled #y dispel !aic,
the illusory script and its secret message disappear. he
hidden message can #e read #y a com#ination of the true
seein spell )ith the read !aic or co!prehend lanuaes
spell.
-llu#ory Aall
'chool illusion 7figment98 1evel sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect image 1 ft. #y 1; ft. #y 1; ft.
Duration permanent
'aving ,hro6 4ill dis#elief 7if interacted )ith98 'pell
Re#i#tance no
his spell creates the illusion of a )all, floor, ceiling, or
similar surface. :t appears a#solutely real )hen *ie)ed, #ut
physical o#?ects can pass through it )ithout difficulty. 4hen
the spell is used to hide pits, traps, or normal doors, any
detection a#ilities that do not re6uire sight )ork normally.
ouch or a pro#ing search re*eals the true nature of the
surface, though such measures do not cause the illusion to
disappear. "lthough the caster can see through his illusory
#all, other creatures cannot, e*en if they succeed at their )ill
sa*e 7#ut they do learn that it is not real9.
-mbue 6ith 'pell .bility
'chool e*ocation8 1evel cleric /
Ca#ting ,ime 1; minutes
Component# >, $, (3
Range touch
,arget creature touched8 see text
Duration permanent until discharged 7(9
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
Jou transfer some of your currently prepared spells, and the
a#ility to cast them, to another creature. Only a creature )ith
an :ntelligence score of at least 5 and a 4isdom score of at
least 2 can recei*e this #oon. Only cleric spells from the
schools of a#?uration, di*ination, and con?uration 7healing9
can #e transferred. he num#er and le*el of spells that the
su#?ect can #e granted depends on its -it (ice8 e*en multiple
castings of i!bue #ith spell ability canCt exceed this limit.
5D of Recipient 'pell# -mbued
& or lo)er One 1st.le*el spell
,H/ One or t)o 1st.le*el spells
5 or higher
One or t)o 1st.le*el spells and one
&nd.le*el spell
Page &2/
he transferred spellCs *aria#le characteristics 7range,
duration, area, and the like9 function according to your le*el,
not the le*el of the recipient.
Once you cast i!bue #ith spell ability, you cannot prepare a
ne) /th.le*el spell to replace it until the recipient uses the
im#ued spells or is slain, or until you dismiss the i!bue #ith
spell ability spell. :n the meantime, you remain responsi#le
to your deity or your principles for the use to )hich the spell
is put. :f the num#er of /th.le*el spells you can cast
decreases, and that num#er drops #elo) your current num#er
of acti*e i!bue #ith spell ability spells, the more recently
cast im#ued spells are dispelled.
o cast a spell )ith a *er#al component, the su#?ect must #e
a#le to speak. o cast a spell )ith a somatic component, it
must #e a#le to mo*e freely. o cast a spell )ith a material
component or focus, it must ha*e the materials or focus.
-mplo#ion
'chool e*ocation8 1evel cleric 2
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one corporeal creature@round
Duration concentration 7up to 1 round per & le*els9
'aving ,hro6 3ortitude negates8 'pell Re#i#tance yes
his spell causes a destructi*e resonance in a corporeal
creatureCs #ody. +ach round you concentrate 7including the
first9, you can cause one creature to collapse in on itself,
inflicting 1; points of damage per caster le*el. :f you #reak
concentration, the spell immediately ends, though any
implosions that ha*e already happened remain in effect. Jou
can target a particular creature only once )ith each casting of
the spell. :mplosion has no effect on creatures in gaseous
form or on incorporeal creatures.
-mpri#onment
'chool a#?uration8 1evel sorcerer@)izard 2
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget creature touched
Duration instantaneous
'aving ,hro6 4ill negates8 see text8 'pell Re#i#tance yes
4hen you cast i!prison!ent and touch a creature, it is
entom#ed in a state of suspended animation 7see the
te!poral stasis spell9 in a small sphere far #eneath the
surface of the ground. he su#?ect remains there unless a
freedo! spell is cast at the locale )here the imprisonment
took place. Magical search #y a crystal ball, a locate ob:ect
spell, or some other similar di*ination does not re*eal the
fact that a creature is imprisoned, #ut discern location does.
" #ish or !iracle spell )ill not free the recipient, #ut )ill
re*eal )here it is entom#ed. :f you kno) the targetCs name
and some facts a#out its life, the target takes a H/ penalty on
its sa*e.
-ncendiary Cloud
'chool con?uration 7creation9 TfireU8 1evel sorcerer@)izard %
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
.rea cloud spreads in &;.ft. radius, &; ft. high
Duration 1 round@le*el 7(9
'aving ,hro6B 'eflex half, see text8 'pell Re#i#tanceB no
"n incendiary cloud spell creates a cloud of roiling smoke
shot through )ith )hite.hot em#ers. he smoke o#scures all
sight as a fo cloud does. :n addition, the )hite.hot em#ers
)ithin the cloud deal 0d0 points of fire damage to e*erything
)ithin the cloud on your turn each round. "ll targets can
make 'eflex sa*es each round to take half damage.
"s )ith a cloud"ill spell, the smoke mo*es a)ay from you at
1; feet per round. 3igure out the smokeCs ne) spread each
round #ased on its ne) point of origin, )hich is 1; feet
farther a)ay from )here you )ere )hen you cast the spell.
1y concentrating, you can make the cloud mo*e as much as
0; feet each round. "ny portion of the cloud that )ould
extend #eyond your maximum range dissipates harmlessly,
reducing the remainderCs spread thereafter.
"s )ith fo cloud, )ind disperses the smoke, and the spell
canCt #e cast under)ater.
-nflict Critical Aound#
'chool necromancy8 1evel cleric /
his spell functions like inflict liht #ounds, except that you
deal /d% points of damage G 1 point per caster le*el
7maximum G&;9.
-nflict Critical Aound#, !a##
'chool necromancy8 1evel cleric %
his spell functions like !ass inflict liht #ounds, except
that it deals /d% points of damage G 1 point per caster le*el
7maximum G/;9.
Page &25
-nflict 1ight Aound#
'chool necromancy8 1evel cleric 1
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget creature touched
Duration instantaneous
'aving ,hro6 4ill half8 'pell Re#i#tance yes
4hen laying your hand upon a creature, you channel
negati*e energy that deals 1d% points of damage G 1 point
per caster le*el 7maximum G59.
$ince undead are po)ered #y negati*e energy, this spell
cures such a creature of a like amount of damage, rather than
harming it.
-nflict 1ight Aound#, !a##
'chool necromancy8 1evel cleric 5
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one creature@le*el, no t)o of )hich can #e more than
,; ft. apart
Duration instantaneous
'aving ,hro6 4ill half8 'pell Re#i#tance yes
Aegati*e energy spreads out in all directions from the point
of origin, dealing 1d% points of damage G 1 point per caster
le*el 7maximum G&59 to near#y li*ing enemies.
=ike other inflict spells, !ass inflict liht #ounds cures
undead in its area rather than damaging them. " cleric
capa#le of spontaneously casting inflict spells can also
spontaneously cast !ass inflict spells.
-nflict !oderate Aound#
'chool necromancy8 1evel cleric &
his spell functions like inflict liht #ounds, except that you
deal &d% points of damage G 1 point per caster le*el
7maximum G1;9.
-nflict !oderate Aound#, !a##
'chool necromancy8 1evel cleric 0
his spell functions like !ass inflict liht #ounds, except
that it deals &d% points of damage G 1 point per caster le*el
7maximum G,;9.
-nflict 'eriou# Aound#
'chool necromancy8 1evel cleric ,
his spell functions like inflict liht #ounds, except that you
deal ,d% points of damage G 1 point per caster le*el
7maximum G159.
-nflict 'eriou# Aound#, !a##
'chool necromancy8 1evel cleric !
his spell functions like !ass inflict liht #ounds, except
that it deals ,d% points of damage G 1 point per caster le*el
7maximum G,59.
-n#anity
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
,arget one li*ing creature
Duration instantaneous
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
he affected creature suffers from a continuous confusion
effect, as the spell.
.e!o%e curse does not remo*e insanity$ /reater restoration,
heal, li!ited #ish, !iracle, or #ish can restore the creature.
-n#ect Plague
'chool con?uration 7summoning98 1evel cleric 5, druid 5
Ca#ting ,ime 1 round
Component# >, $, (3
Range long 7/;; ft. G /; ft.@le*el9
2ffect one s)arm of )asps per three le*els, each of )hich
must #e ad?acent to at least one other s)arm
Duration 1 min.@le*el
'aving ,hro6 none8 'pell Re#i#tance no
Jou summon a num#er of s)arms of )asps 7one per three
le*els, to a maximum of six s)arms at 1%th le*el9. he
s)arms must #e summoned so that each one is ad?acent to at
least one other s)arm 7that is, the s)arms must fill one
contiguous area9. Jou may summon the )asp s)arms so that
they share the area of other creatures. +ach s)arm attacks
any creatures occupying its area. he s)arms are stationary
after #eing summoned, and )onCt pursue creatures that flee.
Page &20
-n#tant 'ummon#
'chool con?uration 7summoning98 1evel sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >, $, M 7sapphire )orth 1,;;; gp9
Range see text
,arget one o#?ect )eighing 1; l#s. or less )hose longest
dimension is 0 ft. or less
Duration permanent until discharged
'aving ,hro6 none8 'pell Re#i#tance no
Jou call some nonli*ing item directly to your hand from
*irtually any location.
3irst, you must place your arcane !ar" on the item. hen
you cast this spell, )hich magically and in*isi#ly inscri#es
the name of the item on a sapphire )orth at least 1,;;; gp.
hereafter, you can summon the item #y speaking a special
)ord 7set #y you )hen the spell is cast9 and crushing the
gem. he item appears instantly in your hand. Only you can
use the gem in this )ay.
:f the item is in the possession of another creature, the spell
does not )ork, #ut you kno) )ho the possessor is and
roughly )here that creature is located )hen the summons
occurs.
he inscription on the gem is in*isi#le. :t is also unreada#le,
except #y means of a read !aic spell, to anyone #ut you.
he item can #e summoned from another plane, #ut only if
no other creature has claimed o)nership of it.
-nterpo#ing 5and
'chool e*ocation TforceU8 1evel sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a soft glo*e9
Range medium 71;; ft. G 1; ft.@le*el9
2ffect 1;.ft. hand
Duration 1 round@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance yes
0nterposin hand creates a =arge magic hand that appears
#et)een you and one opponent. his floating, disem#odied
hand then mo*es to remain #et)een the t)o of you,
regardless of )here you mo*e or ho) the opponent tries to
get around it, pro*iding co*er 7G/ "C9 for you against that
opponent. Aothing can fool the handKit sticks )ith the
selected opponent in spite of dar"ness, in*isi#ility,
polymorphing, or any other attempt at hiding or disguise.
he hand does not pursue an opponent, ho)e*er.
"n interposin hand is 1; feet long and a#out that )ide )ith
its fingers outstretched. :t has as many hit points as you do
)hen youCre undamaged, and is "C &; 7H1 size, G11 natural9.
:t takes damage as a normal creature, #ut most magical
effects that donCt cause damage do not affect it.
he hand ne*er pro*okes attacks of opportunity from
opponents. :t cannot push through a #all of force or enter an
anti!aic field, #ut it suffers the full effect of a pris!atic
#all or pris!atic sphere$ he hand makes sa*ing thro)s as
its caster.
'isinterate or a successful dispel !aic destroys it.
"ny creature )eighing &,;;; pounds or less that tries to push
past the hand is slo)ed to half its normal speed. he hand
cannot reduce the speed of a creature )eighing more than
&,;;; pounds, #ut it still affects the creatureCs attacks.
(irecting the spell to a ne) target is a mo*e action.
-nvi#ibility
'chool illusion 7glamer98 1evel #ard &, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7an eyelash encased in gum ara#ic9
Range personal or touch
,arget you or a creature or o#?ect )eighing no more than
1;; l#s.@le*el
Duration 1 min.@le*el 7(9
'aving ,hro6 4ill negates 7harmless9 or 4ill negates
7harmless, o#?ect98 'pell Re#i#tance yes 7harmless9 or yes
7harmless, o#?ect9
he creature or o#?ect touched #ecomes in*isi#le. :f the
recipient is a creature carrying gear, that *anishes, too. :f you
cast the spell on someone else, neither you nor your allies
can see the su#?ect, unless you can normally see in*isi#le
things or you employ magic to do so.
:tems dropped or put do)n #y an in*isi#le creature #ecome
*isi#le8 items picked up disappear if tucked into the clothing
or pouches )orn #y the creature. =ight, ho)e*er, ne*er
#ecomes in*isi#le, although a source of light can #ecome so
7thus, the effect is that of a light )ith no *isi#le source9. "ny
part of an item that the su#?ect carries #ut that extends more
than 1; feet from it #ecomes *isi#le.
Of course, the su#?ect is not magically silenced, and certain
other conditions can render the recipient detecta#le 7such as
s)imming in )ater or stepping in a puddle9. :f a check is
re6uired, a stationary in*isi#le creature has a G/; #onus on
its $tealth checks. his #onus is reduced to G&; if the
creature is mo*ing. he spell ends if the su#?ect attacks any
creature. 3or purposes of this spell, an attack includes any
spell targeting a foe or )hose area or effect includes a foe.
Page &2!
+xactly )ho is a foe depends on the in*isi#le characterCs
perceptions. "ctions directed at unattended o#?ects do not
#reak the spell. Causing harm indirectly is not an attack.
hus, an in*isi#le #eing can open doors, talk, eat, clim#
stairs, summon monsters and ha*e them attack, cut the ropes
holding a rope #ridge )hile enemies are on the #ridge,
remotely trigger traps, open a portcullis to release attack
dogs, and so forth. :f the su#?ect attacks directly, ho)e*er, it
immediately #ecomes *isi#le along )ith all its gear. $pells
such as bless that specifically affect allies #ut not foes are not
attacks for this purpose, e*en )hen they include foes in their
area.
0n%isibility can #e made permanent 7on o#?ects only9 )ith a
per!anency spell.
-nvi#ibility, Greater
'chool illusion 7glamer98 1evel #ard /, sorcerer@)izard /
Component#B >, $
,arget you or creature touched
Duration 1 round@le*el 7(9
'aving ,hro6 4ill negates 7harmless9
his spell functions like in%isibility, except that it doesnCt end
if the su#?ect attacks.
-nvi#ibility, !a##
'chool illusion 7glamer98 1evel sorcerer@)izard !
Range long 7/;; ft. G /; ft.@le*el9
,arget# any num#er of creatures, no t)o of )hich can #e
more than 1%; ft. apart
his spell functions like in%isibility, except that the effect
mo*es )ith the group and is #roken )hen anyone in the
group attacks. :ndi*iduals in the group cannot see each other.
he spell is #roken for any indi*idual )ho mo*es more than
1%; feet from the nearest mem#er of the group. :f only t)o
indi*iduals are affected, the one mo*ing a)ay from the other
one loses its in*isi#ility. :f #oth are mo*ing a)ay from each
other, they #oth #ecome *isi#le )hen the distance #et)een
them exceeds 1%; feet.
-nvi#ibility Purge
'chool e*ocation8 1evel cleric ,
Ca#ting ,ime 1 standard action
Component# >, $
Range personal
,arget you
Duration 1 min.@le*el 7(9
Jou surround yourself )ith a sphere of po)er )ith a radius
of 5 feet per caster le*el that negates all forms of in*isi#ility.
"nything in*isi#le #ecomes *isi#le )hile in the area.
-nvi#ibility 'phere
'chool illusion 7glamer98 1evel #ard ,, sorcerer@)izard ,
Component#B >, $, M
.rea 1;.ft..radius emanation around the creature
his spell functions like in%isibility, except that this spell
confers in*isi#ility upon all creatures )ithin 1; feet of the
recipient at the time the spell is cast. he center of the effect
is mo#ile )ith the recipient.
hose affected #y this spell can see each other and
themsel*es as if unaffected #y the spell. "ny affected
creature mo*ing out of the area #ecomes *isi#le, #ut
creatures mo*ing into the area after the spell is cast do not
#ecome in*isi#le. "ffected creatures 7other than the
recipient9 )ho attack negate the in*isi#ility only for
themsel*es. :f the spell recipient attacks, the in%isibility
sphere ends.
-ron ody
'chool transmutation8 1evel sorcerer@)izard %
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7a piece of iron from an iron
golem, a heroCs armor, or a )ar machine9
Range personal
,arget you
Duration 1 min.@le*el 7(9
his spell transforms your #ody into li*ing iron, )hich
grants you se*eral po)erful resistances and a#ilities. Jou
gain damage reduction 15@adamantine. Jou are immune to
#lindness, critical hits, a#ility score damage, deafness,
disease, dro)ning, electricity, poison, stunning, and all spells
or attacks that affect your physiology or respiration, #ecause
you ha*e no physiology or respiration )hile this spell is in
effect. Jou take only half damage from acid and fire.
-o)e*er, you also #ecome *ulnera#le to all special attacks
that affect iron golems.
Jou gain a G0 enhancement #onus to your $trength score,
#ut you take a H0 penalty to (exterity as )ell 7to a minimum
(exterity score of 19, and your speed is reduced to half
normal. Jou ha*e an arcane spell failure chance of ,5I and
a H0 armor check penalty, ?ust as if you )ere clad in full
plate armor. Jou cannot drink 7and thus canCt use potions9 or
play )ind instruments.
Jour unarmed attack deals damage e6ual to a clu# sized for
you 71d/ for $mall characters or 1d0 for Medium
Page &2%
characters9, and you are considered armed )hen making
unarmed attacks.
Jour )eight increases #y a factor of 1;, causing you to sink
in )ater like a stone. -o)e*er, you could sur*i*e the lack of
air at the #ottom of the oceanKat least until the spell
duration expires.
-ron6ood
'chool transmutation8 1evel druid 0
Ca#ting ,ime 1 minute@l#. created
Component# >, $, 3 7)ood to #e transformed9
Range ; ft.
2ffect an iron#ood o#?ect )eighing up to 5 l#s.@le*el
Duration 1 day@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
0ron#ood is a magical su#stance created #y druids from
normal )ood. 4hile remaining natural )ood in almost e*ery
)ay, iron#ood is as strong, hea*y, and resistant to fire as
steel. $pells that affect metal or iron do not function on
iron#ood. $pells that affect )ood do affect iron#ood,
although iron#ood does not #urn. 5sing this spell )ith #ood
shape or a )ood.related Craft check, you can fashion
)ooden items that function as steel items. hus, )ooden
plate armor and )ooden s)ords can #e created that are as
dura#le as their normal steel counterparts. hese items are
freely usa#le #y druids.
3urther, if you make only half as much iron#ood as the spell
)ould normally allo), any )eapon, shield, or suit of armor
so created is treated as a magic item )ith a G1 enhancement
#onus.
-rre#i#tible Dance
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard 0, sorcerer@)izard %
Ca#ting ,ime 1 standard action
Component# >
Range touch
,arget li*ing creature touched
Duration 1d/G1 rounds
'aving ,hro6 4ill partial8 'pell Re#i#tance yes
he su#?ect feels an undenia#le urge to dance and #egins
doing so, complete )ith foot shuffling and tapping. he spell
effect makes it impossi#le for the su#?ect to do anything
other than caper and prance in place. he effect imposes a H/
penalty to "rmor Class and a H1; penalty on 'eflex sa*es,
and it negates any "C #onus granted #y a shield the target
holds. he dancing su#?ect pro*okes attacks of opportunity
each round on its turn. " successful 4ill sa*e reduces the
duration of this effect to 1 round.
Iump
'chool transmutation8 1evel druid 1, ranger 1,
sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $, M 7a grasshopperCs hind leg9
Range touch
,arget creature touched
Duration 1 min.@le*el 7(9
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes
he su#?ect gets a G1; enhancement #onus on "cro#atics
checks made to attempt high ?umps or long ?umps. he
enhancement #onus increases to G&; at caster le*el 5th, and
to G,; 7the maximum9 at caster le*el 2th.
Eeen 2dge
'chool transmutation8 1evel sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# one )eapon or 5; pro?ectiles, all of )hich must #e
together at the time of casting
Duration 1; min.@le*el
'aving ,hro6 4ill negates 7harmless, o#?ect98 'pell
Re#i#tance yes 7harmless, o#?ect9
his spell makes a )eapon magically keen, impro*ing its
a#ility to deal telling #lo)s. his transmutation dou#les the
threat range of the )eapon. " threat range of &; #ecomes 12H
&;, a threat range of 12H&; #ecomes 1!H&;, and a threat
range of 1%H&; #ecomes 15H&;. he spell can #e cast only on
piercing or slashing )eapons. :f cast on arro)s or cross#o)
#olts, the "een ede on a particular pro?ectile ends after one
use, )hether or not the missile strikes its intended target.
reat shuriken as arro)s, rather than as thro)n )eapons, for
the purpose of this spell.
Multiple effects that increase a )eaponCs threat range 7such
as the "een special )eapon property and the :mpro*ed
Critical feat9 donCt stack. Jou canCt cast this spell on a natural
)eapon, such as a cla).
Enoc"
'chool transmutation8 1evel sorcerer@)izard &
Page &22
Ca#ting ,ime 1 standard action
Component# >
Range medium 71;; ft. G 1; ft.@le*el9
,arget one door, #ox, or chest )ith an area of up to 1; s6.
ft.@le*el
Duration instantaneous8 see text
'aving ,hro6 none8 'pell Re#i#tance no
<noc" opens stuck, #arred, or locked doors, as )ell as those
su#?ect to hold portal or arcane loc". 4hen you complete the
casting of this spell, make a caster le*el check against the
(C of the lock )ith a G1; #onus. :f successful, "noc" opens
up to t)o means of closure. his spell opens secret doors, as
)ell as locked or trick.opening #oxes or chests. :t also
loosens )elds, shackles, or chains 7pro*ided they ser*e to
hold something shut9. :f used to open an arcane loc"ed door,
the spell does not remo*e the arcane loc" #ut simply
suspends its functioning for 1; minutes. :n all other cases,
the door does not relock itself or #ecome stuck again on its
o)n. 1noc" does not raise #arred gates or similar
impediments 7such as a portcullis9, nor does it affect ropes,
*ines, and the like. he effect is limited #y the area. +ach
casting can undo as many as t)o means of pre*enting access.
Eno6 Direction
'chool di*ination8 1evel #ard ;, druid ;
Ca#ting ,ime 1 standard action
Component# >, $
Range personal
,arget you
Duration instantaneous
4hen you cast this spell, you instantly kno) the direction of
north from your current position. he spell is effecti*e in any
en*ironment in )hich DnorthF exists, #ut it may not )ork in
extraplanar settings. Jour kno)ledge of north is correct at
the moment of casting, #ut you can get lost again )ithin
moments if you donCt find some external reference point to
help you keep track of direction.
1egend 1ore
'chool di*ination8 1evel #ard /, sorcerer@)izard 0
Ca#ting ,ime see text
Component# >, $, M 7incense )orth &5; gp9, 3 7four pieces
of i*ory )orth 5; gp each9
Range personal
,arget you
Duration see text
&eend lore #rings to your mind legends a#out an important
person, place, or thing. :f the person or thing is at hand, or if
you are in the place in 6uestion, the casting time is only 1d/
L 1; minutes. :f you ha*e only detailed information on the
person, place, or thing, the casting time is 1d1; days, and the
resulting lore is less complete and specific 7though it often
pro*ides enough information to help you find the person,
place, or thing, thus allo)ing a #etter leend lore result next
time9. :f you kno) only rumors, the casting time is &d0
)eeks, and the resulting lore is *ague and incomplete
7though it often directs you to more detailed information,
thus allo)ing a #etter leend lore result next time9.
(uring the casting, you cannot engage in other than routine
acti*itiesB eating, sleeping, and so forth. 4hen completed,
the di*ination #rings legends 7if any9 a#out the person, place,
or things to your mind. hese may #e legends that are still
current, legends that ha*e #een forgotten, or e*en
information that has ne*er #een generally kno)n. :f the
person, place, or thing is not of legendary importance, you
gain no information. "s a rule of thum#, characters )ho are
11th le*el and higher are Dlegendary,F as are the sorts of
creatures they contend )ith, the ma?or magic items they
)ield, and the places )here they perform their key deeds.
1e##er /'pell Name0
"ny spell )hose name #egins )ith lesser is alpha#etized
according to the spell name. hus, the description of a lesser
spell appears near the description of the spell on )hich it is
#ased. $pell chains that ha*e lesser spells in them include
those #ased on the spells confusion, eas, lobe of
in%ulnerability, planar ally, planar bindin, and restoration$
1evitate
'chool transmutation8 1evel sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a leather loop or golden )ire #ent into
a cup shape9
Range personal or close 7&5 ft. G 5 ft.@& le*els9
,arget you or one )illing creature or one o#?ect 7total
)eight up to 1;; l#s.@le*el9
Duration 1 min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
&e%itate allo)s you to mo*e yourself, another creature, or an
o#?ect up and do)n as you )ish. " creature must #e )illing
to #e le*itated, and an o#?ect must #e unattended or
possessed #y a )illing creature. Jou can mentally direct the
recipient to mo*e up or do)n as much as &; feet each round8
doing so is a mo*e action. Jou cannot mo*e the recipient
horizontally, #ut the recipient could clam#er along the face of
a cliff, for example, or push against a ceiling to mo*e
Page ,;;
laterally 7generally at half its #ase land speed9.
" le*itating creature that attacks )ith a melee or ranged
)eapon finds itself increasingly unsta#le8 the first attack has
a H1 penalty on attack rolls, the second H&, and so on, to a
maximum penalty of H5. " full round spent sta#ilizing allo)s
the creature to #egin again at H1.
1ight
'chool e*ocation TlightU8 1evel #ard ;, cleric ;, druid ;,
sorcerer@)izard ;
Ca#ting ,ime 1 standard action
Component# >, M@(3 7a firefly9
Range touch
,arget o#?ect touched
Duration 1; min.@le*el
'aving ,hro6 none8 'pell Re#i#tance no
his spell causes a touched o#?ect to glo) like a torch,
shedding normal light in a &;.foot radius, and increasing the
light le*el for an additional &; feet #y one step, up to normal
light 7darkness #ecomes dim light, and dim light #ecomes
normal light9. :n an area of normal or #right light, this spell
has no effect. he effect is immo#ile, #ut it can #e cast on a
mo*a#le o#?ect.
Jou can only ha*e one liht spell acti*e at any one time. :f
you cast this spell )hile another casting is still in effect, the
pre*ious casting is dispelled. :f you make this spell
permanent 7through per!anency or a similar effect9, it does
not count against this limit. &iht can #e used to counter or
dispel any darkness spell of e6ual or lo)er spell le*el.
1ightning olt
'chool e*ocation TelectricityU8 1evel sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, M 7fur and a glass rod9
Range 1&; ft.
.rea 1&;.ft. line
Duration instantaneous
'aving ,hro6 'eflex half8 'pell Re#i#tance yes
Jou release a po)erful stroke of electrical energy that deals
1d0 points of electricity damage per caster le*el 7maximum
1;d09 to each creature )ithin its area. he #olt #egins at your
fingertips.
he lihtnin bolt sets fire to com#usti#les and damages
o#?ects in its path. :t can melt metals )ith a lo) melting
point, such as lead, gold, copper, sil*er, or #ronze. :f the
damage caused to an interposing #arrier shatters or #reaks
through it, the #olt may continue #eyond the #arrier if the
spellCs range permits8 other)ise, it stops at the #arrier ?ust as
any other spell effect does.
1imited Ai#h
'chool uni*ersal8 1evel sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >, $, M 7diamond )orth 1,5;; gp9
Range see text
,arget, 2ffect, .rea see text
Duration see text
'aving ,hro6 none, see text8 'pell Re#i#tance yes
" li!ited #ish lets you create nearly any type of effect. 3or
example, a li!ited #ish can do any of the follo)ing things.
(uplicate any sorcerer@)izard spell of 0th le*el or
lo)er, pro*ided the spell does not #elong to one of
your opposition schools.
(uplicate any non.sorcerer@)izard spell of 5th le*el
or lo)er, pro*ided the spell does not #elong to one
of your opposition schools.
(uplicate any sorcerer@)izard spell of 5th le*el or
lo)er, e*en if it #elongs to one of your opposition
schools.
(uplicate any non.sorcerer@)izard spell of /th le*el
or lo)er, e*en if it #elongs to one of your opposition
schools.
5ndo the harmful effects of many spells, such as or
insanity.
Produce any other effect )hose po)er le*el is in
line )ith the a#o*e effects, such as a single creature
automatically hitting on its next attack or taking a H
! penalty on its next sa*ing thro).
" duplicated spell allo)s sa*ing thro)s and spell resistance
as normal, #ut the sa*e (C is for a !th.le*el spell. 4hen a
li!ited #ish spell duplicates a spell )ith a material
component that costs more than 1,;;; gp, you must pro*ide
that component 7in addition to the 1,5;; gp diamond
component for this spell9.
1iveoa"
'chool transmutation8 1evel druid 0
Ca#ting ,ime 1; minutes
Component# >, $
Range touch
,arget tree touched
Duration 1 day@le*el 7(9
Page ,;1
'aving ,hro6 none8 'pell Re#i#tance no
his spell turns an oak tree into a protector or guardian. he
spell can only #e cast on a single tree at a time8 )hile li%eoa"
is in effect, you canCt cast it again on another tree. &i%eoa"
must #e cast on a healthy, -uge oak. " triggering phrase of
up to one )ord per caster le*el is placed on the targeted oak.
he li%eoa" spell triggers the tree into animating as a treant.
:f li%eoa" is dispelled, the tree takes root immediately
)here*er it happens to #e. :f released #y you, the tree tries to
return to its original location #efore taking root.
1ocate Creature
'chool di*ination8 1evel #ard /, sorcerer@)izard /
Component#B >, $, M 7fur from a #loodhound9
Duration 1; min.@le*el
his spell functions like locate ob:ect, except this spell
locates a kno)n creature. Jou slo)ly turn and sense )hen
you are facing in the direction of the creature to #e located,
pro*ided it is )ithin range. Jou also kno) in )hich direction
the creature is mo*ing, if any.
he spell can locate a creature of a specific kind or a specific
creature kno)n to you. :t cannot find a creature of a certain
type. o find a kind of creature, you must ha*e seen such a
creature up close 7)ithin ,; feet9 at least once.
'unning )ater #locks the spell. :t cannot detect o#?ects. :t
can #e fooled #y !islead, nondetection, and poly!orph
spells.
1ocate FbKect
'chool di*ination8 1evel #ard &, cleric ,, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, 3@(3 7a forked t)ig9
Range long 7/;; ft. G /; ft.@le*el9
.rea circle, centered on you, )ith a radius of /;; ft. G /;
ft.@le*el
Duration 1 min.@le*el
'aving ,hro6 none8 'pell Re#i#tance no
Jou sense the direction of a )ell.kno)n or clearly *isualized
o#?ect. Jou can search for general items, in )hich case you
locate the nearest of its kind if more than one is )ithin range.
"ttempting to find a certain item re6uires a specific and
accurate mental image8 if the image is not close enough to
the actual o#?ect, the spell fails. Jou cannot specify a uni6ue
item unless you ha*e o#ser*ed that particular item firsthand
7not through di*ination9.
he spell is #locked #y e*en a thin sheet of lead. Creatures
cannot #e found #y this spell. Poly!orph any ob:ect and
nondetection fool it.
1ong#trider
'chool transmutation8 1evel druid 1, ranger 1
Ca#ting ,ime 1 standard action
Component# >, $, M 7a pinch of dirt9
Range personal
,arget you
Duration 1 hour@le*el 7(9
his spell gi*es you a G1; foot enhancement #onus to your
#ase speed. :t has no effect on other modes of mo*ement,
such as #urro), clim#, fly, or s)im.
1ullaby
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard ;
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
.rea li*ing creatures )ithin a 1;.ft..radius #urst
Duration concentration G 1 round@le*el 7(9
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
"ny creature )ithin the area that fails a 4ill sa*e #ecomes
dro)sy and inattenti*e, taking a H5 penalty on Perception
checks and a H& penalty on 4ill sa*es against sleep effects
)hile the lullaby is in effect. &ullaby lasts for as long as the
caster concentrates, plus up to 1 round per caster le*el
thereafter.
!age .rmor
'chool con?uration 7creation9 TforceU8 1evel sorcerer@)izard
1
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a piece of cured leather9
Range touch
,arget creature touched
Duration 1 hour@le*el 7(9
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance no
"n in*isi#le #ut tangi#le field of force surrounds the su#?ect
of a !ae ar!or spell, pro*iding a G/ armor #onus to "C.
5nlike mundane armor, !ae ar!or entails no armor check
penalty, arcane spell failure chance, or speed reduction. $ince
!ae ar!or is made of force, incorporeal creatures canCt
Page ,;&
#ypass it the )ay they do normal armor.
!age 5and
'chool transmutation8 1evel #ard ;, sorcerer@)izard ;
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one nonmagical, unattended o#?ect )eighing up to 5
l#s.
Duration concentration
'aving ,hro6 none8 'pell Re#i#tance no
Jou point your finger at an o#?ect and can lift it and mo*e it
at )ill from a distance. "s a mo*e action, you can propel the
o#?ect as far as 15 feet in any direction, though the spell ends
if the distance #et)een you and the o#?ect e*er exceeds the
spellCs range.
!age%# Di#Kunction
'chool a#?uration8 1evel sorcerer@)izard 2
Ca#ting ,ime 1 standard action
Component# >
Range close 7&5 ft. G 5 ft.@& le*els9
.rea all magical effects and magic items )ithin a /;.ft..
radius #urst, or one magic item 7see text9
Duration 1 minute@le*el
'aving ,hro6 4ill negates 7o#?ect98 'pell Re#i#tance no
"ll magical effects and magic items )ithin the radius of the
spell, except for those that you carry or touch, are dis?oined.
hat is, spells and spell.like effects are unra*eled and
destroyed completely 7ending the effect as a dispel !aic
spell does9, and each permanent magic item must make a
successful 4ill sa*e or #e turned into a normal item for the
duration of this spell. "n item in a creatureCs possession uses
its o)n 4ill sa*e #onus or its possessorCs 4ill sa*e #onus,
)hiche*er is higher. :f an itemCs sa*ing thro) results in a
natural 1 on the die, the item is destroyed instead of #eing
suppressed.
Jou also ha*e a 1I chance per caster le*el of destroying an
anti!aic field$ :f the anti!aic field sur*i*es the
dis:unction, no items )ithin it are dis?oined.
Jou can also use this spell to target a single item. he item
gets a 4ill sa*e at a H5 penalty to a*oid #eing permanently
destroyed. +*en artifacts are su#?ect to !ae(s dis:unction,
though there is only a 1I chance per caster le*el of actually
affecting such po)erful items. :f successful, the artifactCs
po)er unra*els, and it is destroyed 7)ith no sa*e9. :f an
artifact is destroyed, you must make a (C &5 4ill sa*e or
permanently lose all spellcasting a#ilities. hese a#ilities
cannot #e reco*ered #y mortal magic, not e*en !iracle or
#ish. (estroying artifacts is a dangerous #usiness, and it is
25I likely to attract the attention of some po)erful #eing
)ho has an interest in or connection )ith the de*ice.
!age%# &aithful 5ound
'chool con?uration 7creation98 1evel sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $, M 7a tiny sil*er )histle, a piece of #one,
and a thread9
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect phantom )atchdog
Duration 1 hour@caster le*el or until discharged, then 1
round@caster le*el8 see text
'aving ,hro6 none8 'pell Re#i#tance no
Jou con?ure up a phantom )atchdog that is in*isi#le to
e*eryone #ut yourself. :t then guards the area )here it )as
con?ured 7it does not mo*e9. he hound immediately starts
#arking loudly if any $mall or larger creature approaches
)ithin ,; feet of it. 7hose )ithin ,; feet of the hound )hen
it is con?ured may mo*e a#out in the area, #ut if they lea*e
and return, they acti*ate the #arking.9 he hound sees
in*isi#le and ethereal creatures. :t does not react to figments,
#ut it does react to shado) illusions.
:f an intruder approaches to )ithin 5 feet of the hound, the
dog stops #arking and deli*ers a *icious #ite 7G1; attack
#onus, &d0G, points of piercing damage9 once per round.
he dog also gets the #onuses appropriate to an in*isi#le
creature 7see in%isibility9.
he dog is considered ready to #ite intruders, so it deli*ers
its first #ite on the intruderCs turn. :ts #ite is the e6ui*alent of
a magic )eapon for the purpose of damage reduction. he
hound cannot #e attacked, #ut it can #e dispelled.
he spell lasts for 1 hour per caster le*el, #ut once the hound
#egins #arking, it lasts only 1 round per caster le*el. :f you
are e*er more than 1;; feet distant from the hound, the spell
ends.
!age%# 1ucubration
'chool transmutation8 1evel )izard 0
Ca#ting ,ime 1 standard action
Component# >, $
Range personal
,arget you
Duration instantaneous
Page ,;,
Jou instantly prepare any one spell of 5th le*el or lo)er that
you ha*e used during the past &/ hours. he spell must ha*e
#een actually cast during that period. he chosen spell is
stored in your mind as through prepared in the normal
fashion.
:f the recalled spell re6uires material components, you must
pro*ide them. he reco*ered spell is not usa#le until the
material components are a*aila#le.
!age%# !agnificent !an#ion
'chool con?uration 7creation98 1evel sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a miniature i*ory door, a piece of
polished mar#le, and a sil*er spoon, each )orth 5 gp9
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect extradimensional mansion, up to three 1;.ft.
cu#es@le*el 7$9
Duration & hours@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Jou con?ure up an extradimensional d)elling that has a
single entrance on the plane from )hich the spell )as cast.
he entry point looks like a faint shimmering in the air that is
/ feet )ide and % feet high. Only those you designate may
enter the mansion, and the portal is shut and made in*isi#le
#ehind you )hen you enter. Jou may open it again from your
o)n side at )ill. Once o#ser*ers ha*e passed #eyond the
entrance, they are in a magnificent foyer )ith numerous
cham#ers #eyond. he atmosphere is clean, fresh, and )arm.
Jou can create any floor plan you desire to the limit of the
spellCs effect. he place is furnished and contains sufficient
foodstuffs to ser*e a nine.course #an6uet to a dozen people
per caster le*el. " staff of near.transparent ser*ants 7as many
as t)o per caster le*el9, li*eried and o#edient, )ait upon all
)ho enter. he ser*ants function as unseen ser%ant spells
except that they are *isi#le and can go any)here in the
mansion.
$ince the place can #e entered only through its special portal,
outside conditions do not affect the mansion, nor do
conditions inside it pass to the plane #eyond.
!age%# Private 'anctum
'chool a#?uration8 1evel sorcerer@)izard 5
Ca#ting ,ime 1; minutes
Component# >, $, M 7a sheet of lead, a piece of glass, a )ad
of cotton, and po)dered chrysolite9
Range close 7&5 ft. G 5 ft.@& le*els9
.rea ,;.ft. cu#e@le*el 7$9
Duration &/ hours 7(9
'aving ,hro6 none8 'pell Re#i#tance no
his spell ensures pri*acy. "nyone looking into the area
from outside sees only a dark, foggy mass. (ark*ision
cannot penetrate it. Ao sounds, no matter ho) loud, can
escape the area, so no#ody can ea*esdrop from outside.
hose inside can see out normally.
(i*ination 7scrying9 spells cannot percei*e anything )ithin
the area, and those )ithin are immune to detect thouhts. he
)ard pre*ents speech #et)een those inside and those outside
7#ecause it #locks sound9, #ut it does not pre*ent other
communication, such as a sendin or !essae spell, or
telepathic communication, such as that #et)een a )izard and
her familiar.
he spell does not pre*ent creatures or o#?ects from mo*ing
into and out of the area.
Mae(s pri%ate sanctu! can #e made permanent )ith a
per!anency spell.
!age%# '6ord
'chool e*ocation TforceU8 1evel sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a miniature platinum s)ord )orth &5;
gp9
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect one s)ord
Duration 1 round@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance yes
his spell #rings into #eing a shimmering, s)ord.like plane
of force. he s)ord strikes at any opponent )ithin its range,
as you desire, starting in the round that you cast the spell.
he s)ord attacks its designated target once each round on
your turn. :ts attack #onus is e6ual to your caster le*el G your
:ntelligence #onus or your Charisma #onus 7for )izards or
sorcerers, respecti*ely9 )ith an additional G, enhancement
#onus. "s a force effect, it can strike ethereal and incorporeal
creatures. :t deals /d0G, points of force damage, )ith a
threat range of 12H&; and a critical multiplier of L&.
he s)ord al)ays strikes from your direction. :t does not get
a #onus for flanking or help a com#atant get one. :f the
s)ord goes #eyond the spell range from you, goes out of
your sight, or you are not directing it, it returns to you and
ho*ers.
+ach round after the first, you can use a standard action to
s)itch the s)ord to a ne) target. :f you do not, the s)ord
continues to attack the pre*ious roundCs target.
he s)ord cannot #e attacked or harmed #y physical attacks,
Page ,;/
#ut dispel !aic, disinterate, a sphere of annihilation, or a
rod of cancellation affects it. he s)ordCs "C is 1, 71;, G;
size #onus for Medium o#?ect, G, deflection #onus9.
:f an attacked creature has spell resistance, the resistance is
checked the first time !ae(s s#ord strikes it. :f the s)ord is
successfully resisted, the spell is dispelled. :f not, the s)ord
has its normal full effect on that creature for the duration of
the spell.
!agic .ura
'chool illusion 7glamer98 1evel #ard 1, sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a small s6uare of silk that must #e
passed o*er the o#?ect that recei*es the aura9
Range touch
,arget one touched o#?ect )eighing up to 5 l#s.@le*el
Duration 1 day@le*el 7(9
'aving ,hro6 none8 see text8 'pell Re#i#tance no
Jou alter an itemCs aura so that it registers to detect spells
7and spells )ith similar capa#ilities9 as though it )ere
nonmagical, or a magic item of a kind you specify, or the
su#?ect of a spell you specify. :f the o#?ect #earing !aic
aura has identify cast on it or is similarly examined, the
examiner recognizes that the aura is false and detects the
o#?ectCs actual 6ualities if he succeeds on a 4ill sa*e.
Other)ise, he #elie*es the aura and no amount of testing
re*eals )hat the true magic is.
:f the targeted itemCs o)n aura is exceptionally po)erful 7if it
is an artifact, for instance9, !aic aura doesnCt )ork.
3oteB " magic )eapon, shield, or suit of armor must #e a
master)ork item, so a s)ord of a*erage make, for example,
looks suspicious if it has a magical aura.
!agic Circle again#t Chao#
'chool a#?uration Tla)fulU8 1evel cleric ,, paladin ,,
sorcerer@)izard ,
his spell functions like !aic circle aainst e%il, except that
it is similar to protection fro! chaos instead of protection
fro! e%il, and it can imprison a nonla)ful called creature.
!agic Circle again#t 2vil
'chool a#?uration TgoodU8 1evel cleric ,, paladin ,,
sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7a ,.ft..diameter circle of
po)dered sil*er9
Range touch
.rea 1;.ft..radius emanation from touched creature
Duration 1; min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance no8
see text
"ll creatures )ithin the area gain the effects of a protection
fro! e%il spell, and e*il summoned creatures cannot enter the
area either. Creatures in the area, or )ho later enter the area,
recei*e only one attempt to suppress effects that are
controlling them. :f successful, such effects are suppressed as
long as they remain in the area. Creatures that lea*e the area
and come #ack are not protected. Jou must o*ercome a
creatureCs spell resistance in order to keep it at #ay 7as in the
third function of protection fro! e%il9, #ut the deflection and
resistance #onuses and the protection from mental control
apply regardless of enemiesC spell resistance.
his spell has an alternati*e *ersion that you may choose
)hen casting it. " !aic circle aainst e%il can #e focused
in)ard rather than out)ard. 4hen focused in)ard, the spell
#inds a nongood called creature 7such as those called #y the
lesser planar bindin, planar bindin, and reater planar
bindin spells9 for a maximum of &/ hours per caster le*el,
pro*ided that you cast the spell that calls the creature )ithin
1 round of casting the !aic circle. he creature cannot cross
the circleCs #oundaries. :f a creature too large to fit into the
spellCs area is the su#?ect of the spell, the spell acts as a
normal protection fro! e%il spell for that creature only.
" !aic circle lea*es much to #e desired as a trap. :f the
circle of po)dered sil*er laid do)n in the process of
spellcasting is #roken, the effect immediately ends. he
trapped creature can do nothing that distur#s the circle,
directly or indirectly, #ut other creatures can. :f the called
creature has spell resistance, it can test the trap once a day. :f
you fail to o*ercome its spell resistance, the creature #reaks
free, destroying the circle. " creature capa#le of any form of
dimensional tra*el 7astral pro:ection, blin", di!ension door,
etherealness, ate, plane shift, shado# #al", teleport, and
similar a#ilities9 can simply lea*e the circle through such
means. Jou can pre*ent the creatureCs extradimensional
escape #y casting a di!ensional anchor spell on it, #ut you
must cast the spell #efore the creature acts. :f you are
successful, the anchor effect lasts as long as the !aic circle
does. he creature cannot reach across the !aic circle, #ut
its ranged attacks 7ranged )eapons, spells, magical a#ilities,
and the like9 can. he creature can attack any target it can
reach )ith its ranged attacks except for the circle itself.
Jou can add a special diagram 7a t)o.dimensional #ounded
figure )ith no gaps along its circumference, augmented )ith
*arious magical sigils9 to make the !aic circle more secure.
(ra)ing the diagram #y hand takes 1; minutes and re6uires
a (C &; $pellcraft check. Jou do not kno) the result of this
check. :f the check fails, the diagram is ineffecti*e. Jou can
take 1; )hen dra)ing the diagram if you are under no
particular time pressure to complete the task. his task also
Page ,;5
takes 1; full minutes. :f time is no factor at all, and you
de*ote , hours and &; minutes to the task, you can take &;.
" successful diagram allo)s you to cast a di!ensional
anchor spell on the !aic circle during the round #efore
casting any summoning spell. he anchor holds any called
creatures in the !aic circle for &/ hours per caster le*el. "
creature cannot use its spell resistance against a !aic circle
prepared )ith a diagram, and none of its a#ilities or attacks
can cross the diagram. :f the creature tries a Charisma check
to #reak free of the trap 7see the lesser planar bindin spell9,
the (C increases #y 5. he creature is immediately released
if anything distur#s the diagramKe*en a stra) laid across it.
he creature itself cannot distur# the diagram either directly
or indirectly, as noted a#o*e.
his spell is not cumulati*e )ith protection fro! e%il and
*ice *ersa.
!agic Circle again#t Good
'chool a#?uration Te*ilU8 1evel cleric ,, sorcerer@)izard ,
his spell functions like !aic circle aainst e%il, except that
it is similar to protection fro! ood instead of protection
fro! e%il, and it can imprison a none*il called creature.
!agic Circle again#t 1a6
'chool a#?uration TchaoticU8 1evel cleric ,, sorcerer@)izard ,
his spell functions like !aic circle aainst e%il, except that
it is similar to protection fro! la# instead of protection fro!
e%il, and it can imprison a nonchaotic called creature.
!agic &ang
'chool transmutation8 1evel druid 1, ranger 1
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget li*ing creature touched
Duration 1 min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
Maic fan gi*es one natural )eapon or unarmed strike of
the su#?ect a G1 enhancement #onus on attack and damage
rolls. he spell can affect a slam attack, fist, #ite, or other
natural )eapon. he spell does not change an unarmed
strikeCs damage from nonlethal damage to lethal damage.
Maic fan can #e made permanent )ith a per!anency spell.
!agic &ang, Greater
'chool transmutation8 1evel druid ,, ranger ,
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one li*ing creature
Duration 1 hour@le*el
his spell functions like !aic fan, except that the
enhancement #onus on attack and damage rolls is G1 per four
caster le*els 7maximum G59. his #onus does not allo) a
natural )eapon or unarmed strike to #ypass damage
reduction aside from magic.
"lternati*ely, you may im#ue all of the creatureCs natural
)eapons )ith a G1 enhancement #onus 7regardless of your
caster le*el9.
/reater !aic fan can #e made permanent )ith a
per!anency spell.
!agic Iar
'chool necromancy8 1evel sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a gem or crystal )orth at least 1;; gp9
Range medium 71;; ft. G 1; ft.@le*el9
,arget one creature
Duration 1 hour@le*el or until you return to your #ody
'aving ,hro6 4ill negates8 see text8 'pell Re#i#tance yes
1y casting !aic :ar, you place your soul in a gem or large
crystal 7kno)n as the !aic :ar9, lea*ing your #ody lifeless.
hen you can attempt to take control of a near#y #ody,
forcing its soul into the !aic :ar$ Jou may mo*e #ack to the
?ar 7there#y returning the trapped soul to its #ody9 and
attempt to possess another #ody. he spell ends )hen you
send your soul #ack to your o)n #ody, lea*ing the receptacle
empty. o cast the spell, the !aic :ar must #e )ithin spell
range and you must kno) )here it is, though you do not
need line of sight or line of effect to it. 4hen you transfer
your soul upon casting, your #ody is, as near as anyone can
tell, dead.
4hile in the !aic :ar, you can sense and attack any life
force )ithin 1; feet per caster le*el 7and on the same plane
of existence9. Jou do need line of effect from the ?ar to the
creatures. Jou cannot determine the exact creature types or
positions of these creatures. :n a group of life forces, you can
sense a difference of / or more -( #et)een one creature and
another and can determine )hether a life force is po)ered #y
positi*e or negati*e energy. 75ndead creatures are po)ered
#y negati*e energy. Only sentient undead creatures ha*e, or
are, souls.9
Jou could choose to take o*er either a stronger or a )eaker
creature, #ut )hich particular stronger or )eaker creature
you attempt to possess is determined randomly.
Page ,;0
"ttempting to possess a #ody is a full.round action. :t is
#locked #y protection fro! e%il or a similar )ard. Jou
possess the #ody and force the creatureCs soul into the !aic
:ar unless the su#?ect succeeds on a 4ill sa*e. 3ailure to take
o*er the host lea*es your life force in the !aic :ar, and the
target automatically succeeds on further sa*ing thro)s if you
attempt to possess its #ody again.
:f you are successful, your life force occupies the host #ody,
and the hostCs life force is imprisoned in the !aic :ar$ Jou
keep your :ntelligence, 4isdom, Charisma, le*el, class, #ase
attack #onus, #ase sa*e #onuses, alignment, and mental
a#ilities. he #ody retains its $trength, (exterity,
Constitution, hit points, natural a#ilities, and automatic
a#ilities. " #ody )ith extra lim#s does not allo) you to make
more attacks 7or more ad*antageous t)o.)eapon attacks9
than normal. Jou canCt choose to acti*ate the #odyCs
extraordinary or supernatural a#ilities. he creatureCs spells
and spell.like a#ilities do not stay )ith the #ody.
"s a standard action, you can shift freely from a host to the
!aic :ar if )ithin range, sending the trapped soul #ack to its
#ody. he spell ends )hen you shift from the ?ar to your o)n
#ody.
:f the host #ody is slain, you return to the !aic :ar, if )ithin
range, and the life force of the host departs 7it is dead9. :f the
host #ody is slain #eyond the range of the spell, #oth you and
the host die. "ny life force )ith no)here to go is treated as
slain.
:f the spell ends )hile you are in the !aic :ar, you return to
your #ody 7or die if your #ody is out of range or destroyed9.
:f the spell ends )hile you are in a host, you return to your
#ody 7or die, if it is out of range of your current position9,
and the soul in the !aic :ar returns to its #ody 7or dies if it
is out of range9. (estroying the receptacle ends the spell, and
the spell can #e dispelled at either the !aic :ar or the hostCs
location.
!agic !i##ile
'chool e*ocation TforceU8 1evel sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
,arget# up to fi*e creatures, no t)o of )hich can #e more
than 15 ft. apart
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance yes
" missile of magical energy darts forth from your fingertip
and strikes its target, dealing 1d/G1 points of force damage.
he missile strikes unerringly, e*en if the target is in melee
com#at, so long as it has less than total co*er or total
concealment. $pecific parts of a creature canCt #e singled out.
O#?ects are not damaged #y the spell.
3or e*ery t)o caster le*els #eyond 1st, you gain an
additional missileKt)o at ,rd le*el, three at 5th, four at !th,
and the maximum of fi*e missiles at 2th le*el or higher. :f
you shoot multiple missiles, you can ha*e them strike a
single creature or se*eral creatures. " single missile can
strike only one creature. Jou must designate targets #efore
you check for spell resistance or roll damage.
!agic !outh
'chool illusion 7glamer98 1evel #ard 1, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M 7a small #it of honeycom# and ?ade
dust )orth 1; gp9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one creature or o#?ect
Duration permanent until discharged
'aving ,hro6 4ill negates 7o#?ect98 'pell Re#i#tance yes
7o#?ect9
his spell im#ues the chosen o#?ect or creature )ith an
enchanted mouth that suddenly appears and speaks its
message the next time a specified e*ent occurs. he message,
)hich must #e &5 or fe)er )ords long, can #e in any
language kno)n #y you and can #e deli*ered o*er a period
of 1; minutes. he mouth cannot utter *er#al components,
use command )ords, or acti*ate magical effects. :t does,
ho)e*er, mo*e according to the )ords articulated8 if it )ere
placed upon a statue, the mouth of the statue )ould mo*e
and appear to speak. Maic !outh can also #e placed upon a
tree, rock, or any other o#?ect or creature.
he spell functions )hen specific conditions are fulfilled
according to your command as set in the spell. Commands
can #e as general or as detailed as desired, although only
*isual and audi#le triggers can #e used. riggers react to
)hat appears to #e the case. (isguises and illusions can fool
them. Aormal darkness does not defeat a *isual trigger, #ut
magical dar"ness or in%isibility does. $ilent mo*ement or
magical silence defeats audi#le triggers. "udi#le triggers can
#e keyed to general types of noises or to a specific noise or
spoken )ord. "ctions can ser*e as triggers if they are *isi#le
or audi#le. " !aic !outh cannot distinguish alignment,
le*el, -it (ice, or class except #y external gar#.
he range limit of a trigger is 15 feet per caster le*el, so a
0th.le*el caster can command a !aic !outh to respond to
triggers as far as 2; feet a)ay. 'egardless of range, the
mouth can respond only to *isi#le or audi#le triggers and
actions in line of sight or )ithin hearing distance.
Maic !outh can #e made permanent )ith a per!anency
Page ,;!
spell.
!agic 'tone
'chool transmutation8 1evel cleric 1, druid 1
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget# up to three pe##les touched
Duration ,; minutes or until discharged
'aving ,hro6 4ill negates 7harmless, o#?ect98 'pell
Re#i#tance yes 7harmless, o#?ect9
Jou transmute as many as three pe##les, )hich can #e no
larger than sling #ullets, so that they strike )ith great force
)hen thro)n or slung. :f hurled, they ha*e a range increment
of &; feet. :f slung, treat them as sling #ullets 7range
increment 5; feet9. he spell gi*es them a G1 enhancement
#onus on attack and damage rolls. he user of the stones
makes a normal ranged attack$ +ach stone that hits deals
1d0G1 points of damage 7including the spellCs enhancement
#onus9, or &d0G& points against undead.
!agic De#tment
'chool transmutation8 1evel cleric ,
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget armor or shield touched
Duration 1 hour@le*el
'aving ,hro6 4ill negates 7harmless, o#?ect98 'pell
Re#i#tance yes 7harmless, o#?ect9
Jou im#ue a suit of armor or a shield )ith an enhancement
#onus of G1 per four caster le*els 7maximum G5 at &;th
le*el9.
"n outfit of regular clothing counts as armor that grants no
"C #onus for the purpose of this spell.
!agic Aeapon
'chool transmutation8 1evel cleric 1, paladin 1,
sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget )eapon touched
Duration 1 min.@le*el
'aving ,hro6 4ill negates 7harmless, o#?ect98 'pell
Re#i#tance yes 7harmless, o#?ect9
Maic #eapon gi*es a )eapon a G1 enhancement #onus on
attack and damage rolls. "n enhancement #onus does not
stack )ith a master)ork )eaponCs G1 #onus on attack rolls.
Jou canCt cast this spell on a natural )eapon, such as an
unarmed strike 7instead, see !aic fan9. " monkCs unarmed
strike is considered a )eapon, and thus it can #e enhanced #y
this spell.
!agic Aeapon, Greater
'chool transmutation8 1evel cleric /, paladin ,,
sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7po)dered lime and car#on9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one )eapon or 5; pro?ectiles 7all of )hich must #e
together at the time of casting9
Duration 1 hour@le*el
'aving ,hro6 4ill negates 7harmless, o#?ect98 'pell
Re#i#tance yes 7harmless, o#?ect9
his spell functions like !aic #eapon, except that it gi*es a
)eapon an enhancement #onus on attack and damage rolls of
G1 per four caster le*els 7maximum G59. his #onus does not
allo) a )eapon to #ypass damage reduction aside from
magic.
"lternati*ely, you can affect as many as 5; arro)s, #olts, or
#ullets. he pro?ectiles must #e of the same kind, and they
ha*e to #e together 7in the same 6ui*er or other container9.
Pro?ectiles, #ut not thro)n )eapons, lose their transmutation
after they are used. reat shuriken as pro?ectiles, rather than
as thro)n )eapons, for the purpose of this spell.
!aKor Creation
'chool con?uration 7creation98 1evel sorcerer@)izard 5
Ca#ting ,imeB 1; minutes
Range close 7&5 ft. G 5 ft.@& le*els9
Duration see text
his spell functions like !inor creation, except that you can
also create an o#?ect of mineral natureB stone, crystal, metal,
or the like. he duration of the created item *aries )ith its
relati*e hardness and rarity, as indicated on the follo)ing
ta#le.
Page ,;%
5ardne## and Rarity 23ample# Duration
>egeta#le matter & hr.@le*el
$tone, crystal, #ase metals 1 hr.@le*el
Precious metals &; min.@le*el
Gems 1; min.@le*el
'are metalP 1 round@le*el
P :ncludes adamantine, alchemical sil*er, and mithral. Jou
canCt use ma?or creation to create a cold iron item.
!aKor -mage
'chool illusion 7figment98 1evel #ard ,, sorcerer@)izard ,
Duration Concentration G , rounds
his spell functions like silent i!ae, except that sound,
smell, and thermal illusions are included in the spell effect.
4hile concentrating, you can mo*e the image )ithin the
range.
he image disappears )hen struck #y an opponent unless
you cause the illusion to react appropriately.
!a"e Ahole
'chool transmutation8 1evel cleric &, sorcerer@)izard &
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one o#?ect of up to 1; cu. ft.@le*el or one construct
creature of any size
his spell functions as !endin, except that it repairs 1d0
points of damage per le*el )hen cast on a construct creature
7maximum 5d09.
Ma"e #hole can fix destroyed magic items 7at ; hit points or
less9, and restores the magic properties of the item if your
caster le*el is at least t)ice that of the item. :tems )ith
charges 7such as )ands9 and single.use items 7such as
potions and scrolls9 cannot #e repaired in this )ay. 4hen
!a"e #hole is used on a construct creature, the spell
#ypasses any immunity to magic as if the spell did not allo)
spell resistance.
!ar" of Iu#tice
'chool necromancy8 1evel cleric 5, paladin /
Ca#ting ,ime 1; minutes
Component# >, $, (3
Range touch
,arget creature touched
Duration permanent8 see text
'aving ,hro6 none8 'pell Re#i#tance yes
Jou mark a su#?ect and state some #eha*ior on the part of
the su#?ect that )ill acti*ate the mark. 4hen acti*ated, the
mark curses the su#?ect. ypically, you designate some sort
of undesira#le #eha*ior that acti*ates the mark, #ut you can
pick any act you please. he effect of the mark is identical
)ith the effect of besto# curse.
$ince this spell takes 1; minutes to cast and in*ol*es )riting
on the target, you can cast it only on a creature that is )illing
or restrained.
=ike the effect of besto# curse, a !ar" of :ustice cannot #e
dispelled, #ut it can #e remo*ed )ith a brea" enchant!ent,
li!ited #ish, !iracle, re!o%e curse, or #ish spell. .e!o%e
curse )orks only if its caster le*el is e6ual to or higher than
your !ar" of :ustice caster le*el. hese restrictions apply
regardless of )hether the mark has acti*ated.
!a## /'pell Name0
"ny spell )hose name #egins )ith !ass is alpha#etized
according to the spell name. hus, the description of a !ass
spell appears near the description of the spell on )hich it is
#ased. $pell chains that ha*e !ass spells in them include
those #ased on the spells bear(s endurance, bull(s strenth,
cat(s race, char! !onster, cure critical #ounds, cure liht
#ounds, cure !oderate #ounds, cure serious #ounds,
eale(s splendor, enlare person, fo,(s cunnin, heal, hold
!onster, hold person, inflict critical #ounds, inflict liht
#ounds, inflict !oderate #ounds, inflict serious #ounds,
in%isibility, o#l(s #isdo!, reduce person, and suestion$
!a$e
'chool con?uration 7teleportation98 1evel sorcerer@)izard %
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one creature
Duration see text
'aving ,hro6 none8 'pell Re#i#tance yes
Jou #anish the su#?ect into an extradimensional la#yrinth.
+ach round on its turn, it may attempt a (C &; :ntelligence
check to escape the la#yrinth as a full.round action. :f the
su#?ect doesnCt escape, the maze disappears after 1; minutes,
freeing the su#?ect.
On escaping or lea*ing the maze, the su#?ect reappears
)here it had #een )hen the !a<e spell )as cast. :f this
location is filled )ith a solid o#?ect, the su#?ect appears in
the nearest open space. $pells and a#ilities that mo*e a
creature )ithin a plane, such as teleport and di!ension door,
do not help a creature escape a !a<e spell, although a plane
shift spell allo)s it to exit to )hate*er plane is designated in
Page ,;2
that spell. Minotaurs are not affected #y this spell.
!eld into 'tone
'chool transmutation TearthU8 1evel cleric ,, druid ,
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range personal
,arget you
Duration 1; min.@le*el
Meld into stone ena#les you to meld your #ody and
possessions into a single #lock of stone. he stone must #e
large enough to accommodate your #ody in all three
dimensions. 4hen the casting is complete, you and not more
than 1;; pounds of nonli*ing gear merge )ith the stone. :f
either condition is *iolated, the spell fails and is )asted.
4hile in the stone, you remain in contact, ho)e*er tenuous,
)ith the face of the stone through )hich you melded. Jou
remain a)are of the passage of time and can cast spells on
yourself )hile hiding in the stone. Aothing that goes on
outside the stone can #e seen, #ut you can still hear )hat
happens around you. Minor physical damage to the stone
does not harm you, #ut its partial destruction 7to the extent
that you no longer fit )ithin it9 expels you and deals you 5d0
points of damage. he stoneCs complete destruction expels
you and slays you instantly unless you make a (C 1%
3ortitude sa*e. +*en if you make your sa*e, you still take
5d0 points of damage.
"ny time #efore the duration expires, you can step out of the
stone through the surface that you entered. :f the spellCs
duration expires or the effect is dispelled #efore you
*oluntarily exit the stone, you are *iolently expelled and take
5d0 points of damage.
he follo)ing spells harm you if cast upon the stone that you
are occupying. Stone to flesh expels you and deals you 5d0
points of damage. $tone shape deals ,d0 points of damage
#ut does not expel you. Trans!ute roc" to !ud expels you
and then slays you instantly unless you make a (C 1%
3ortitude sa*e, in )hich case you are merely expelled.
3inally, pass#all expels you )ithout damage.
!ending
'chool transmutation8 1evel #ard ;, cleric ;, druid ;,
sorcerer@)izard ;
Ca#ting ,ime 1; minutes
Component# >, $
Range 1; ft.
,arget one o#?ect of up to 1 l#.@le*el
Duration instantaneous
'aving ,hro6B 4ill negates 7harmless, o#?ect98 'pell
Re#i#tanceB yes 7harmless, o#?ect9
his spell repairs damaged o#?ects, restoring 1d/ hit points
to the o#?ect. :f the o#?ect has the #roken condition, this
condition is remo*ed if the o#?ect is restored to at least half
its original hit points. "ll of the pieces of an o#?ect must #e
present for this spell to function. Magic items can #e repaired
#y this spell, #ut you must ha*e a caster le*el e6ual to or
higher than that of the o#?ect. Magic items that are destroyed
7at ; hit points or less9 can #e repaired )ith this spell, #ut
this spell does not restore their magic a#ilities. his spell
does not affect creatures 7including constructs9. his spell
has no effect on o#?ects that ha*e #een )arped or other)ise
transmuted, #ut it can still repair damage done to such items.
!e##age
'chool transmutation Tlanguage.dependentU8 1evel #ard ;,
sorcerer@)izard ;
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a piece of copper )ire9
Range medium 71;; ft. G 1; ft.@le*el9
,arget# one creature@le*el
Duration 1; min.@le*el
'aving ,hro6 none8 'pell Re#i#tance no
Jou can )hisper messages and recei*e )hispered replies.
hose near#y can hear these messages )ith a (C &5
Perception check. Jou point your finger at each creature you
)ant to recei*e the message. 4hen you )hisper, the
)hispered message is audi#le to all targeted creatures )ithin
range. Magical silence, 1 foot of stone, 1 inch of common
metal 7or a thin sheet of lead9, or , feet of )ood or dirt
#locks the spell. he message does not ha*e to tra*el in a
straight line. :t can circum*ent a #arrier if there is an open
path #et)een you and the su#?ect, and the pathCs entire length
lies )ithin the spellCs range. he creatures that recei*e the
message can )hisper a reply that you hear. he spell
transmits sound, not meaning8 it doesnCt transcend language
#arriers. o speak a message, you must mouth the )ords and
)hisper.
!eteor '6arm
'chool e*ocation TfireU8 1evel sorcerer@)izard 2
Ca#ting ,ime 1 standard action
Component# >, $
Range long 7/;; ft. G /; ft.@le*el9
.rea four /;.ft..radius spreads, see text
Page ,1;
Duration instantaneous
'aving ,hro6 none or 'eflex half, see text8 'pell
Re#i#tance yes
Meteor s#ar! is a *ery po)erful and spectacular spell that is
similar to fireball in many aspects. 4hen you cast it, four &.
foot.diameter spheres spring from your outstretched hand
and streak in straight lines to the spots you select. he meteor
spheres lea*e a fiery trail of sparks.
:f you aim a sphere at a specific creature, you may make a
ranged touch attack to strike the target )ith the meteor. "ny
creature struck #y a sphere takes &d0 points of #ludgeoning
damage 7no sa*e9 and takes a H/ penalty on the sa*ing thro)
against the sphereCs fire damage 7see #elo)9. :f a targeted
sphere misses its target, it simply explodes at the nearest
corner of the targetCs space. Jou may aim more than one
sphere at the same target.
Once a sphere reaches its destination, it explodes in a /;.
foot.radius spread, dealing 0d0 points of fire damage to each
creature in the area. :f a creature is )ithin the area of more
than one sphere, it must sa*e separately against each. (espite
stemming from separate spheres, all of the fire damage is
added together after the sa*es ha*e #een made, and fire
resistance is applied only once.
!ind lan"
'chool a#?uration8 1evel sorcerer@)izard %
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one creature
Duration &/ hours
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance yes
7harmless9
he su#?ect is protected from all de*ices and spells that
gather information a#out the target through di*ination magic
7such as detect e%il, locate creature, scry, and see in%isible9.
his spell also grants a G% resistance #onus on sa*ing thro)s
against all mind.affecting spells and effects. Mind blan" e*en
foils li!ited #ish, !iracle, and #ish spells )hen they are
used in such a )ay as to gain information a#out the target. :n
the case of scrying that scans an area the creature is in, such
as arcane eye, the spell )orks #ut the creature simply isnCt
detected. $crying attempts that are targeted specifically at the
su#?ect do not )ork at all.
!ind &og
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard 5, sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
2ffect fog spreads in &;.ft. radius, &; ft. high
Duration ,; minutes and &d0 rounds8 see text
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
Mind fo produces a #ank of thin mist that )eakens the
mental resistance of those caught in it. Creatures in the !ind
fo take a H1; penalty on 4isdom checks and 4ill sa*es. 7"
creature that successfully sa*es against the fog is not affected
and need not make further sa*es e*en if it remains in the
fog.9 "ffected creatures take the penalty as long as they
remain in the fog and for &d0 rounds thereafter. he fog is
stationary and lasts for ,; minutes 7or until dispersed #y
)ind9.
" moderate )ind 711G mph9 disperses the fog in / rounds8 a
strong )ind 7&1G mph9 disperses the fog in 1 round.
he fog is thin and does not significantly hamper *ision.
!inor Creation
'chool con?uration 7creation98 1evel sorcerer@)izard /
Ca#ting ,ime 1 minute
Component# >, $, M 7a tiny piece of matter of the same sort
of item you plan to create )ith !inor creation-
Range ; ft.
2ffect unattended, nonmagical o#?ect of nonli*ing plant
matter, up to 1 cu. ft.@le*el
Duration 1 hour@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Jou create a nonmagical, unattended o#?ect of nonli*ing
*egeta#le matter. he *olume of the item created cannot
exceed 1 cu#ic foot per caster le*el. Jou must succeed on an
appropriate Craft skill check to make a complex item.
"ttempting to use any created o#?ect as a material
component causes the spell to fail.
!inor -mage
'chool illusion 7figment98 1evel #ard &, sorcerer@)izard &
Duration concentration G & rounds
his spell functions like silent i!ae, except that !inor
i!ae includes some minor sounds #ut not understanda#le
speech.
!iracle
'chool e*ocation8 1evel cleric 2
Page ,11
Ca#ting ,ime 1 standard action
Component# >, $8 see text
Range see text
,arget, 2ffect, or .rea see text
Duration see text
'aving ,hro6 see text8 'pell Re#i#tance yes
Jou donCt so much cast a !iracle as re6uest one. Jou state
)hat you )ould like to ha*e happen and re6uest that your
deity 7or the po)er you pray to for spells9 intercede.
" !iracle can do any of the follo)ing things.
(uplicate any cleric spell of %th le*el or lo)er.
(uplicate any other spell of !th le*el or lo)er.
5ndo the harmful effects of certain spells, such as
feeble!ind or insanity.
-a*e any effect )hose po)er le*el is in line )ith
the a#o*e effects.
"lternati*ely, a cleric can make a *ery po)erful re6uest.
Casting such a !iracle costs the cleric &5,;;; gp in
po)dered diamond #ecause of the po)erful di*ine energies
in*ol*ed. +xamples of especially po)erful !iracles of this
sort could include the follo)ingB
$)inging the tide of a #attle in your fa*or #y raising
fallen allies to continue fighting.
Mo*ing you and your allies, )ith all your and their
gear, from one plane to a specific locale through
planar #arriers )ith no chance of error.
Protecting a city from an earth6uake, *olcanic
eruption, flood, or other ma?or natural disaster.
:n any e*ent, a re6uest that is out of line )ith the deityCs 7or
alignmentCs9 nature is refused.
" duplicated spell allo)s sa*ing thro)s and spell resistance
as normal, #ut the sa*e (Cs are as for a 2th.le*el spell.
4hen a !iracle spell duplicates a spell )ith a material
component that costs more than 1;; gp, you must pro*ide
that component.
!irage .rcana
'chool illusion 7glamer98 1evel #ard 5, sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $
.rea one &;.ft. cu#e@le*el 7$9
Duration concentration G1 hour@ le*el 7(9
his spell functions like hallucinatory terrain, except that it
ena#les you to make any area appear to #e something other
than it is. he illusion includes audi#le, *isual, tactile, and
olfactory elements. 5nlike hallucinatory terrain, the spell
can alter the appearance of structures 7or add them )here
none are present9. $till, it canCt disguise, conceal, or add
creatures 7though creatures )ithin the area might hide
themsel*es )ithin the illusion ?ust as they can hide
themsel*es )ithin a real location9.
!irror -mage
'chool illusion 7figment98 1evel #ard &, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $
Range personal
,arget you
Duration 1 min.@le*el
his spell creates a num#er of illusory dou#les of you that
inha#it your s6uare. hese dou#les make it difficult for
enemies to precisely locate and attack you.
4hen !irror i!ae is cast, 1d/ images plus one image per
three caster le*els 7maximum eight images total9 are created.
hese images remain in your space and mo*e )ith you,
mimicking your mo*ements, sounds, and actions exactly.
4hene*er you are attacked or are the target of a spell that
re6uires an attack roll, there is a possi#ility that the attack
targets one of your images instead. :f the attack is a hit, roll
randomly to see )hether the selected target is real or a
figment. :f it is a figment, the figment is destroyed. :f the
attack misses #y 5 or less, one of your figments is destroyed
#y the near miss. "rea spells affect you normally and do not
destroy any of your figments. $pells and effects that do not
re6uire an attack roll affect you normally and do not destroy
any of your figments. $pells that re6uire a touch attack are
harmlessly discharged if used to destroy a figment.
"n attacker must #e a#le to see the figments to #e fooled. :f
you are in*isi#le or the attacker is #lind, the spell has no
effect 7although the normal miss chances still apply9.
!i#direction
'chool illusion 7glamer98 1evel #ard &, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one creature or o#?ect, up to a 1;.ft. cu#e in size
Duration 1 hour@le*el
'aving ,hro6 none or 4ill negates8 see text8 'pell
Re#i#tance no
1y means of this spell, you misdirect the information from
di*ination spells that re*eal auras 7detect e%il, detect !aic,
discern lies, and the like9. On casting the spell, you choose
Page ,1&
another o#?ect )ithin range. 3or the duration of the spell, the
su#?ect of !isdirection is detected as if it )ere the other
o#?ect. Aeither the su#?ect nor the other o#?ect gets a sa*ing
thro) against this effect. (etection spells pro*ide
information #ased on the second o#?ect rather than on the
actual target of the detection unless the caster of the detection
succeeds on a 4ill sa*e. 3or instance, you could make
yourself detect as a tree if one )ere )ithin range at castingB
not e*il, not lying, not magical, neutral in alignment, and so
forth. his spell does not affect other types of di*ination
magic 7auury, detect thouhts, clairaudience=clair%oyance,
and the like9.
!i#lead
'chool illusion 7figment, glamer98 1evel #ard 5,
sorcerer@)izard 0
Ca#ting ,ime 1 standard action
Component# $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget)2ffect you@one illusory dou#le
Duration 1 round@le*el 7(9 and concentration G , rounds8
see text
'aving ,hro6 none or 4ill dis#elief 7if interacted )ith98 see
text8 'pell Re#i#tance no
Jou #ecome in*isi#le 7as reater in%isibility, a glamer9, and
at the same time, an illusory dou#le of you 7as !a:or i!ae,
a figment9 appears. Jou are then free to go else)here )hile
your dou#le mo*es a)ay. he dou#le appears )ithin range
#ut thereafter mo*es as you direct it 7)hich re6uires
concentration #eginning on the first round after the casting9.
Jou can make the figment appear superimposed perfectly
o*er your o)n #ody so that o#ser*ers donCt notice an image
appearing and you turning in*isi#le. Jou and the figment can
then mo*e in different directions. he dou#le mo*es at your
speed and can talk and gesture as if it )ere real, #ut it cannot
attack or cast spells, though it can pretend to do so.
he illusory dou#le lasts as long as you concentrate upon it,
plus , additional rounds. "fter you cease concentration, the
illusory dou#le continues to carry out the same acti*ity until
the duration expires. he reater in%isibility lasts for 1 round
per le*el, regardless of concentration.
!nemonic 2nhancer
'chool transmutation8 1evel )izard /
Ca#ting ,ime 1; minutes
Component# >, $, M 7a piece of string, and ink consisting of
s6uid secretion mixed )ith #lack dragonCs #lood9, 3 7an i*ory
pla6ue )orth 5; gp9
Range personal
,arget you
Duration instantaneous
Casting this spell allo)s you to prepare additional spells or
retain spells recently cast. Pick one of these t)o *ersions
)hen the spell is cast.
PrepareB Jou prepare up to three additional le*els of spells. "
cantrip counts as 1@& le*el for this purpose. Jou prepare and
cast these spells normally.
.etainB Jou retain any spell of ,rd le*el or lo)er that you
had cast up to 1 round #efore you started casting the
!ne!onic enhancer. his restores the pre*iously cast spell to
your mind.
:n either e*ent, the spell or spells prepared or retained fade
after &/ hours 7if not cast9.
!odify !emory
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard /
Ca#ting ,ime 1 round8 see text
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one li*ing creature
Duration permanent
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
Jou reach into the su#?ectCs mind and modify as many as 5
minutes of its memories in one of the follo)ing )ays.
+liminate all memory of an e*ent the su#?ect
actually experienced. his spell cannot negate
char!, eas=>uest, suestion, or similar spells.
"llo) the su#?ect to recall )ith perfect clarity an
e*ent it actually experienced.
Change the details of an e*ent the su#?ect actually
experienced.
:mplant a memory of an e*ent the su#?ect ne*er
experienced.
Casting the spell takes 1 round. :f the su#?ect fails to sa*e,
you proceed )ith the spell #y spending as much as 5 minutes
7a period of time e6ual to the amount of memory you )ant to
modify9 *isualizing the memory you )ish to modify in the
su#?ect. :f your concentration is distur#ed #efore the
*isualization is complete, or if the su#?ect is e*er #eyond the
spellCs range during this time, the spell is lost.
" modified memory does not necessarily affect the su#?ectCs
actions, particularly if it contradicts the creatureCs natural
inclinations. "n illogical modified memory is dismissed #y
the creature as a #ad dream, too much )ine, or another
similar excuse.
Page ,1,
!oment of Pre#cience
'chool di*ination8 1evel sorcerer@)izard %
Ca#ting ,ime 1 standard action
Component# >, $
Range personal
,arget you
Duration 1 hour@le*el or until discharged
his spell grants you a sixth sense. Once during the spellCs
duration, you may choose to use its effect. his spell grants
you an insight #onus e6ual to your caster le*el 7maximum
G&59 on any single attack roll, com#at maneu*er check,
opposed a#ility or skill check, or sa*ing thro). "lternati*ely,
you can apply the insight #onus to your "C against a single
attack 7e*en if flat.footed9. "cti*ating the effect doesnCt take
an action8 you can e*en acti*ate it on another characterCs
turn. Jou must choose to use the !o!ent of prescience
#efore you make the roll it is to modify. Once used, the spell
ends. Jou canCt ha*e more than one !o!ent of prescience
acti*e on you at the same time.
!ount
'chool con?uration 7summoning98 1evel sorcerer@)izard 1
Ca#ting ,ime 1 round
Component# >, $, M 7a #it of horse hair9
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect one mount
Duration & hours@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Jou summon a light horse or a pony 7your choice9 to ser*e
you as a mount. he steed ser*es )illingly and )ell. he
mount comes )ith a #it and #ridle and a riding saddle.
!ove 2arth
'chool transmutation TearthU8 1evel druid 0, sorcerer@)izard
0
Ca#ting ,ime see text
Component# >, $, M 7clay, loam, sand, and an iron #lade9
Range long 7/;; ft. G /; ft.@le*el9
.rea dirt in an area up to !5; ft. s6uare and up to 1; ft. deep
7$9
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance no
Mo%e earth mo*es dirt 7clay, loam, sand, and soil9, possi#ly
collapsing em#ankments, mo*ing hillocks, shifting dunes,
and so forth.
:n no e*ent can rock formations #e collapsed or mo*ed. he
area to #e affected determines the casting time. 3or e*ery
15;.foot s6uare 7up to 1; feet deep9, casting takes 1;
minutes. he maximum area, !5; feet #y !5; feet, takes /
hours and 1; minutes to mo*e.
his spell does not *iolently #reak the surface of the ground.
:nstead, it creates )a*elike crests and troughs, )ith the earth
reacting )ith glacial fluidity until the desired result is
achie*ed. rees, structures, rock formations, and such are
mostly unaffected except for changes in ele*ation and
relati*e topography.
he spell cannot #e used for tunneling and is generally too
slo) to trap or #ury creatures. :ts primary use is for digging
or filling moats or for ad?usting terrain contours #efore a
#attle.
his spell has no effect on earth creatures.
Neutrali$e Poi#on
'chool con?uration 7healing98 1evel #ard /, cleric /, druid ,,
paladin /, ranger ,
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7charcoal9
Range touch
,arget creature or o#?ect of up to 1 cu. ft.@le*el touched
Duration instantaneous or 1; min.@le*el8 see text
'aving ,hro6 4ill negates 7harmless, o#?ect98 'pell
Re#i#tance yes 7harmless, o#?ect9
Jou detoxify any sort of *enom in the creature or o#?ect
touched. :f the target is a creature, you must make a caster
le*el check 71d&; G caster le*el9 against the (C of each
poison affecting the target. $uccess means that the poison is
neutralized. " cured creature suffers no additional effects
from the poison, and any temporary effects are ended, #ut the
spell does not re*erse instantaneous effects, such as hit point
damage, temporary a#ility damage, or effects that donCt go
a)ay on their o)n.
his spell can instead neutralize the poison in a poisonous
creature or o#?ect for 1; minutes per le*el, at the casterCs
option. :f cast on a creature, the creature recei*es a 4ill sa*e
to negate the effect.
Nightmare
'chool illusion 7phantasm9 Tmind.affecting, e*ilU8 1evel #ard
5, sorcerer@)izard 5
Ca#ting ,ime 1; minutes
Page ,1/
Component# >, $
Range unlimited
,arget one li*ing creature
Duration instantaneous
'aving ,hro6 4ill negates8 see text8 'pell Re#i#tance yes
Jou send a hideous and unsettling phantasmal *ision to a
specific creature that you name or other)ise specifically
designate.
he niht!are pre*ents restful sleep and causes 1d1; points
of damage. he niht!are lea*es the su#?ect fatigued and
una#le to regain arcane spells for the next &/ hours.
he difficulty of the sa*e depends on your kno)ledge the
su#?ect and the physical connection 7if any9 you ha*e to that
creature.
Eno6ledge Aill 'ave !odifier
AoneP G1;
$econdhand 7you ha*e heard of the
su#?ect9
G5
3irsthand 7you ha*e met the su#?ect9 G;
3amiliar 7you kno) the su#?ect )ell9 H5
Connection Aill 'ave !odifier
=ikeness or picture H&
Possession or garment H/
1ody part, lock of hair, #it of nail, etc. H1;
PJou must ha*e some sort of connection to a creature of
)hich you ha*e no kno)ledge.
'ispel e%il cast on the su#?ect )hile you are casting the spell
dispels the niht!are and causes you to #e stunned for 1;
minutes per caster le*el of the dispel e%il.
:f the recipient is a)ake )hen the spell #egins, you can
choose to cease casting 7ending the spell9 or to enter a trance
until the recipient goes to sleep, )hereupon you #ecome alert
again and complete the casting. :f you are distur#ed during
the trance, you must succeed on a Concentration check as if
you )ere in the midst of casting a spell or the spell ends.
:f you choose to enter a trance, you are not a)are of your
surroundings or the acti*ities around you )hile in the trance.
Jou are defenseless, #oth physically and mentally, )hile in
the trance. 7Jou al)ays fail 'eflex and 4ill sa*ing thro)s,
for example.9
Creatures )ho donCt sleep 7such as el*es, #ut not half.el*es9
or dream are immune to this spell.
Nondetection
'chool a#?uration8 1evel ranger /, sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, M 7diamond dust )orth 5; gp9
Range touch
,arget creature or o#?ect touched
Duration 1 hour@le*el
'aving ,hro6 4ill negates 7harmless, o#?ect98 'pell
Re#i#tance yes 7harmless, o#?ect9
he )arded creature or o#?ect #ecomes difficult to detect #y
di*ination spells such as clairaudience=clair%oyance, locate
ob:ect, and detect spells. 3ondetection also pre*ents location
#y such magic items as crystal balls. :f a di*ination is
attempted against the )arded creature or item, the caster of
the di*ination must succeed on a caster le*el check 71d&; G
caster le*el9 against a (C of 11 G the caster le*el of the
spellcaster )ho cast nondetection. :f you cast nondetection
on yourself or on an item currently in your possession, the
(C is 15 G your caster le*el.
:f cast on a creature, nondetection )ards the creatureCs gear
as )ell as the creature itself.
Fb#cure FbKect
'chool a#?uration8 1evel #ard 1, cleric ,, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7chameleon skin9
Range touch
,arget one o#?ect touched of up to 1;; l#s.@le*el
Duration % hours 7(9
'aving ,hro6 4ill negates 7o#?ect98 'pell Re#i#tance yes
7o#?ect9
his spell hides an o#?ect from location #y di*ination
7scrying9 effects, such as the scryin spell or a crystal ball.
$uch an attempt automatically fails 7if the di*ination is
targeted on the o#?ect9 or fails to percei*e the o#?ect 7if the
di*ination is targeted on a near#y location, o#?ect, or person9.
Fb#curing !i#t
'chool con?uration 7creation98 1evel cleric 1, druid 1,
sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $
Range &; ft.
2ffect cloud spreads in &;.ft. radius from you, &; ft. high
Duration 1 min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Page ,15
" misty *apor arises around you. :t is stationary. he *apor
o#scures all sight, including dark*ision, #eyond 5 feet. "
creature 5 feet a)ay has concealment 7attacks ha*e a &;I
miss chance9. Creatures farther a)ay ha*e total concealment
75;I miss chance, and the attacker cannot use sight to locate
the target9.
" moderate )ind 711G mph9, such as from a ust of #ind
spell, disperses the fog in / rounds. " strong )ind 7&1G mph9
disperses the fog in 1 round. " fireball, fla!e stri"e, or
similar spell #urns a)ay the fog in the explosi*e or fiery
spellCs area. " #all of fire #urns a)ay the fog in the area into
)hich it deals damage.
his spell does not function under)ater.
Fpen)Clo#e
'chool transmutation8 1evel #ard ;, sorcerer@)izard ;
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a #rass key9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget o#?ect )eighing up to ,; l#s. or portal that can #e
opened or closed
Duration instantaneous
'aving ,hro6 4ill negates 7o#?ect98 'pell Re#i#tance yes
7o#?ect9
Jou can open or close 7your choice9 a door, chest, #ox,
)indo), #ag, pouch, #ottle, #arrel, or other container. :f
anything resists this acti*ity 7such as a #ar on a door or a
lock on a chest9, the spell fails. :n addition, the spell can only
open and close things )eighing ,; pounds or less. hus,
doors, chests, and similar o#?ects sized for enormous
creatures may #e #eyond this spellCs a#ility to affect.
Frder%# Arath
'chool e*ocation Tla)fulU8 1evel cleric /
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
.rea nonla)ful creatures )ithin a #urst that fills a ,;.ft.
cu#e
Duration instantaneous 71 round98 see text
'aving ,hro6 4ill partial8 see text8 'pell Re#i#tance yes
Jou channel la)ful po)er to smite enemies. he po)er takes
the form of a three.dimensional grid of energy. Only chaotic
and neutral 7not la)ful9 creatures are harmed #y the spell.
he spell deals 1d% points of damage per t)o caster le*els
7maximum 5d%9 to chaotic creatures 7or 1d0 points of
damage per caster le*el, maximum 1;d0, to chaotic
outsiders9 and causes them to #e dazed for 1 round. "
successful 4ill sa*e reduces the damage to half and negates
the daze effect.
he spell deals only half damage to creatures )ho are neither
chaotic nor la)ful, and they are not dazed. hey can reduce
the damage in half again 7do)n to one.6uarter of the roll9
)ith a successful 4ill sa*e.
Fverland &light
'chool transmutation8 1evel sorcerer@)izard 5
Component#B >, $
Range personal
,arget you
Duration 1 hour@le*el
his spell functions like a fly spell, except you can fly at a
speed of /; feet 7,; feet if )earing medium or hea*y armor,
or if carrying a medium or hea*y load9 )ith a #onus on 3ly
skill checks e6ual to half your caster le*el. 4hen using this
spell for long.distance mo*ement, you can hustle )ithout
taking nonlethal damage 7a forced march still re6uires
Constitution checks9. his means you can co*er 0/ miles in
an %.hour period of flight 7or /% miles at a speed of ,; feet9.
F6l%# Ai#dom
'chool transmutation8 1evel cleric &, druid &, paladin &,
ranger &, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7feathers or droppings from an
o)l9
Range touch
,arget creature touched
Duration 1 min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes
he transmuted creature #ecomes )iser. he spell grants a
G/ enhancement #onus to 4isdom, adding the usual #enefit
to 4isdom.related skills. Clerics, druids, and rangers 7and
other 4isdom.#ased spellcasters9 )ho recei*e o#l(s #isdo!
do not gain any additional #onus spells for the increased
4isdom, #ut the sa*e (Cs for their spells increase.
F6l%# Ai#dom, !a##
'chool transmutation8 1evel cleric 0, druid 0,
sorcerer@)izard 0
Range close 7&5 ft. G 5 ft.@& le*els9
Page ,10
,arget one creature@le*el, no t)o of )hich can #e more than
,; ft. apart
his spell functions like o#l(s #isdo!, except that it affects
multiple creatures.
Pa## 6ithout ,race
'chool transmutation8 1evel druid 1, ranger 1
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget# one creature@le*el touched
Duration 1 hour@le*el 7(9
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
he su#?ect or su#?ects of this spell do not lea*e footprints or
a scent trail )hile mo*ing. racking the su#?ects is
impossi#le #y nonmagical means.
Pa##6all
'chool transmutation8 1evel sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $, M 7sesame seeds9
Range touch
2ffect 5.ft..#y.%.ft. opening, 1; ft. deep plus 5 ft. deep per
three additional le*els
Duration 1 hour@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Jou create a passage through )ooden, plaster, or stone )alls,
#ut not through metal or other harder materials. he passage
is 1; feet deep plus an additional 5 feet deep per three caster
le*els a#o*e 2th 715 feet at 1&th, &; feet at 15th, and a
maximum of &5 feet deep at 1%th le*el9. :f the )allCs
thickness is more than the depth of the passage created, then
a single pass#all simply makes a niche or short tunnel.
$e*eral pass#all spells can then form a continuing passage
to #reach *ery thick )alls. 4hen pass#all ends, creatures
)ithin the passage are e?ected out the nearest exit. :f
someone dispels the pass#all or you dismiss it, creatures in
the passage are e?ected out the far exit, if there is one, or out
the sole exit if there is only one.
Permanency
'chool uni*ersal8 1evel sorcerer@)izard 5
Ca#ting ,ime & rounds
Component# >, $, M 7see ta#les #elo)9
Range see text
,arget see text
Duration permanent8 see text
'aving ,hro6 none8 'pell Re#i#tance no
his spell makes the duration of certain other spells
permanent. Jou first cast the desired spell and then follo) it
)ith the per!anency spell.
(epending on the spell, you must #e of a minimum caster
le*el and must expend a specific gp *alue of diamond dust as
a material component.
Jou can make the follo)ing spells permanent in regard to
yourself.
'pell !inimum Ca#ter 1evel GP Co#t
Arcane siht 11th !,5;; gp
Co!prehend lanuaes 2th &,5;; gp
'ar"%ision 1;th 5,;;; gp
'etect !aic 2th &,5;; gp
.ead !aic 2th &,5;; gp
See in%isibility 1;th 5,;;; gp
Tonues 11th !,5;; gp
Jou cannot cast these spells on other creatures. his
application of per!anency can #e dispelled only #y a caster
of higher le*el than you )ere )hen you cast the spell.
:n addition to personal use, per!anency can #e used to make
the follo)ing spells permanent on yourself, another creature,
or an o#?ect 7as appropriate9.
'pell !inimum Ca#ter 1evel GP Co#t
+nlare person 2th &,5;; gp
Maic fan 2th &,5;; gp
Maic fan, reater 11th !,5;; gp
.educe person 2th &,5;; gp
.esistance 2th &,5;; gp
Telepathic bondE 1,th 1&,5;; gp
POnly #onds t)o creatures per casting of per!anency.
"dditionally, the follo)ing spells can #e cast upon o#?ects or
areas only and rendered permanent.
'pell
!inimum Ca#ter
1evel
GP Co#t
Alar! 2th &,5;; gp
Ani!ate ob:ects 1/th 15,;;; gp
'ancin lihts 2th &,5;; gp
/host sound 2th &,5;; gp
Page ,1!
/ust of #ind 11th !,5;; gp
0n%isibility 1;th 5,;;; gp
MaeLs pri%ate sanctu! 1,th 1&,5;; gp
Maic !outh 1;th 5,;;; gp
Phase door 15th 1!,5;; gp
Pris!atic sphere 1!th &&,5;; gp
Pris!atic #all 10th &;,;;; gp
Shrin" ite! 11th !,5;; gp
Solid fo 1&th 1;,;;; gp
Stin"in cloud 11th !,5;; gp
Sy!bol of death 10th &;,;;; gp
Sy!bol of fear 1/th 15,;;; gp
Sy!bol of insanity 10th &;,;;; gp
Sy!bol of pain 1,th 1&,5;; gp
Sy!bol of persuasion 1/th 15,;;; gp
Sy!bol of sleep 10th &;,;;; gp
Sy!bol of stunnin 15th 1!,5;; gp
Sy!bol of #ea"ness 15th 1!,5;; gp
Teleportation circle 1!th &&,5;; gp
9all of fire 1&th 1;,;;; gp
9all of force 1,th !,5;; gp
9eb 1;th 5,;;; gp
$pells cast on other targets are *ulnera#le to dispel !aic as
normal. he GM may allo) other spells to #e made
permanent.
Permanent -mage
'chool illusion 7figment98 1evel #ard 0, sorcerer@)izard 0
2ffect figment that cannot extend #eyond a &;.ft. cu#e G one
1;.ft. cu#e@le*el 7$9
Duration permanent 7(9
his spell functions like silent i!ae, except that the figment
includes *isual, auditory, olfactory, and thermal elements,
and the spell is permanent. 1y concentrating, you can mo*e
the image )ithin the limits of the range, #ut it is static )hile
you are not concentrating.
Per#i#tent -mage
'chool illusion 7figment98 1evel #ard 5, sorcerer@)izard 5
Duration 1 min.@le*el 7(9
his spell functions like silent i!ae, except that the figment
includes *isual, auditory, olfactory, and thermal components,
and the figment follo)s a script determined #y you. he
figment follo)s that script )ithout your ha*ing to
concentrate on it. he illusion can include intelligi#le speech
if you )ish.
Phanta#mal Eiller
'chool illusion 7phantasm9 Tfear, mind.affectingU8 1evel
sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
,arget one li*ing creature
Duration instantaneous
'aving ,hro6 4ill dis#elief, then 3ortitude partial8 see text8
'pell Re#i#tance yes
Jou create a phantasmal image of the most fearsome creature
imagina#le to the su#?ect simply #y forming the fears of the
su#?ectCs su#conscious mind into something that its conscious
mind can *isualizeB this most horri#le #east. Only the spellCs
su#?ect can see the phantas!al "iller. Jou see only a *ague
shape. he target first gets a 4ill sa*e to recognize the image
as unreal. :f that sa*e fails, the phantasm touches the su#?ect,
and the su#?ect must succeed on a 3ortitude sa*e or die from
fear. +*en if the 3ortitude sa*e is successful, the su#?ect
takes ,d0 points of damage.
:f the su#?ect of a phantas!al "iller attack succeeds in
dis#elie*ing and possesses telepathy or is )earing a hel! of
telepathy, the #east can #e turned upon you. Jou must then
dis#elie*e it or #ecome su#?ect to its deadly fear attack.
Phantom 'teed
'chool con?uration 7creation98 1evel #ard ,, sorcerer@)izard
,
Ca#ting ,ime 1; minutes
Component# >, $
Range ; ft.
2ffect one 6uasi.real, horselike creature
Duration 1 hour@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Jou con?ure a =arge, 6uasi.real, horselike creature 7the exact
coloration can #e customized as you )ish9. :t can #e ridden
only #y you or #y the one person for )hom you specifically
created the mount. " phantom steed has a #lack head and
#ody, gray mane and tail, and smoke.colored, insu#stantial
hoo*es that make no sound. :t has )hat seems to #e a saddle,
#it, and #ridle. :t does not fight, #ut animals shun it and
refuse to attack it.
he mount is "C 1% 7H1 size, G/ natural armor, G5 (ex9 and
! hit points G 1 hit point per caster le*el. :f it loses all its hit
Page ,1%
points, the phantom steed disappears. " phantom steed has a
speed of &; feet per t)o caster le*els, to a maximum of 1;;
feet at 1;th le*el. :t can #ear its riderCs )eight plus up to 1;
pounds per caster le*el.
hese mounts gain certain po)ers according to caster le*el.
" mountCs a#ilities include those of mounts of lo)er caster
le*els.
Bth &e%elB he mount can ride o*er sandy, muddy, or e*en
s)ampy ground )ithout difficulty or decrease in speed.
1Dth &e%elB he mount can use #ater #al" at )ill 7as the
spell, no action re6uired to acti*ate this a#ility9.
12th &e%elB he mount can use air #al" at )ill 7as the spell,
no action re6uired to acti*ate this a#ility9 for up to 1 round at
a time, after )hich it falls to the ground.
17th &e%elB he mount can fly at its speed )ith a #onus on
3ly skill checks e6ual to your caster le*el.
Phantom ,rap
'chool illusion 7glamer98 1evel sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M 7special dust )orth 5; gp9
Range touch
,arget o#?ect touched
Duration permanent 7(9
'aving ,hro6 none8 'pell Re#i#tance no
his spell makes a lock or other small mechanism seem to #e
trapped to anyone )ho can detect traps. Jou place the spell
upon any small mechanism or de*ice, such as a lock, hinge,
hasp, cork, cap, or ratchet. "ny character a#le to detect traps,
or )ho uses any spell or de*ice ena#ling trap detection, is
certain a real trap exists. Of course, the effect is illusory and
nothing happens if the trap is DsprungF8 its primary purpose
is to frighten a)ay thie*es or make them )aste precious
time.
:f another phanto! trap is acti*e )ithin 5; feet )hen the
spell is cast, the casting fails.
Pha#e Door
'chool con?uration 7creation98 1evel sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >
Range touch
2ffect ethereal 5.ft..#y.%.ft. opening, 1; ft. deep G 5 ft. deep
per three le*els
Duration one usage per t)o le*els
'aving ,hro6 none8 'pell Re#i#tance no
his spell creates an ethereal passage through )ooden,
plaster, or stone )alls, #ut not other materials. he phase
door is in*isi#le and inaccessi#le to all creatures except you,
and only you can use the passage. Jou disappear )hen you
enter the phase door and appear )hen you exit. :f you desire,
you can take one other creature 7Medium or smaller9 through
the door. his counts as t)o uses of the door. he door does
not allo) light, sound, or spell effects through it, nor can you
see through it )ithout using it. hus, the spell can pro*ide an
escape route, though certain creatures, such as phase spiders,
can follo) )ith ease. " e! of true seein or similar magic
re*eals the presence of a phase door #ut does not allo) its
use.
" phase door is su#?ect to dispel !aic$ :f anyone is )ithin
the passage )hen it is dispelled, he is harmlessly e?ected ?ust
as if he )ere inside a pass#all effect.
Jou can allo) other creatures to use the phase door #y
setting some triggering condition for the door. $uch
conditions can #e as simple or ela#orate as you desire. hey
can #e #ased on a creatureCs name, identity, or alignment, #ut
other)ise must #e #ased on o#ser*a#le actions or 6ualities.
:ntangi#les such as le*el, class, -(, and hit points donCt
6ualify.
Phase door can #e made permanent )ith a per!anency spell.
Planar .lly
'chool con?uration 7calling9 Tsee text for lesser planar allyU8
1evel cleric 0
Component# >, $, M 7offerings )orth 1,&5; gp plus
payment9, (3
2ffect one or t)o called outsiders, totaling no more than 1&
-(, )hich cannot #e more than ,; ft. apart )hen they
appear
his spell functions like lesser planar ally, except you may
call a single creature of 1& -( or less, or t)o creatures of the
same kind )hose -( total no more than 1&. he creatures
agree to help you and re6uest your return payment together.
Planar .lly, Greater
'chool con?uration 7calling9 Tsee text for lesser planar allyU8
1evel cleric %
Component# >, $, M 7offerings )orth &,5;; gp plus
payment9, (3
2ffect up to three called outsiders, totaling no more than 1%
-(, no t)o of )hich can #e more than ,; ft. apart )hen they
appear.
his spell functions like lesser planar ally, except that you
may call a single creature of 1% -( or less, or up to three
Page ,12
creatures of the same kind )hose -it (ice total no more than
1%. he creatures agree to help you and re6uest your return
payment together.
Planar .lly, 1e##er
'chool con?uration 7calling9 Tsee textU8 1evel cleric /
Ca#ting ,ime 1; minutes
Component# >, $, M 7offerings )orth 5;; gp plus payment,
see text9, (3
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect one called outsider of 0 -( or less
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance no
1y casting this spell, you re6uest your deity to send you an
outsider 7of 0 -( or less9 of the deityCs choice. :f you ser*e
no particular deity, the spell is a general plea ans)ered #y a
creature sharing your philosophical alignment. :f you kno)
an indi*idual creatureCs name, you may re6uest that
indi*idual #y speaking the name during the spell 7though you
might get a different creature any)ay9.
Jou may ask the creature to perform one task in exchange for
a payment from you. asks might range from the simple to
the complex. Jou must #e a#le to communicate )ith the
creature called in order to #argain for its ser*ices.
he creature called re6uires a payment for its ser*ices. his
payment can take a *ariety of forms, from donating gold or
magic items to an allied temple, to a gift gi*en directly to the
creature, to some other action on your part that matches the
creatureCs alignment and goals. 'egardless, this payment
must #e made #efore the creature agrees to perform any
ser*ices. he #argaining takes at least 1 round, so any actions
#y the creature #egin in the round after it arri*es.
" task taking up to 1 minute per caster le*el re6uires a
payment of 1;; gp per -( of the creature called. 3or a task
taking up to 1 hour per caster le*el, the creature re6uires a
payment of 5;; gp per -(. " long.term task, one re6uiring
up to 1 day per caster le*el, re6uires a payment of 1,;;; gp
per -(.
" nonhazardous task re6uires only half the indicated
payment, )hile an especially hazardous task might re6uire a
greater gift. 3e) if any creatures )ill accept a task that
seems suicidal 7remem#er, a called creature actually dies
)hen it is killed, unlike a summoned creature9. -o)e*er, if
the task is strongly aligned )ith the creatureCs ethos, it may
hal*e or e*en )ai*e the payment.
"t the end of its task, or )hen the duration #argained for
expires, the creature returns to its home plane 7after reporting
#ack to you, if appropriate and possi#le9.
3oteB 4hen you use a calling spell that calls an air, chaotic,
earth, e*il, fire, good, la)ful, or )ater creature, it is a spell of
that type.
Planar inding
'chool con?uration 7calling9 Tsee text for lesser planar
bindinU8 1evel sorcerer@)izard 0
Component#B >, $
,arget# up to three elementals or outsiders, totaling no more
than 1& -(, no t)o of )hich can #e more than ,; ft. apart
)hen they appear
his spell functions like lesser planar bindin, except that
you may call a single creature of 1& -( or less, or up to
three creatures of the same kind )hose -it (ice total no
more than 1&. +ach creature gets a sa*ing thro), makes an
independent attempt to escape, and must #e indi*idually
persuaded to aid you.
Planar inding, Greater
'chool con?uration 7calling9 Tsee text for lesser planar
bindinU8 1evelB sorcerer@)izard %
Component#B >, $
,arget# up to three elementals or outsiders, totaling no more
than 1% -(, no t)o of )hich can #e more than ,; ft. apart
)hen they appear.
his spell functions like lesser planar bindin, except that
you may call a single creature of 1% -( or less, or up to
three creatures of the same kind )hose -it (ice total no
more than 1%. +ach creature gets a sa*ing thro), makes an
independent attempt to escape, and must #e indi*idually
persuaded to aid you.
Planar inding, 1e##er
'chool con?uration 7calling9 Tsee textU8 1evel sorcerer@)izard
5
Ca#ting ,ime 1; minutes
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els98 see text
,arget one elemental or outsider )ith 0 -( or less
Duration instantaneous
'aving ,hro6 4ill negates8 'pell Re#i#tance no and yes8
see text
Casting this spell attempts a dangerous actB to lure a creature
from another plane to a specifically prepared trap, )hich
must lie )ithin the spellCs range. he called creature is held
in the trap until it agrees to perform one ser*ice in return for
its freedom.
Page ,&;
o create the trap, you must use a !aic circle spell, focused
in)ard. he kind of creature to #e #ound must #e kno)n and
stated. :f you )ish to call a specific indi*idual, you must use
that indi*idualCs proper name in casting the spell.
he target creature is allo)ed a 4ill sa*ing thro). :f the
sa*ing thro) succeeds, the creature resists the spell. :f the
sa*ing thro) fails, the creature is immediately dra)n to the
trap 7spell resistance does not keep it from #eing called9. he
creature can escape from the trap #y successfully pitting its
spell resistance against your caster le*el check, #y
dimensional tra*el, or )ith a successful Charisma check 7(C
15 G 1@& your caster le*el G your Charisma modifier9. :t can
try each method once per day. :f it #reaks loose, it can flee or
attack you. " di!ensional anchor cast on the creature
pre*ents its escape *ia dimensional tra*el. Jou can also
employ a calling diagram 7see !aic circle aainst e%il9 to
make the trap more secure.
:f the creature does not #reak free of the trap, you can keep it
#ound for as long as you dare. Jou can attempt to compel the
creature to perform a ser*ice #y descri#ing the ser*ice and
perhaps offering some sort of re)ard. Jou make a Charisma
check opposed #y the creatureCs Charisma check. he check
is assigned a #onus of G; to G0 #ased on the nature of the
ser*ice and the re)ard. :f the creature )ins the opposed
check, it refuses ser*ice. Ae) offers, #ri#es, and the like can
#e made or the old ones reoffered e*ery &/ hours. his
process can #e repeated until the creature promises to ser*e,
until it #reaks free, or until you decide to get rid of it #y
means of some other spell. :mpossi#le demands or
unreasona#le commands are ne*er agreed to. :f you e*er roll
a natural 1 on the Charisma check, the creature #reaks free of
the spellCs effect and can escape or attack you.
Once the re6uested ser*ice is completed, the creature need
only to inform you to #e instantly sent #ack )hence it came.
he creature might later seek re*enge. :f you assign some
open.ended task that the creature cannot complete through its
o)n actions, the spell remains in effect for a maximum of 1
day per caster le*el, and the creature gains an immediate
chance to #reak free 7)ith the same chance to resist as )hen
it )as trapped9. Aote that a cle*er recipient can su#*ert some
instructions.
4hen you use a calling spell to call an air, chaotic, earth,
e*il, fire, good, la)ful, or )ater creature, it is a spell of that
type.
Plane 'hift
'chool con?uration 7teleportation98 1evel cleric 5,
sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a forked metal rod attuned to the plane
of tra*el9
Range touch
,arget creature touched, or up to eight )illing creatures
?oining hands
Duration instantaneous
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
Jou mo*e yourself or some other creature to another plane of
existence or alternate dimension. :f se*eral )illing persons
link hands in a circle, as many as eight can #e affected #y the
plane shift at the same time. Precise accuracy as to a
particular arri*al location on the intended plane is nigh
impossi#le. 3rom the Material Plane, you can reach any other
plane, though you appear 5 to 5;; miles 75dI9 from your
intended destination. Plane shift transports creatures
instantaneously and then ends. he creatures need to find
other means if they are to tra*el #ack 7including casting
plane shift again9.
Plant Gro6th
'chool transmutation8 1evel druid ,, ranger ,
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range see text
,arget or .rea see text
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance no
Plant ro#th has different effects depending on the *ersion
chosen.
?%erro#thB his effect causes normal *egetation 7grasses,
#riars, #ushes, creepers, thistles, trees, *ines, and so on9
)ithin long range 7/;; feet G /; feet per caster le*el9 to
#ecome thick and o*ergro)n. he plants ent)ine to form a
thicket or ?ungle that creatures must hack or force a )ay
through. $peed drops to 5 feet, or 1; feet for =arge or larger
creatures. he area must ha*e #rush and trees in it for this
spell to take effect. :f this spell is cast on an area that is
already affected #y any spell or effect that enhances plants,
such as entanle or #all of thorns, any (C in*ol*ed )ith
these spells is increased #y /. his #onus is granted for 1 day
after the casting of plant ro#th$
"t your option, the area can #e a 1;;.foot.radius circle, a
15;.foot.radius semicircle, or a &;;.foot.radius 6uarter
circle.
Jou may designate places )ithin the area that are not
affected.
+nrich!entB his effect targets plants )ithin a range of a
half.mile, raising their potential producti*ity o*er the course
of the next year to one.third a#o*e normal.
Plant ro#th counters di!inish plants.
Page ,&1
his spell has no effect on plant creatures.
Plant 'hape -
'chool transmutation 7polymorph98 1evel sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $, M 7a piece of the creature )hose form
you plan to assume9
Range personal
,arget you
Duration 1 min.@le*el 7(9
4hen you cast this spell you can assume the form of any
$mall or Medium creature of the plant type. :f the form you
assume has any of the follo)ing a#ilities, you gain the listed
a#ilityB dark*ision 0; feet, lo).light *ision, constrict, gra#,
and poison. :f the form you assume does not possess the
a#ility to mo*e, your speed is reduced to 5 feet and you lose
all other forms of mo*ement. :f the creature has *ulnera#ility
to an element, you gain that *ulnera#ility.
S!all plantB :f the form you take is that of a $mall plant, you
gain a G& size #onus to your Constitution and a G& natural
armor #onus.
Mediu! plantB :f the form you take is that of a Medium
plant, you gain a G& size #onus to your $trength, a G&
enhancement #onus to your Constitution, and a G& natural
armor #onus.
Plant 'hape --
'chool transmutation 7polymorph98 1evel sorcerer@)izard 0
his spell functions as plant shape 0 except that it also allo)s
you to assume the form of a =arge creature of the plant type.
:f the creature has immunity or resistance to any elements,
you gain resistance &; to those elements. :f the creature has
*ulnera#ility to an element, you gain that *ulnera#ility.
&are plantB :f the form you take is that of a =arge plant, you
gain a G/ size #onus to your $trength, a G& size #onus to
your Constitution, and a G/ natural armor #onus.
Plant 'hape ---
'chool transmutation 7polymorph98 1evel sorcerer@)izard !
his spell functions as plant shape 00 except that it also
allo)s you to assume the form of a -uge creature of the
plant type. :f the form you assume has any of the follo)ing
a#ilities, you gain the listed a#ilityB (', regeneration 5, and
trample.
5ue plantB :f the form you take is that of a -uge plant, you
gain a G% size #onus to your $trength, a H& penalty to your
(exterity, a G/ size #onus to your Constitution, and a G0
natural armor #onus.
Poi#on
'chool necromancy8 1evel cleric /, druid ,
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget li*ing creature touched
Duration instantaneous8 see text
'aving ,hro6 3ortitude negates8 see text8 'pell Re#i#tance
yes
Calling upon the *enomous po)ers of natural predators, you
infect the su#?ect )ith a horri#le poison #y making a
successful melee touch attack. his poison deals 1d,
Constitution damage per round for 0 rounds. Poisoned
creatures can make a 3ortitude sa*e each round to negate the
damage and end the affliction.
Polar Ray
'chool e*ocation TcoldU8 1evel sorcerer@)izard %
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a )hite ceramic cone or prism9
Range medium 71;; ft. G 1; ft.@le*el9
2ffect ray
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance yes
" #lue.)hite ray of freezing air and ice springs from your
hand. Jou must succeed on a ranged touch attack )ith the
ray to deal damage to a target. he ray deals 1d0 points of
cold damage per caster le*el 7maximum &5d09 and 1d/
points of (exterity drain.
Polymorph
'chool transmutation 7polymorph98 1evel sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $, M 7a piece of the creature )hose form
you choose9
Range touch
,arget li*ing creature touched
Duration 1 min@le*el 7(9
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
his spell transforms a )illing creature into an animal,
humanoid or elemental of your choosing8 the spell has no
effect on un)illing creatures, nor can the creature #eing
Page ,&&
targeted #y this spell influence the ne) form assumed 7apart
from con*eying its )ishes, if any, to you *er#ally9.
:f you use this spell to cause the target to take on the form of
an animal or magical #east, the spell functions as beast
shape 00. :f the form is that of an elemental, the spell
functions as ele!ental body 0$ :f the form is that of a
humanoid, the spell functions as alter self. he su#?ect may
choose to resume its normal form as a full.round action8
doing so ends the spell for that su#?ect.
Polymorph, Greater
'chool transmutation 7polymorph98 1evel sorcerer@)izard !
his spell functions as poly!orph except that it allo)s the
creature to take on the form of a dragon or plant creature. :f
you use this spell to cause the target to take on the form of an
animal or magical #east, it functions as beast shape 02. :f the
form is that of an elemental, the spell functions as ele!ental
body 000$ :f the form is that of a humanoid, the spell functions
as alter self. :f the form is that of a plant, the spell functions
as plant shape 00$ :f the form is that of a dragon, the spell
functions as for! of the draon 0$ he su#?ect may choose to
resume its normal form as a full.round action8 doing so ends
the spell.
Polymorph .ny FbKect
'chool transmutation 7polymorph98 1evel sorcerer@)izard %
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7mercury, gum ara#ic, and smoke9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one creature, or one nonmagical o#?ect of up to 1;;
cu. ft.@le*el
Duration see text
'aving ,hro6 3ortitude negates 7o#?ect98 see text8 'pell
Re#i#tance yes 7o#?ect9
his spell functions like reater poly!orph, except that it
changes one o#?ect or creature into another. Jou can use this
spell to transform all manner of o#?ects and creatures into
ne) formsKyou arenCt limited to transforming a li*ing
creature into another li*ing form. he duration of the spell
depends on ho) radical a change is made from the original
state to its transmuted state. he duration is determined #y
using the follo)ing guidelines.
Changed 'ubKect -#N
-ncrea#e to Duration
&actorL
$ame kingdom 7animal, *egeta#le,
mineral9
G5
$ame class 7mammals, fungi,
metals, etc.9
G&
Changed 'ubKect -#N
-ncrea#e to Duration
&actorL
$ame size G&
'elated 7t)ig is to tree, )olf fur is
to )olf, etc.9
G&
$ame or lo)er :ntelligence G&
P"dd all that apply. =ook up the total on the next ta#le.
Duration &actor Duration 23ample
; &; minutes Pe##le to human
& 1 hour Marionette to human
/ , hours -uman to marionette
5 1& hours =izard to manticore
0 & days $heep to )ool coat
! 1 )eek $hre) to manticore
2G Permanent Manticore to shre)
:f the target of the spell does not ha*e physical a#ility scores
7$trength, (exterity, or Constitution9, this spell grants a #ase
score of 1; to each missing a#ility score. :f the target of the
spell does not ha*e mental a#ility scores 7:ntelligence,
4isdom, or Charisma9, this spell grants a score of 5 to such
scores. (amage taken #y the ne) form can result in the
in?ury or death of the polymorphed creature. :n general,
damage occurs )hen the ne) form is changed through
physical force. " nonmagical o#?ect cannot #e made into a
magic item )ith this spell. Magic items arenCt affected #y this
spell.
his spell cannot create material of great intrinsic *alue, such
as copper, sil*er, gems, silk, gold, platinum, mithral, or
adamantine. :t also cannot reproduce the special properties of
cold iron in order to o*ercome the damage reduction of
certain creatures.
his spell can also #e used to duplicate the effects of baleful
poly!orph, reater poly!orph, flesh to stone, stone to flesh,
trans!ute !ud to roc", trans!ute !etal to #ood, or
trans!ute roc" to !ud$
Po6er Aord lind
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one creature )ith &;; hp or less
Duration see text
'aving ,hro6 none8 'pell Re#i#tance yes
Page ,&,
Jou utter a single )ord of po)er that causes a creature to
#ecome #linded, )hether the creature can hear the )ord or
not. he duration of the spell depends on the targetCs current
hit point total. "ny creature that currently has &;1 or more
hit points is unaffected.
5it Point# Duration
5; or less Permanent
51H1;; 1d/G1 minutes
1;1H&;; 1d/G1 rounds
Po6er Aord Eill
'chool enchantment 7compulsion9 Tdeath, mind.affectingU8
1evel sorcerer@)izard 2
Ca#ting ,ime 1 standard action
Component# >
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one li*ing creature )ith 1;; hp or less
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance yes
Jou utter a single )ord of po)er that instantly kills one
creature of your choice, )hether the creature can hear the
)ord or not. "ny creature that currently has 1;1 or more hit
points is unaffected #y po#er #ord "ill.
Po6er Aord 'tun
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
sorcerer@)izard %
Ca#ting ,ime 1 standard action
Component# >
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one creature )ith 15; hp or less
Duration $ee text
'aving ,hro6 none8 'pell Re#i#tance yes
Jou utter a single )ord of po)er that instantly causes one
creature of your choice to #ecome stunned, )hether the
creature can hear the )ord or not. he duration of the spell
depends on the targetCs current hit point total. "ny creature
that currently has 151 or more hit points is unaffected #y
po#er #ord stun.
5it Point# Duration
5; or less /d/ rounds
51H1;; &d/ rounds
1;1H15; 1d/ rounds
Prayer
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
cleric ,, paladin ,
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range /; ft.
.rea all allies and foes )ithin a /;.ft..radius #urst centered
on you
Duration 1 round@le*el
'aving ,hro6 none8 'pell Re#i#tance yes
Jou #ring special fa*or upon yourself and your allies )hile
#ringing disfa*or to your enemies. Jou and each of your
allies gain a G1 luck #onus on attack rolls, )eapon damage
rolls, sa*es, and skill checks, )hile each of your foes takes a
H1 penalty on such rolls.
Pre#tidigitation
'chool uni*ersal8 1evel #ard ;, sorcerer@)izard ;
Ca#ting ,ime 1 standard action
Component# >, $
Range 1; ft.
,arget, 2ffect, or .rea see text
Duration 1 hour
'aving ,hro6 see text8 'pell Re#i#tance no
Prestidigitations are minor tricks that no*ice spellcasters use
for practice. Once cast, a prestidiitation spell ena#les you to
perform simple magical effects for 1 hour. he effects are
minor and ha*e se*ere limitations. " prestidigitation can
slo)ly lift 1 pound of material. :t can color, clean, or soil
items in a 1.foot cu#e each round. :t can chill, )arm, or
fla*or 1 pound of nonli*ing material. :t cannot deal damage
or affect the concentration of spellcasters. Prestidiitation
can create small o#?ects, #ut they look crude and artificial.
he materials created #y a prestidiitation spell are
extremely fragile, and they cannot #e used as tools, )eapons,
or spell components. 3inally, prestidiitation lacks the po)er
to duplicate any other spell effects. "ny actual change to an
o#?ect 7#eyond ?ust mo*ing, cleaning, or soiling it9 persists
only 1 hour.
Pri#matic 'phere
'chool a#?uration8 1evel sorcerer@)izard 2
Component#B >
Range 1; ft.
Page ,&/
2ffect 1;.ft..radius sphere centered on you
his spell functions like pris!atic #all, except you con?ure
up an immo#ile, opa6ue glo#e of shimmering, multicolored
light that surrounds you and protects you from all forms of
attack. he sphere flashes in all colors of the *isi#le
spectrum.
he sphereCs blindness effect on creatures )ith less than %
-( lasts &d/ L 1; minutes.
Jou can pass into and out of the pris!atic sphere and remain
near it )ithout harm. 4hen youCre inside it, ho)e*er, the
sphere #locks any attempt to pro?ect something through the
sphere 7including spells9. Other creatures that attempt to
attack you or pass through suffer the effects of each color,
one at a time.
ypically, only the upper hemisphere of the glo#e exists,
since you are at the center of the sphere, so the lo)er half is
usually occluded #y the floor surface you are standing on.
he colors of the sphere ha*e the same effects as the colors
of a pris!atic #all$
Pris!atic sphere can #e made permanent )ith a per!anency
spell.
Pri#matic 'pray
'chool e*ocation8 1evel sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >, $
Range 0; ft.
.rea cone.shaped #urst
Duration instantaneous
'aving ,hro6 see text8 'pell Re#i#tance yes
his spell causes se*en shimmering, multicolored #eams of
light to spray from your hand. +ach #eam has a different
po)er. Creatures in the area of the spell )ith % -( or less
are automatically #linded for &d/ rounds. +*ery creature in
the area is randomly struck #y one or more #eams, )hich
ha*e additional effects.
8d@
Color of
eam
1 'ed &; points fire damage 7'eflex half9
& Orange /; points acid damage 7'eflex half9
, Jello) %; points electricity damage 7'eflex half9
/ Green
Poison 73re6uency 1@rd. for 0 rd.8 :nit. effect
death8 $ec. effect 1 Con@rd.8 Cure &
consecuti*e 3ort sa*es9P
5 1lue )lesh to stone 73ortitude negates9
8d@
Color of
eam
0 :ndigo :nsane, as insanity spell 74ill negates9
! >iolet $ent to another plane 74ill negates9
%
$truck #y
t)o rays
'oll t)ice more, ignoring any D%F results
P $ee poisons.
Pri#matic Aall
'chool a#?uration8 1evel sorcerer@)izard %
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect )all / ft.@le*el )ide, & ft.@le*el high
Duration 1; min.@le*el 7(9
'aving ,hro6 see text8 'pell Re#i#tance see text
Pris!atic #all creates a *ertical, opa6ue )allKa
shimmering, multicolored plane of light that protects you
from all forms of attack. he )all flashes )ith se*en colors,
each of )hich has a distinct po)er and purpose. he )all is
immo#ile, and you can pass through and remain near the )all
)ithout harm. "ny other creature )ith less than % -( that is
)ithin &; feet of the )all is #linded #y the colors for &d/
rounds if it looks at the )all.
he )allCs maximum proportions are / feet )ide per caster
le*el and & feet high per caster le*el. " pris!atic #all spell
cast to materialize in a space occupied #y a creature is
disrupted, and the spell is )asted.
+ach color in the )all has a special effect. he
accompanying ta#le sho)s the se*en colors of the )all, the
order in )hich they appear, their effects on creatures trying
to attack you or pass through the )all, and the magic needed
to negate each color.
he )all can #e destroyed, color #y color, in consecuti*e
order, #y casting the specified spells on the )all8 ho)e*er,
the first color must #e #rought do)n #efore the second can
#e affected, and so on. " rod of cancellation or a !ae(s
dis:unction spell destroys a pris!atic #all, #ut an anti!aic
field fails to penetrate it. 'ispel !aic and reater dispel
!aic can only #e used on the )all once all the other colors
ha*e #een destroyed. $pell resistance is effecti*e against a
pris!atic #all, #ut the caster le*el check must #e repeated
for each color present.
Pris!atic #all can #e made permanent )ith a per!anency
spell.
Page ,&5
Table 1D-7: Pris!atic 9all
Frder Color 2ffect of Color Negated by
1st 'ed
$tops nonmagical ranged )eapons.
(eals &; points of fire damage 7'eflex half9.
Cone of cold
&nd Orange
$tops magical ranged )eapons.
(eals /; points of acid damage 7'eflex half9.
/ust of #ind
,rd Jello)
$tops poisons, gases, and petrification.
(eals %; points of electricity damage 7'eflex half9.
'isinterate
/th Green
$tops #reath )eapons.
Poison 7fre6uencyB 1@rd. for 0 rd.8 init. effectB death, sec. effectB 1 Con@rd.8 cure &
consecuti*e 3ort sa*es9.
Pass#all
5th 1lue
$tops di*ination and mental attacks.
urned to stone 73ortitude negates9.
Maic !issile
0th :ndigo
$tops all spells.
4ill sa*e or #ecome insane 7as insanity spell9.
'ayliht
!th >iolet
+nergy field destroys all o#?ects and effects.P
Creatures sent to another plane 74ill negates9.
'ispel !aic or
reater dispel !aic
P he *iolet effect makes the special effects of the other six colors redundant, #ut these six effects are included here
#ecause certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors
ineffecti*e 7see a#o*e9.
Produce &lame
'chool e*ocation TfireU8 1evel druid 1
Ca#ting ,ime 1 standard action
Component# >, $
Range ; ft.
2ffect flame in your palm
Duration 1 min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance yes
3lames as #right as a torch appear in your open hand. he
flames harm neither you nor your e6uipment.
:n addition to pro*iding illumination, the flames can #e
hurled or used to touch enemies. Jou can strike an opponent
)ith a melee touch attack, dealing fire damage e6ual to 1d0
G 1 point per caster le*el 7maximum G59. "lternati*ely, you
can hurl the flames up to 1&; feet as a thro)n )eapon. 4hen
doing so, you attack )ith a ranged touch attack 7)ith no
range penalty9 and deal the same damage as )ith the melee
attack. Ao sooner do you hurl the flames than a ne) set
appears in your hand. +ach attack you make reduces the
remaining duration #y 1 minute. :f an attack reduces the
remaining duration to ; minutes or less, the spell ends after
the attack resol*es.
his spell does not function under)ater.
Programmed -mage
'chool illusion 7figment98 1evel #ard 0, sorcerer@)izard 0
Component# >, $, M 7fleece and ?ade dust )orth &5 gp9
2ffect *isual figment that cannot extend #eyond a &;.ft. cu#e
G one 1;.ft. cu#e@le*el 7$9
Duration permanent until triggered, then 1 round@le*el
his spell functions like silent i!ae, except that this spellCs
figment acti*ates )hen a specific condition occurs. he
figment includes *isual, auditory, olfactory, and thermal
elements, including intelligi#le speech.
Jou set the triggering condition 7)hich may #e a special
)ord9 )hen casting the spell. he e*ent that triggers the
illusion can #e as general or as specific and detailed as
desired #ut must #e #ased on an audi#le, tactile, olfactory, or
*isual trigger. he trigger cannot #e #ased on some 6uality
not normally o#*ious to the senses, such as alignment. $ee
!aic !outh for more details a#out such triggers.
ProKect -mage
'chool illusion 7shado)98 1evel #ard 0, sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >, $, M 7a small replica of you )orth 5 gp9
Range medium 71;; ft. G 1; ft.@le*el9
2ffect one shado) duplicate
Duration 1 round@le*el 7(9
Page ,&0
'aving ,hro6 4ill dis#elief 7if interacted )ith98 'pell
Re#i#tance no
Jou tap energy from the Plane of $hado) to create a 6uasi.
real, illusory *ersion of yourself. he pro?ected image looks,
sounds, and smells like you #ut is intangi#le. he pro?ected
image mimics your actions 7including speech9 unless you
direct it to act differently 7)hich is a mo*e action9.
Jou can see through its eyes and hear through its ears as if
you )ere standing )here it is, and during your turn you can
s)itch from using its senses to using your o)n, or #ack
again, as a free action. 4hile you are using its senses, your
#ody is considered #linded and deafened.
:f you desire, any spell you cast )hose range is touch or
greater can originate from the pro?ected image instead of
from you. he pro?ected image canCt cast any spells on itself
except for illusion spells. he spells affect other targets
normally, despite originating from the pro?ected image.
O#?ects are affected #y the pro?ected image as if they had
succeeded on their 4ill sa*e. Jou must maintain line of
effect to the pro?ected image at all times. :f your line of effect
is o#structed, the spell ends. :f you use di!ension door,
teleport, plane shift, or a similar spell that #reaks your line of
effect, e*en momentarily, the spell ends.
Protection from .rro6#
'chool a#?uration8 1evel sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a piece of tortoiseshell or turtle shell9
Range touch
,arget creature touched
Duration 1 hour@le*el or until discharged
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
he )arded creature gains resistance to ranged )eapons. he
su#?ect gains damage reduction 1;@magic against ranged
)eapons. his spell doesnCt grant you the a#ility to damage
creatures )ith similar damage reduction. Once the spell has
pre*ented a total of 1; points of damage per caster le*el
7maximum 1;; points9, it is discharged.
Protection from Chao#
'chool a#?uration Tla)fulU8 1evel cleric 1, paladin 1,
sorcerer@)izard 1
his spell functions like protection fro! e%il, except that the
deflection and resistance #onuses apply to attacks made #y
chaotic creatures. he target recei*es a ne) sa*ing thro)
against control #y chaotic creatures and chaotic summoned
creatures cannot touch the target.
Protection from 2nergy
'chool a#?uration8 1evel cleric ,, druid ,, ranger &,
sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget creature touched
Duration 1; min.@le*el or until discharged
'aving ,hro6 3ortitude negates 7harmless98 'pell
Re#i#tance yes 7harmless9
Protection fro! enery grants temporary immunity to the
type of energy you specify )hen you cast it 7acid, cold,
electricity, fire, or sonic9. 4hen the spell a#sor#s 1& points
per caster le*el of energy damage 7to a maximum of 1&;
points at 1;th le*el9, it is discharged.
Protection fro! enery o*erlaps 7and does not stack )ith9
resist enery$ :f a character is )arded #y protection fro!
enery and resist enery, the protection spell a#sor#s damage
until its po)er is exhausted.
Protection from 2vil
'chool a#?uration TgoodU8 1evel cleric 1, paladin 1,
sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $, M@(3
Range touch
,arget creature touched
Duration 1 min.@le*el 7(9
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance no8
see text
his spell )ards a creature from attacks #y e*il creatures,
from mental control, and from summoned creatures. :t
creates a magical #arrier around the su#?ect at a distance of 1
foot. he #arrier mo*es )ith the su#?ect and has three ma?or
effects.
3irst, the su#?ect gains a G& deflection #onus to "C and a G&
resistance #onus on sa*es. 1oth these #onuses apply against
attacks made or effects created #y e*il creatures.
$econd, the su#?ect immediately recei*es another sa*ing
thro) 7if one )as allo)ed to #egin )ith9 against any spells
or effects that possess or exercise mental control o*er the
creature 7including enchantment TcharmU effects and
enchantment TcompulsionU effects9. his sa*ing thro) is
made )ith a G& morale #onus, using the same (C as the
original effect. :f successful, such effects are suppressed for
Page ,&!
the duration of this spell. he effects resume )hen the
duration of this spell expires. 4hile under the effects of this
spell, the target is immune to any ne) attempts to possess or
exercise mental control o*er the target. his spell does not
expel a controlling life force 7such as a ghost or spellcaster
using !aic :ar9, #ut it does pre*ent them from controlling
the target. his second effect only functions against spells
and effects created #y e*il creatures or o#?ects, su#?ect to
GM discretion.
hird, the spell pre*ents #odily contact #y e*il summoned
creatures. his causes the natural )eapon attacks of such
creatures to fail and the creatures to recoil if such attacks
re6uire touching the )arded creature. $ummoned creatures
that are not e*il are immune to this effect. he protection
against contact #y summoned creatures ends if the )arded
creature makes an attack against or tries to force the #arrier
against the #locked creature. $pell resistance can allo) a
creature to o*ercome this protection and touch the )arded
creature.
Protection from Good
'chool a#?uration Te*ilU8 1evel cleric 1, sorcerer@)izard 1
his spell functions like protection fro! e%il, except that the
deflection and resistance #onuses apply to attacks made #y
good creatures. he target recei*es a ne) sa*ing thro)
against control #y good creatures and good summoned
creatures cannot touch the target.
Protection from 1a6
'chool a#?uration TchaoticU8 1evel cleric 1, sorcerer@)izard 1
his spell functions like protection fro! e%il, except that the
deflection and resistance #onuses apply to attacks made #y
la)ful creatures. he target recei*es a ne) sa*ing thro)
against control #y la)ful creatures and la)ful summoned
creatures cannot touch the target.
Protection from 'pell#
'chool a#?uration8 1evel sorcerer@)izard %
Ca#ting ,ime 1 standard action
Component# >, $, M 7diamond )orth 5;; gp9, 3 7One 1,;;;
gp diamond per target. +ach su#?ect must carry the gem for
the duration of the spell. :f a su#?ect loses the gem, the spell
ceases to affect him.9
Range touch
,arget# up to one creature touched per four le*els
Duration 1; min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
he su#?ect gains a G% resistance #onus on sa*ing thro)s
against spells and spell.like a#ilities 7#ut not against
supernatural and extraordinary a#ilities9.
Prying 2ye#
'chool di*ination8 1evel sorcerer@)izard 5
Ca#ting ,ime 1 minute
Component# >, $, M 7a handful of crystal mar#les9
Range 1 mile
2ffect 1; or more le*itating eyes
Duration 1 hour@le*el8 see text 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Jou create a num#er of semitangi#le, *isi#le magical or#s
7called DeyesF9 e6ual to 1d/ G your caster le*el. hese eyes
mo*e out, scout around, and return as you direct them )hen
casting the spell. +ach eye can see 1&; feet 7normal *ision
only9 in all directions.
4hile the indi*idual eyes are 6uite fragile, theyCre small and
difficult to spot. +ach eye is a 3ine construct, a#out the size
of a small apple, that has 1 hit point, "C 1% 7G% #onus for its
size9, flies at a speed of ,; feet )ith a G&; #onus on 3ly skill
checks and a G10 #onus on $tealth skill checks. :t has a
Perception modifier e6ual to your caster le*el 7maximum
G159 and is su#?ect to illusions, darkness, fog, and any other
factors that affect your a#ility to recei*e *isual information
a#out your surroundings. "n eye tra*eling in darkness must
find its )ay #y touch.
4hen you create the eyes, you specify instructions you )ant
them to follo) in a command of no more than &5 )ords. "ny
kno)ledge you possess is kno)n #y the eyes as )ell.
:n order to report their findings, the eyes must return to your
hand. +ach replays in your mind all it has seen during its
existence. :t takes an eye 1 round to replay 1 hour of
recorded images. "fter relaying its findings, an eye
disappears.
:f an eye e*er gets more than 1 mile a)ay from you, it
instantly ceases to exist. -o)e*er, your link )ith the eye is
such that you )onCt kno) if the eye )as destroyed #ecause it
)andered out of range or #ecause of some other e*ent.
he eyes exist for up to 1 hour per caster le*el or until they
return to you. 'ispel !aic can destroy eyes. 'oll separately
for each eye caught in an area dispel. Of course, if an eye is
sent into darkness, it could hit a )all or similar o#stacle and
destroy itself.
Prying 2ye#, Greater
'chool di*ination8 1evel sorcerer@)izard %
his spell functions like pryin eyes, except that the eyes can
see all things as they actually are, ?ust as if they had true
Page ,&%
seein )ith a range of 1&; feet. hus, they can na*igate
darkened areas at normal speed. "lso, a reater pryin eyeCs
maximum Perception modifier is G&5 instead of G15.
Purify &ood and Drin"
'chool transmutation8 1evel cleric ;, druid ;
Ca#ting ,ime 1 standard action
Component# >, $
Range 1; ft.
,arget 1 cu. ft.@le*el of contaminated food and )ater
Duration instantaneous
'aving ,hro6 4ill negates 7o#?ect98 'pell Re#i#tance yes
7o#?ect9
his spell makes spoiled, rotten, diseased, poisonous, or
other)ise contaminated food and )ater pure and suita#le for
eating and drinking. his spell does not pre*ent su#se6uent
natural decay or spoilage. 5nholy )ater and similar food and
drink of significance is spoiled #y purify food and drin", #ut
the spell has no effect on creatures of any type nor upon
magic potions. 4ater )eighs a#out % pounds per gallon. One
cu#ic foot of )ater contains roughly % gallons and )eighs
a#out 0; pounds.
Pyrotechnic#
'chool transmutation8 1evel #ard &, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M 7one fire source9
Range long 7/;; ft. G /; ft.@le*el9
,arget one fire source, up to a &;.ft. cu#e
Duration 1d/G1 rounds, or 1d/G1 rounds after creatures
lea*e the smoke cloud8 see text
'aving ,hro6 4ill negates or 3ortitude negates8 see text8
'pell Re#i#tance yes or no8 see text
Pyrotechnics turns a fire into a #urst of #linding fire)orks or
a thick cloud of choking smoke, depending on your choice.
he spell uses one fire source, )hich is immediately
extinguished. " fire so large that it exceeds a &;.foot cu#e is
only partly extinguished. Magical fires are not extinguished,
although a fire.#ased creature used as a source takes 1 point
of damage per caster le*el.
)ire#or"sB he fire)orks are a flashing, fiery, momentary
#urst of glo)ing, colored aerial lights. his effect causes
creatures )ithin 1&; feet of the fire source to #ecome #linded
for 1d/G1 rounds 74ill negates9. hese creatures must ha*e
line of sight to the fire to #e affected. $pell resistance can
pre*ent #lindness.
S!o"e CloudB " stream of smoke #illo)s out from the fire,
forming a choking cloud that spreads &; feet in all directions
and lasts for 1 round per caster le*el. "ll sight, e*en
dark*ision, is ineffecti*e in or through the cloud. "ll )ithin
the cloud take H/ penalties to $trength and (exterity
73ortitude negates9. hese effects last for 1d/G1 rounds after
the cloud dissipates or after the creature lea*es the area of the
cloud. $pell resistance does not apply.
Juench
'chool transmutation8 1evel druid ,
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range medium 71;; ft. G 1; ft.@le*el9
.rea or ,arget one &;.ft. cu#e@le*el 7$9 or one fire.#ased
magic item
Duration instantaneous
'aving ,hro6 none or 4ill negates 7o#?ect98 'pell
Re#i#tance no or yes 7o#?ect9
4uench is often used to put out forest fires and other
conflagrations. :t extinguishes all nonmagical fires in its
area. he spell also dispels any fire spells in its area, though
you must succeed on a dispel check 71d&; G1 per caster
le*el, maximum G159 against each spell to dispel it. he (C
to dispel such spells is 11 G the caster le*el of the fire spell.
+ach creature )ith the fire su#type )ithin the area of a
>uench spell takes 1d0 points of damage per caster le*el
7maximum 1;d0, no sa*e allo)ed9.
"lternati*ely, you can target the spell on a single magic item
that creates or controls flame$ he item loses all its fire.#ased
magical a#ilities for 1d/ hours unless it succeeds on a 4ill
sa*e. "rtifacts are immune to this effect.
Rage
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard &, sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
,arget# one )illing li*ing creature per three le*els, no t)o
of )hich may #e more than ,; ft. apart
Duration concentration G 1 round@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance yes
+ach affected creature gains a G& morale #onus to $trength
and Constitution, a G1 morale #onus on 4ill sa*es, and a H&
penalty to "C. he effect is other)ise identical )ith a
Page ,&2
#ar#arianCs rage except that the su#?ects arenCt fatigued at the
end of the rage.
Rainbo6 Pattern
'chool illusion 7pattern9 Tmind.affectingU8 1evel #ard /,
sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# > 7#ard only9, $, M 7a piece of phosphor9, 3 7a
crystal prism98 see text
Range medium 71;; ft. G 1; ft.@le*el9
2ffect colorful lights )ith a &;.ft..radius spread
Duration Concentration G1 round@le*el 7(9
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
" glo)ing, rain#o).hued pattern of inter)ea*ing colors
fascinates those )ithin it. .ainbo# pattern fascinates a
maximum of &/ -( of creatures. Creatures )ith the fe)est
-( are affected first. "mong creatures )ith e6ual -(, those
)ho are closest to the spellCs point of origin are affected first.
"n affected creature that fails its sa*es is fascinated #y the
pattern.
4ith a simple gesture 7a free action9, you can make the
rainbo# pattern mo*e up to ,; feet per round 7mo*ing its
effecti*e point of origin9. "ll fascinated creatures follo) the
mo*ing rain#o) of light, trying to remain )ithin the effect.
3ascinated creatures )ho are restrained and remo*ed from
the pattern still try to follo) it. :f the pattern leads its
su#?ects into a dangerous area, each fascinated creature gets
a second sa*e. :f the *ie) of the lights is completely #locked,
creatures )ho canCt see them are no longer affected.
he spell does not affect sightless creatures.
Rai#e Dead
'chool con?uration 7healing98 1evel cleric 5
Ca#ting ,ime 1 minute
Component# >, $, M 7diamond )orth 5,;;; gp9, (3
Range touch
,arget dead creature touched
Duration instantaneous
'aving ,hro6 none, see text8 'pell Re#i#tance yes
7harmless9
Jou restore life to a deceased creature. Jou can raise a
creature that has #een dead for no longer than 1 day per
caster le*el. :n addition, the su#?ectCs soul must #e free and
)illing to return. :f the su#?ectCs soul is not )illing to return,
the spell does not )ork8 therefore, a su#?ect that )ants to
return recei*es no sa*ing thro).
Coming #ack from the dead is an ordeal. he su#?ect of the
spell gains t)o permanent negati*e le*els )hen it is raised,
?ust as if it had #een hit #y an energy.draining creature. :f the
su#?ect is 1st le*el, it takes & points of Constitution drain
instead 7if this )ould reduce its Con to ; or less, it canCt #e
raised9. " character )ho died )ith spells prepared has a 5;I
chance of losing any gi*en spell upon #eing raised. "
spellcasting creature that doesnCt prepare spells 7such as a
sorcerer9 has a 5;I chance of losing any gi*en unused spell
slot as if it had #een used to cast a spell.
" raised creature has a num#er of hit points e6ual to its
current -(. "ny a#ility scores damaged to ; are raised to 1.
Aormal poison and normal disease are cured in the process
of raising the su#?ect, #ut magical diseases and curses are not
undone. 4hile the spell closes mortal )ounds and repairs
lethal damage of most kinds, the #ody of the creature to #e
raised must #e )hole. Other)ise, missing parts are still
missing )hen the creature is #rought #ack to life. Aone of
the dead creatureCs e6uipment or possessions are affected in
any )ay #y this spell.
" creature )ho has #een turned into an undead creature or
killed #y a death effect canCt #e raised #y this spell.
Constructs, elementals, outsiders, and undead creatures canCt
#e raised. he spell cannot #ring #ack a creature that has died
of old age.
Ray of 2nfeeblement
'chool necromancy8 1evel sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect ray
Duration 1 round@le*el
'aving ,hro6 3ortitude half8 'pell Re#i#tance yes
" coruscating ray springs from your hand. Jou must succeed
on a ranged touch attack to strike a target. he su#?ect takes a
penalty to $trength e6ual to 1d0G1 per t)o caster le*els
7maximum 1d0G59. he su#?ectCs $trength score cannot drop
#elo) 1. " successful 3ortitude sa*e reduces this penalty #y
half. his penalty does not stack )ith itself. "pply the
highest penalty instead.
Ray of 23hau#tion
'chool necromancy8 1evel sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, M 7a drop of s)eat9
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect ray
Page ,,;
Duration 1 min.@le*el
'aving ,hro6 3ortitude partial8 see text8 'pell Re#i#tance
yes
" #lack ray pro?ects from your pointing finger. Jou must
succeed on a ranged touch attack )ith the ray to strike a
target.
he su#?ect is immediately exhausted for the spellCs duration.
" successful 3ortitude sa*e means the creature is only
fatigued.
" character that is already fatigued instead #ecomes
exhausted.
his spell has no effect on a creature that is already
exhausted. 5nlike normal exhaustion or fatigue, the effect
ends as soon as the spellCs duration expires.
Ray of &ro#t
'chool e*ocation TcoldU8 1evel sorcerer@)izard ;
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect ray
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance yes
" ray of freezing air and ice pro?ects from your pointing
finger. Jou must succeed on a ranged touch attack )ith the
ray to deal damage to a target. he ray deals 1d, points of
cold damage.
Read !agic
'chool di*ination8 1evel #ard ;, cleric ;, druid ;, paladin 1,
ranger 1, sorcerer@)izard ;
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a clear crystal or mineral prism9
Range personal
,arget you
Duration 1; min.@le*el
Jou can decipher magical inscriptions on o#?ectsK#ooks,
scrolls, )eapons, and the likeKthat )ould other)ise #e
unintelligi#le. his deciphering does not normally in*oke the
magic contained in the )riting, although it may do so in the
case of a cursed or trapped scroll. 3urthermore, once the
spell is cast and you ha*e read the magical inscription, you
are thereafter a#le to read that particular )riting )ithout
recourse to the use of read !aic$ Jou can read at the rate of
one page 7&5; )ords9 per minute. he spell allo)s you to
identify a lyph of #ardin )ith a (C 1, $pellcraft check, a
reater lyph of #ardin )ith a (C 10 $pellcraft check, or
any sy!bol spell )ith a $pellcraft check 7(C 1; G spell
le*el9.
.ead !aic can #e made permanent )ith a per!anency
spell.
Reduce .nimal
'chool transmutation8 1evel druid &, ranger ,
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget one )illing animal of $mall, Medium, =arge, or
-uge size
Duration 1 hour@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
his spell functions like reduce person, except that it affects
a single )illing animal. 'educe the damage dealt #y the
animalCs natural attacks as appropriate for its ne) size 7see
+6uipment ho) to ad?ust damage for size9.
Reduce Per#on
'chool transmutation8 1evel sorcerer@)izard 1
Ca#ting ,ime 1 round
Component# >, $, M 7a pinch of po)dered iron9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one humanoid creature
Duration 1 min.@le*el 7(9
'aving ,hro6 3ortitude negates8 'pell Re#i#tance yes
his spell causes instant diminution of a humanoid creature,
hal*ing its height, length, and )idth and di*iding its )eight
#y %. his decrease changes the creatureCs size category to
the next smaller one. he target gains a G& size #onus to
(exterity, a H& size penalty to $trength 7to a minimum of 19,
and a G1 #onus on attack rolls and "C due to its reduced
size.
" $mall humanoid creature )hose size decreases to iny has
a space of &.1@& feet and a natural reach of ; feet 7meaning
that it must enter an opponentCs s6uare to attack9. " =arge
humanoid creature )hose size decreases to Medium has a
space of 5 feet and a natural reach of 5 feet. his spell
doesnCt change the targetCs speed.
"ll e6uipment )orn or carried #y a creature is similarly
reduced #y the spell.
Melee and pro?ectile )eapons deal less damage. Other
Page ,,1
magical properties are not affected #y this spell. "ny reduced
item that lea*es the reduced creatureCs possession 7including
a pro?ectile or thro)n )eapon9 instantly returns to its normal
size. his means that thro)n )eapons deal their normal
damage 7pro?ectiles deal damage #ased on the size of the
)eapon that fired them9.
Multiple magical effects that reduce size do not stack.
.educe person counters and dispels enlare person.
.educe person can #e made permanent )ith a per!anency
spell.
Reduce Per#on, !a##
'chool transmutation8 1evel sorcerer@)izard /
,arget one humanoid creature@le*el, no t)o of )hich can #e
more than ,; ft. apart
his spell functions like reduce person, except that it affects
multiple creatures.
Refuge
'chool con?uration 7teleportation98 1evel cleric !,
sorcerer@)izard 2
Ca#ting ,ime 1 standard action
Component# >, $, M 7a prepared o#?ect )orth 1,5;; gp9
Range touch
,arget o#?ect touched
Duration permanent until discharged
'aving ,hro6 none8 'pell Re#i#tance no
4hen you cast this spell, you create po)erful magic in a
specially prepared o#?ect. his o#?ect contains the po)er to
instantly transport its possessor across any distance )ithin
the same plane to your a#ode. Once the item is so enhanced,
you must gi*e it )illingly to a creature and at the same time
inform it of a command )ord to #e spoken )hen the item is
used. o make use of the item, the su#?ect speaks the
command )ord at the same time that it rends or #reaks the
item 7a standard action9. 4hen this is done, the indi*idual
and all o#?ects it is )earing and carrying 7to a maximum of
the characterCs hea*y load9 are instantly transported to your
a#ode. Ao other creatures are affected 7aside from a familiar
or animal companion that is touching the su#?ect9.
Jou can alter the spell )hen casting it so that it transports
you to )ithin 1; feet of the possessor of the item )hen it is
#roken and the command )ord spoken. Jou )ill ha*e a
general idea of the location and situation of the item
possessor at the time the refue spell is discharged, #ut once
you decide to alter the spell in this fashion, you ha*e no
choice )hether or not to #e transported.
Regenerate
'chool con?uration 7healing98 1evel cleric !, druid 2
Ca#ting ,ime , full rounds
Component# >, $, (3
Range touch
,arget li*ing creature touched
Duration instantaneous
'aving ,hro6 3ortitude negates 7harmless98 'pell
Re#i#tance yes 7harmless9
he su#?ectCs se*ered #ody mem#ers 7fingers, toes, hands,
feet, arms, legs, tails, or e*en heads of multiheaded
creatures9, #roken #ones, and ruined organs gro) #ack. "fter
the spell is cast, the physical regeneration is complete in 1
round if the se*ered mem#ers are present and touching the
creature. :t takes &d1; rounds other)ise.
.eenerate also cures /d% points of damage G 1 point per
caster le*el 7maximum G,59, rids the su#?ect of exhaustion
and fatigue, and eliminates all nonlethal damage the su#?ect
has taken. :t has no effect on nonli*ing creatures 7including
undead9.
Reincarnate
'chool transmutation8 1evel druid /
Ca#ting ,ime 1; minutes
Component# >, $, M, (3 7oils )orth 1,;;; gp9
Range touch
,arget dead creature touched
Duration instantaneous
'aving ,hro6 none, see text8 'pell Re#i#tance yes
7harmless9
4ith this spell, you #ring #ack a dead creature in another
#ody, pro*ided that its death occurred no more than 1 )eek
#efore the casting of the spell and the su#?ectCs soul is free
and )illing to return. :f the su#?ectCs soul is not )illing to
return, the spell does not )ork8 therefore, a su#?ect that
)ants to return recei*es no sa*ing thro).
$ince the dead creature is returning in a ne) #ody, all
physical ills and afflictions are repaired. he condition of the
remains is not a factor. $o long as some small portion of the
creatureCs #ody still exists, it can #e reincarnated, #ut the
portion recei*ing the spell must ha*e #een part of the
creatureCs #ody at the time of death. he magic of the spell
creates an entirely ne) young adult #ody for the soul to
inha#it from the natural elements at hand. his process takes
1 hour to complete. 4hen the #ody is ready, the su#?ect is
reincarnated.
Page ,,&
" reincarnated creature recalls the ma?ority of its former life
and form. :t retains any class a#ilities, feats, or skill ranks it
formerly possessed. :ts class, #ase attack #onus, #ase sa*e
#onuses, and hit points are unchanged. $trength, (exterity,
and Constitution scores depend partly on the ne) #ody. 3irst
eliminate the su#?ectCs racial ad?ustments 7since it is no
longer necessarily of his pre*ious race9 and then apply the
ad?ustments found #elo) to its remaining a#ility scores. he
su#?ect of the spell gains t)o permanent negati*e le*els
)hen it is reincarnated. :f the su#?ect is 1st le*el, it takes &
points of Constitution drain instead 7if this )ould reduce its
Con to ; or less, it canCt #e reincarnated9. " character )ho
died )ith spells prepared has a 5;I chance of losing any
gi*en spell upon #eing reincarnated. " spellcasting creature
that doesnCt prepare spells 7such as a sorcerer9 has a 5;I
chance of losing any gi*en unused spell slot as if it had #een
used to cast a spell.
:tCs possi#le for the change in the su#?ectCs a#ility scores to
make it difficult for it to pursue its pre*ious character class.
:f this is the case, the su#?ect is ad*ised to #ecome a
multiclass character.
3or a humanoid creature, the ne) incarnation is determined
using the ta#le #elo). 3or nonhumanoid creatures, a similar
ta#le of creatures of the same type should #e created.
" creature that has #een turned into an undead creature or
killed #y a death effect canCt #e returned to life #y this spell.
Constructs, elementals, outsiders, and undead creatures canCt
#e reincarnated. he spell can #ring #ack a creature that has
died of old age.
dS -ncarnation 'tr De3 Con
;1 1ug#ear G/ G& G&
;&H1, ()arf G; G; G&
1/H&5 +lf G; G& H&
&0 Gnoll G/ G; G&
&!H,% Gnome H& G; G&
,2H/& Go#lin H& G& G;
/,H5& -alf.elf G; G& G;
5,H0& -alf.orc G& G; G;
0,H!/ -alfling H& G& G;
!5H%2 -uman G; G; G&
2;H2, <o#old H/ G& H&
2/ =izardfolk G& G; G&
25H2% Orc G/ G; G;
22 roglodyte G; H& G/
1;; Other 7GMCs choice9 M M M
he reincarnated creature gains all a#ilities associated )ith
its ne) form, including forms of mo*ement and speeds,
natural armor, natural attacks, extraordinary a#ilities, and the
like, #ut it doesnCt automatically speak the language of the
ne) form.
" #ish or a !iracle spell can restore a reincarnated character
to his or her original form.
Remove lindne##)Deafne##
'chool con?uration 7healing98 1evel cleric ,, paladin ,
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget creature touched
Duration instantaneous
'aving ,hro6 3ortitude negates 7harmless98 'pell
Re#i#tance yes 7harmless9
.e!o%e blindness=deafness cures #lindness or deafness 7your
choice9, )hether the effect is normal or magical in nature.
he spell does not restore ears or eyes that ha*e #een lost,
#ut it repairs them if they are damaged.
.e!o%e blindness=deafness counters and dispels
blindness=deafness.
Remove Cur#e
'chool a#?uration8 1evel #ard ,, cleric ,, paladin ,,
sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget creature or o#?ect touched
Duration instantaneous
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
.e!o%e curse can remo*e all curses on an o#?ect or a
creature. :f the target is a creature, you must make a caster
le*el check 71d&; G caster le*el9 against the (C of each
curse affecting the target. $uccess means that the curse is
remo*ed. .e!o%e curse does not remo*e the curse from a
cursed shield, )eapon, or suit of armor, although a successful
caster le*el check ena#les the creature afflicted )ith any
such cursed item to remo*e and get rid of it.
.e!o%e curse counters and dispels besto# curse.
Remove Di#ea#e
'chool con?uration 7healing98 1evel cleric ,, druid ,, ranger
,
Ca#ting ,ime 1 standard action
Page ,,,
Component# >, $
Range touch
,arget creature touched
Duration instantaneous
'aving ,hro6 3ortitude negates 7harmless98 'pell
Re#i#tance yes 7harmless9
.e!o%e disease can cure all diseases from )hich the su#?ect
is suffering. Jou must make a caster le*el check 71d&; G
caster le*el9 against the (C of each disease affecting the
target. $uccess means that the disease is cured. he spell also
kills some hazards and parasites, including green slime and
others.
$ince the spellCs duration is instantaneous, it does not pre*ent
reinfection after a ne) exposure to the same disease at a later
date.
Remove &ear
'chool a#?uration8 1evel #ard 1, cleric 1
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# one creature plus one additional creature per four
le*els, no t)o of )hich can #e more than ,; ft. apart
Duration 1; minutes8 see text
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
Jou instill courage in the su#?ect, granting it a G/ morale
#onus against fear effects for 1; minutes. :f the su#?ect is
under the influence of a fear effect )hen recei*ing the spell,
that effect is suppressed for the duration of the spell.
.e!o%e fear counters and dispels cause fear.
Remove Paraly#i#
'chool con?uration 7healing98 1evel cleric &, paladin &
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# up to four creatures, no t)o of )hich can #e more
than ,; ft. apart
Duration instantaneous
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
Jou can free one or more creatures from the effects of
temporary paralysis or related magic, including spells and
effects that cause a creature to gain the staggered condition.
:f the spell is cast on one creature, the paralysis is negated. :f
cast on t)o creatures, each recei*es another sa*e )ith a G/
resistance #onus against the effect that afflicts it. :f cast on
three or four creatures, each recei*es another sa*e )ith a G&
resistance #onus.
he spell does not restore a#ility scores reduced #y penalties,
damage, or drain.
Repel !etal or 'tone
'chool a#?uration TearthU8 1evel druid %
Ca#ting ,ime 1 standard action
Component# >, $
Range 0; ft.
.rea 0;.ft. line from you
Duration 1 round@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
his spell creates )a*es of in*isi#le energy that roll forth
from you. "ll metal or stone o#?ects in the path of the spell
are pushed a)ay from you to the limit of the range. 3ixed
metal or stone o#?ects larger than , inches in diameter and
loose o#?ects )eighing more than 5;; pounds are not
affected. "nything else, including animated o#?ects, small
#oulders, and creatures in metal armor, mo*es #ack. 3ixed
o#?ects , inches in diameter or smaller #end or #reak, and the
pieces mo*e )ith the )a*e of energy. O#?ects affected #y the
spell are repelled at the rate of /; feet per round.
O#?ects such as metal armor, s)ords, and the like are pushed
#ack, dragging their #earers )ith them. +*en magic items
)ith metal components are repelled, although an anti!aic
field #locks the effects. " creature #eing dragged #y an item
it is carrying can let go. " creature #eing dragged #y a shield
can loose it as a mo*e action and drop it as a free action.
he )a*es of energy continue to s)eep do)n the set path for
the spellCs duration. "fter you cast the spell, the path is set,
and you can then do other things or go else)here )ithout
affecting the spellCs po)er.
Repel Dermin
'chool a#?uration8 1evel #ard /, cleric /, druid /, ranger ,
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range 1; ft.
.rea 1;.ft..radius emanation centered on you
Duration 1; min.@le*el 7(9
'aving ,hro6 none or 4ill negates8 see text8 'pell
Page ,,/
Re#i#tance yes
"n in*isi#le #arrier holds #ack *ermin. " *ermin )ith -( of
less than one.third your le*el cannot penetrate the #arrier.
" *ermin )ith -( of one.third your le*el or more can
penetrate the #arrier if it succeeds on a 4ill sa*e. +*en so,
crossing the #arrier deals the *ermin &d0 points of damage,
and pressing against the #arrier causes pain, )hich deters
most *ermin.
Repel Aood
'chool transmutation8 1evel druid 0
Ca#ting ,ime 1 standard action
Component# >, $
Range 0; ft.
.rea 0;.ft. line.shaped emanation from you
Duration 1 min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
4a*es of energy roll forth from you, mo*ing in the direction
that you determine, causing all )ooden o#?ects in the path of
the spell to #e pushed a)ay from you to the limit of the
range. 4ooden o#?ects larger than , inches in diameter that
are fixed firmly are not affected, #ut loose o#?ects are.
O#?ects , inches in diameter or smaller that are fixed in place
splinter and #reak, and the pieces mo*e )ith the )a*e of
energy. O#?ects affected #y the spell are repelled at the rate
of /; feet per round.
O#?ects such as )ooden shields, spears, )ooden )eapon
shafts and hafts, and arro)s and #olts are pushed #ack,
dragging those carrying them along. " creature #eing
dragged #y an item it is carrying can let go. " creature #eing
dragged #y a shield can loose it as a mo*e action and drop it
as a free action. :f a spear is planted 7set9 in a )ay that
pre*ents this forced mo*ement, it splinters. +*en magic
items )ith )ooden sections are repelled, although an
anti!aic field #locks the effects.
he )a*es of energy continue to s)eep do)n the set path for
the spellCs duration. "fter you cast the spell, the path is set,
and you can then do other things or go else)here )ithout
affecting the spellCs po)er.
Repul#ion
'chool a#?uration8 1evel cleric !, sorcerer@)izard 0
Ca#ting ,ime 1 standard action
Component# >, $, 3@(3 7a pair of canine statuettes )orth 5;
gp9
Range up to 1; ft.@le*el
.rea up to 1;.ft..radius@le*el emanation centered on you
Duration 1 round@le*el 7(9
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
"n in*isi#le, mo#ile field surrounds you and pre*ents
creatures from approaching you. Jou decide ho) #ig the
field is at the time of casting 7to the limit your le*el allo)s9.
"ny creature )ithin or entering the field must attempt a sa*e.
:f it fails, it #ecomes una#le to mo*e to)ard you for the
duration of the spell. 'epelled creaturesC actions are not
other)ise restricted. hey can fight other creatures and can
cast spells and attack you )ith ranged )eapons. :f you mo*e
closer to an affected creature, nothing happens. he creature
is not forced #ack. he creature is free to make melee attacks
against you if you come )ithin reach. :f a repelled creature
mo*es a)ay from you and then tries to turn #ack to)ard you,
it cannot mo*e any closer if it is still )ithin the spellCs area.
Re#ilient 'phere
'chool e*ocation TforceU8 1evel sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a crystal sphere9
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect 1.ft..diameter@le*el sphere, centered around a creature
Duration 1 min.@le*el 7(9
'aving ,hro6 'eflex negates8 'pell Re#i#tance yes
" glo#e of shimmering force encloses a creature, pro*ided
the creature is small enough to fit )ithin the diameter of the
sphere. he sphere contains its su#?ect for the spellCs
duration. he sphere functions as a #all of force, except that
it can #e negated #y dispel !aic. " su#?ect inside the sphere
can #reathe normally. he sphere cannot #e physically
mo*ed either #y people outside it or #y the struggles of those
)ithin.
Re#i#t 2nergy
'chool a#?uration8 1evel cleric &, druid &, paladin &, ranger
1, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget creature touched
Duration 1; min.@le*el
'aving ,hro6 3ortitude negates 7harmless98 'pell
Re#i#tance yes 7harmless9
his a#?uration grants a creature limited protection from
damage of )hiche*er one of fi*e energy types you selectB
acid, cold, electricity, fire, or sonic. he su#?ect gains resist
Page ,,5
energy 1; against the energy type chosen, meaning that each
time the creature is su#?ected to such damage 7)hether from
a natural or magical source9, that damage is reduced #y 1;
points #efore #eing applied to the creatureCs hit points. he
*alue of the energy resistance granted increases to &; points
at !th le*el and to a maximum of ,; points at 11th le*el. he
spell protects the recipientCs e6uipment as )ell.
.esist enery a#sor#s only damage. he su#?ect could still
suffer unfortunate side effects.
.esist enery o*erlaps 7and does not stack )ith9 protection
fro! enery$ :f a character is )arded #y protection fro!
enery and resist enery, the protection spell a#sor#s damage
until its po)er is exhausted.
Re#i#tance
'chool a#?uration8 1evel #ard ;, cleric ;, druid ;, paladin 1,
sorcerer@)izard ;
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7a miniature cloak9
Range touch
,arget creature touched
Duration 1 minute
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
Jou im#ue the su#?ect )ith magical energy that protects it
from harm, granting it a G1 resistance #onus on sa*es.
.esistance can #e made permanent )ith a per!anency spell.
Re#toration
'chool con?uration 7healing98 1evel cleric /, paladin /
Ca#ting ,ime 1 minute
Component# >, $, M 7diamond dust )orth 1;; gp or 1,;;;
gp, see text9
Range touch
,arget creature touched
Duration instantaneous
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance yes
7harmless9
his spell functions like lesser restoration, except that it also
dispels temporary negati*e le*els or one permanent negati*e
le*el. :f this spell is used to dispel a permanent negati*e
le*el, it has a material component of diamond dust )orth
1,;;; gp. his spell cannot #e used to dispel more than one
permanent negati*e le*el possessed #y a target in a 1.)eek
period.
.estoration cures all temporary a#ility damage, and it
restores all points permanently drained from a single a#ility
score 7your choice if more than one is drained9. :t also
eliminates any fatigue or exhaustion suffered #y the target.
Re#toration, Greater
'chool con?uration 7healing98 1evel cleric !
Component# >, $, M 7diamond dust 5,;;; gp9
his spell functions like lesser restoration, except that it
dispels all permanent and temporary negati*e le*els
afflicting the healed creature. /reater restoration also dispels
all magical effects penalizing the creatureCs a#ilities, cures all
temporary a#ility damage, and restores all points
permanently drained from all a#ility scores. :t also eliminates
fatigue and exhaustion, and remo*es all forms of insanity,
confusion, and similar mental effects.
Re#toration, 1e##er
'chool con?uration 7healing98 1evel cleric &, druid &, paladin
1
Ca#ting ,ime , rounds
Component# >, $
Range touch
,arget creature touched
Duration instantaneous
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
&esser restoration dispels any magical effects reducing one
of the su#?ectCs a#ility scores or cures 1d/ points of
temporary a#ility damage to one of the su#?ectCs a#ility
scores. :t also eliminates any fatigue suffered #y the
character, and impro*es an exhausted condition to fatigued.
:t does not restore permanent a#ility drain.
Re#urrection
'chool con?uration 7healing98 1evel cleric !
Component# >, $, M 7diamond )orth 1;,;;; gp9, (3
his spell functions like raise dead, except that you are a#le
to restore life and complete strength to any deceased
creature.
he condition of the remains is not a factor. $o long as some
small portion of the creatureCs #ody still exists, it can #e
resurrected, #ut the portion recei*ing the spell must ha*e
#een part of the creatureCs #ody at the time of death. 7he
remains of a creature hit #y a disinterate spell count as a
small portion of its #ody.9 he creature can ha*e #een dead
no longer than 1; years per caster le*el.
Page ,,0
5pon completion of the spell, the creature is immediately
restored to full hit points, *igor, and health, )ith no loss of
prepared spells. he su#?ect of the spell gains one permanent
negati*e le*el )hen it is raised, ?ust as if it had #een hit #y an
energy.draining creature. :f the su#?ect is 1st le*el, it takes &
points of Constitution drain instead 7if this )ould reduce its
Con to ; or less, it canCt #e resurrected9.
Jou can resurrect someone killed #y a death effect or
someone )ho has #een turned into an undead creature and
then destroyed. Jou cannot resurrect someone )ho has died
of old age. Constructs, elementals, outsiders, and undead
creatures canCt #e resurrected.
Rever#e Gravity
'chool transmutation8 1evel druid %, sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7lodestone and iron filings9
Range medium 71;; ft. G 1; ft.@le*el9
.rea up to one 1;.ft. cu#e@le*el 7$9
Duration 1 round@le*el 7(9
'aving ,hro6 none8 see text8 'pell Re#i#tance no
his spell re*erses gra*ity in an area, causing unattached
o#?ects and creatures in the area to fall up)ard and reach the
top of the area in 1 round. :f a solid o#?ect 7such as a ceiling9
is encountered in this fall, falling o#?ects and creatures strike
it in the same manner as they )ould during a normal
do)n)ard fall. :f an o#?ect or creature reaches the top of the
area )ithout striking anything, it remains there, oscillating
slightly, until the spell ends. "t the end of the spell duration,
affected o#?ects and creatures fall do)n)ard.
Pro*ided it has something to hold onto, a creature caught in
the area can attempt a 'eflex sa*e to secure itself )hen the
spell strikes. Creatures )ho can fly or le*itate can keep
themsel*es from falling.
Righteou# !ight
'chool transmutation8 1evel cleric 5
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range personal
,arget you
Duration 1 round@le*el 7(9
Jour height immediately dou#les, and your )eight increases
#y a factor of eight. his increase changes your size category
to the next larger one. Jou gain a G/ size #onus to $trength
and Constitution and take a H& penalty to your (exterity. Jou
gain a G& enhancement #onus to your natural armor. Jou
gain (' 5@e*il 7if you normally channel positi*e energy9 or
(' 5@good 7if you normally channel negati*e energy9. "t
15th le*el, this (' #ecomes 1;@e*il or 1;@good 7the
maximum9. Jour size modifier for "C and attacks changes as
appropriate to your ne) size category. his spell doesnCt
change your speed. (etermine space and reach as appropriate
to your ne) size.
:f insufficient room is a*aila#le for the desired gro)th, you
attain the maximum possi#le size and may make a $trength
check 7using your increased $trength9 to #urst any enclosures
in the process 7see "dditional 'ules for rules on #reaking
o#?ects9. :f you fail, you are constrained )ithout harm #y the
materials enclosing youKthe spell cannot crush you #y
increasing your size.
"ll e6uipment you )ear or carry is similarly enlarged #y the
spell. Melee )eapons deal more damage. Other magical
properties are not affected #y this spell. "ny enlarged item
that lea*es your possession 7including a pro?ectile or thro)n
)eapon9 instantly returns to its normal size. his means that
thro)n and pro?ectile )eapons deal their normal damage.
Magical effects that increase size do not stack.
Rope ,ric"
'chool transmutation8 1evel sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M 7po)dered corn and a t)isted loop of
parchment9
Range touch
,arget one touched piece of rope from 5 ft. to ,; ft. long
Duration 1 hour@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
4hen this spell is cast upon a piece of rope from 5 to ,; feet
long, one end of the rope rises into the air until the )hole
rope hangs perpendicular to the ground, as if affixed at the
upper end. he upper end is, in fact, fastened to an
extradimensional space that is outside the usual multi*erse of
extradimensional spaces. Creatures in the extradimensional
space are hidden, #eyond the reach of spells 7including
di*inations9, unless those spells )ork across planes. he
space holds as many as eight creatures 7of any size9. he
rope cannot #e remo*ed or hidden. he rope can support up
to 10,;;; pounds. " )eight greater than that can pull the
rope free.
$pells cannot #e cast across the extradimensional interface,
nor can area effects cross it. hose in the extradimensional
space can see out of it as if a ,.foot.#y.5.foot )indo) )ere
centered on the rope. he )indo) is in*isi#le, and e*en
creatures that can see the )indo) canCt see through it.
"nything inside the extradimensional space drops out )hen
the spell ends. he rope can #e clim#ed #y only one person
Page ,,!
at a time. he rope tric" spell ena#les clim#ers to reach a
normal place if they do not clim# all the )ay to the
extradimensional space.
Ru#ting Gra#p
'chool transmutation8 1evel druid /
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget one nonmagical ferrous o#?ect 7or the *olume of the
o#?ect )ithin , ft. of the touched point9 or one ferrous
creature
Duration see text
'aving ,hro6 none8 'pell Re#i#tance no
"ny iron or iron alloy item you touch crum#les into rust. :f
the item is so large that it cannot fit )ithin a ,.foot radius, a
,.foot.radius *olume of the metal is rusted and destroyed.
Magic items made of metal are immune to this spell.
Jou may employ rustin rasp in com#at )ith a successful
melee touch attack. .ustin rasp used in this )ay
instantaneously destroys 1d0 points of "C gained from metal
armor 7to the maximum amount of protection the armor
offers9 through corrosion.
4eapons in use #y an opponent targeted #y the spell are
more difficult to grasp. Jou must succeed on a melee touch
attack against the )eapon. " metal )eapon that is hit is
destroyed. $triking at an opponentCs )eapon pro*okes an
attack of opportunity. "lso, you must touch the )eapon and
not the other )ay around.
"gainst a ferrous creature, rustin rasp instantaneously
deals ,d0 points of damage G 1 per caster le*el 7maximum
G159 per successful attack. he spell lasts for 1 round per
le*el, and you can make one melee touch attack per round.
'anctuary
'chool a#?uration8 1evel cleric 1
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget creature touched
Duration 1 round@le*el
'aving ,hro6 4ill negates8 'pell Re#i#tance no
"ny opponent attempting to directly attack the )arded
creature, e*en )ith a targeted spell, must attempt a 4ill sa*e.
:f the sa*e succeeds, the opponent can attack normally and is
unaffected #y that casting of the spell. :f the sa*e fails, the
opponent canCt follo) through )ith the attack, that part of its
action is lost, and it canCt directly attack the )arded creature
for the duration of the spell. hose not attempting to attack
the su#?ect remain unaffected. his spell does not pre*ent the
)arded creature from #eing attacked or affected #y area of
effect spells. he su#?ect cannot attack )ithout #reaking the
spell #ut may use nonattack spells or other)ise act.
'care
'chool necromancy Tfear, mind.affectingU8 1evel #ard &,
sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M 7a #one from an undead creature9
Range medium 71;; ft. G 1; ft.@le*el9
,arget# one li*ing creature per three le*els, no t)o of )hich
can #e more than ,; ft. apart
Duration 1 round@le*el or 1 round8 see text for cause fear
'aving ,hro6 4ill partial8 'pell Re#i#tance yes
his spell functions like cause fear, except that it causes all
targeted creatures of less than 0 -( to #ecome frightened.
'cintillating Pattern
'chool illusion 7pattern9 Tmind.affectingU8 1evel
sorcerer@)izard %
Ca#ting ,ime 1 standard action
Component# >, $, M 7a crystal prism9
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect colorful lights in a &;.ft..radius spread
Duration concentration G & rounds
'aving ,hro6 none8 'pell Re#i#tance yes
" t)isting pattern of coruscating colors )ea*es through the
air, affecting creatures )ithin. he spell affects a total
num#er of -( of creatures e6ual to your caster le*el
7maximum &;9. Creatures )ith the fe)est -( are affected
first, and among creatures )ith e6ual -(, those )ho are
closest to the spellCs point of origin are affected first. -( that
are not sufficient to affect a creature are )asted. he spell
affects each su#?ect according to its -(.
@ or lessB 5nconscious for 1d/ rounds, then stunned for 1d/
rounds, and then confused for 1d/ rounds. 7reat an
unconscious result as stunned for nonli*ing creatures.9
A to 12B $tunned for 1d/ rounds, then confused for an
additional 1d/ rounds.
13 or !oreB Confused for 1d/ rounds.
$ightless creatures are not affected #y scintillatin pattern.
Page ,,%
'corching Ray
'chool e*ocation TfireU8 1evel sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect one or more rays
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance yes
Jou #last your enemies )ith a searing #eam of fire. Jou may
fire one ray, plus one additional ray for e*ery four le*els
#eyond ,rd 7to a maximum of three rays at 11th le*el9. +ach
ray re6uires a ranged touch attack to hit and deals /d0 points
of fire damage. he rays may #e fired at the same or different
targets, #ut all rays must #e aimed at targets )ithin ,; feet of
each other and fired simultaneously.
'creen
'chool illusion 7glamer98 1evel sorcerer@)izard %
Ca#ting ,ime 1; minutes
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
.rea ,;.ft. cu#e@le*el 7$9
Duration &/ hours
'aving ,hro6 none or 4ill dis#elief 7if interacted )ith98 see
text8 'pell Re#i#tance no
his spell creates a po)erful protection from scrying and
o#ser*ation. 4hen casting the spell, you dictate )hat )ill
and )ill not #e o#ser*ed in the spellCs area. he illusion
created must #e stated in general terms. Once the conditions
are set, they cannot #e changed. "ttempts to scry the area
automatically detect the image stated #y you )ith no sa*e
allo)ed. $ight and sound are appropriate to the illusion
created. (irect o#ser*ation may allo) a sa*e 7as per a
normal illusion9, if there is cause to dis#elie*e )hat is seen.
+*en entering the area does not cancel the illusion or
necessarily allo) a sa*e, assuming that hidden #eings take
care to stay out of the )ay of those affected #y the illusion.
'crying
'chool di*ination 7scrying98 1evel #ard ,, cleric 5, druid /,
sorcerer@)izard /
Ca#ting ,ime 1 hour
Component# >, $, M@(3 7a pool of )ater9, 3 7a sil*er mirror
)orth 1,;;; gp9
Range see text
2ffect magical sensor
Duration 1 min.@le*el
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
Jou can o#ser*e a creature at any distance. :f the su#?ect
succeeds on a 4ill sa*e, the spell fails. he difficulty of the
sa*e depends on ho) )ell your kno)ledge of the su#?ect and
)hat sort of physical connection 7if any9 you ha*e to that
creature. 3urthermore, if the su#?ect is on another plane, it
gets a G5 #onus on its 4ill sa*e.
Eno6ledge Aill 'ave !odifier
AoneP G1;
$econdhand 7you ha*e heard of the
su#?ect9
G5
3irsthand 7you ha*e met the su#?ect9 G;
3amiliar 7you kno) the su#?ect )ell9 H5
Connection Aill 'ave !odifier
=ikeness or picture H&
Possession or garment H/
1ody part, lock of hair, #it of nail, etc. H1;
PJou must ha*e some sort of connection 7see #elo)9 to a
creature of )hich you ha*e no kno)ledge.
:f the sa*e fails, you can see and hear the su#?ect and its
surroundings 7approximately 1; feet in all directions of the
su#?ect9. :f the su#?ect mo*es, the sensor follo)s at a speed
of up to 15; feet.
"s )ith all di*ination 7scrying9 spells, the sensor has your
full *isual acuity, including any magical effects. :n addition,
the follo)ing spells ha*e a 5I chance per caster le*el of
operating through the sensorB detect chaos, detect e%il, detect
ood, detect la#, detect !aic, and !essae.
:f the sa*e succeeds, you canCt attempt to scry on that su#?ect
again for at least &/ hours.
'crying, Greater
'chool di*ination 7scrying98 1evel #ard 0, cleric !, druid !,
sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >, $
Duration 1 hour@le*el
his spell functions like scryin, except as noted a#o*e.
"dditionally, all of the follo)ing spells function relia#ly
through the sensorB detect chaos, detect e%il, detect ood,
detect la#, detect !aic, !essae, read !aic, and tonues.
Page ,,2
'culpt 'ound
'chool transmutation8 1evel #ard ,
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# one creature or o#?ect@le*el, no t)o of )hich can #e
more than ,; ft. apart
Duration 1 hour@le*el 7(9
'aving ,hro6 4ill negates 7o#?ect98 'pell Re#i#tance yes
7o#?ect9
Jou can change the sounds that creatures or o#?ects make.
Jou can create sounds )here none exist, deaden sounds, or
transform sounds into other sounds. "ll affected creatures or
o#?ects must #e transmuted in the same )ay. Once the
transmutation is made, you cannot change it. Jou can change
the 6ualities of sounds #ut cannot create )ords )ith )hich
you are unfamiliar yourself.
" spellcaster )hose *oice is changed dramatically is una#le
to cast spells )ith *er#al components.
'earing 1ight
'chool e*ocation8 1evel cleric ,
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
2ffect ray
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance yes
3ocusing di*ine po)er like a ray of the sun, you pro?ect a
#last of light from your open palm. Jou must succeed on a
ranged touch attack to strike your target. " creature struck #y
this ray of light takes 1d% points of damage per t)o caster
le*els 7maximum 5d%9. "n undead creature takes 1d0 points
of damage per caster le*el 7maximum 1;d09, and an undead
creature particularly *ulnera#le to #right light takes 1d%
points of damage per caster le*el 7maximum 1;d%9. "
construct or inanimate o#?ect takes only 1d0 points of
damage per t)o caster le*els 7maximum 5d09.
'ecret Che#t
'chool con?uration 7summoning98 1evel sorcerer@)izard 5
Ca#ting ,ime 1; minutes
Component# >, $, 3 7the chest and its replica9
Range see text
,arget one chest and up to 1 cu. ft. of goods@caster le*el
Duration 0; days or until discharged
'aving ,hro6 none8 'pell Re#i#tance no
Jou hide a chest on the +thereal Plane for as long as 0; days
and can retrie*e it at )ill. he chest can contain up to 1 cu#ic
foot of material per caster le*el 7regardless of the chestCs
actual size, )hich is a#out , feet #y & feet #y & feet9. :f any
li*ing creatures are in the chest, there is a !5I chance that
the spell simply fails. Once the chest is hidden, you can
retrie*e it #y concentrating 7a standard action9, and it appears
next to you.
he chest must #e exceptionally )ell crafted and expensi*e,
constructed for you #y master crafters. he cost of such a
chest is ne*er less than 5,;;; gp. Once it is constructed, you
must make a tiny replica 7of the same materials and perfect
in e*ery detail9 so that the miniature of the chest appears to
#e a perfect copy. 7he replica costs 5; gp.9 he chests are
nonmagical and can #e fitted )ith locks, )ards, and so on,
?ust as any normal chest can #e.
o hide the chest, you cast the spell )hile touching #oth the
chest and the replica. he chest *anishes into the +thereal
Plane. Jou need the replica to recall the chest. "fter 0; days,
there is a cumulati*e chance of 5I per day that the chest is
irretrie*a#ly lost. :f the miniature of the chest is lost or
destroyed, there is no )ay, e*en )ith a #ish spell, that the
large chest can #e summoned #ack, although an extraplanar
expedition might #e mounted to find it.
=i*ing things in the chest eat, sleep, and age normally, and
they die if they run out of food, air, )ater, or )hate*er they
need to sur*i*e.
'ecret Page
'chool transmutation8 1evel #ard ,, sorcerer@)izard ,
Ca#ting ,ime 1; minutes
Component# >, $, M 7po)dered herring scales and a *ial of
)ill.oC.)isp essence9
Range touch
,arget page touched, up to , s6. ft. in size
Duration permanent
'aving ,hro6 none8 'pell Re#i#tance no
$ecret pae alters the contents of a page so that it appears to
#e something entirely different. he text of a spell can #e
changed to sho) another spell of e6ual or lo)er le*el kno)n
#y the caster. his spell cannot #e used to change a spell
contained on a scroll, #ut it can #e used to hide a scroll.
+,plosi%e runes or sepia sna"e siil can #e cast upon the
secret pae$
" co!prehend lanuaes spell alone cannot re*eal a secret
Page ,/;
paeCs contents. Jou are a#le to re*eal the original contents
#y speaking a special )ord. Jou can then peruse the actual
page and return it to its secret pae form at )ill. Jou can also
remo*e the spell #y dou#le repetition of the special )ord. "
detect !aic spell re*eals dim magic on the page in 6uestion
#ut does not re*eal its true contents. True seein re*eals the
presence of the hidden material #ut does not re*eal the
contents unless cast in com#ination )ith co!prehend
lanuaes$ " secret pae spell can #e dispelled, and the
hidden )ritings can #e destroyed #y means of an erase spell.
'ecure 'helter
'chool con?uration 7creation98 1evel #ard /, sorcerer@)izard
/
Ca#ting ,ime 1; minutes
Component# >, $, M 7a chip of stone, sand, a drop of )ater,
and a )ood splinter9
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect &;.ft..s6uare structure
Duration & hours@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Jou con?ure a sturdy cottage or lodge made of material that
is common in the area )here the spell is cast. he floor is
le*el, clean, and dry. he lodging resem#les a normal
cottage, )ith a sturdy door, t)o shuttered )indo)s, and a
small fireplace.
he shelter must #e heated as a normal d)elling, and
extreme heat ad*ersely affects it and its occupants. he
d)elling does, ho)e*er, pro*ide considera#le security
other)iseKit is as strong as a normal stone #uilding,
regardless of its material composition. he d)elling resists
flames and fire as if it )ere stone. :t is imper*ious to normal
missiles 7#ut not the sort cast #y siege engines or giants9.
he door, shutters, and e*en chimney are secure against
intrusion, the former t)o #eing secured )ith arcane loc" and
the latter #y an iron grate at the top and a narro) flue. :n
addition, these three areas are protected #y an alar! spell.
3inally, an unseen ser%ant is con?ured to pro*ide ser*ice to
you for the duration of the shelter.
he secure shelter contains crude furnishingsKeight #unks,
a trestle ta#le, eight stools, and a )riting desk.
'ee -nvi#ibility
'chool di*ination8 1evel #ard ,, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M 7talc and po)dered sil*er9
Range personal
,arget you
Duration 1; min.@le*el 7(9
Jou can see any o#?ects or #eings that are in*isi#le )ithin
your range of *ision, as )ell as any that are ethereal, as if
they )ere normally *isi#le. $uch creatures are *isi#le to you
as translucent shapes, allo)ing you easily to discern the
difference #et)een *isi#le, in*isi#le, and ethereal creatures.
he spell does not re*eal the method used to o#tain
in*isi#ility. :t does not re*eal illusions or ena#le you to see
through opa6ue o#?ects. :t does not re*eal creatures )ho are
simply hiding, concealed, or other)ise hard to see.
See in%isibility can #e made permanent )ith a per!anency
spell.
'eeming
'chool illusion 7glamer98 1evel #ard 5, sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# one creature per t)o le*els, no t)o of )hich can #e
more than ,; ft. apart
Duration 1& hours 7(9
'aving ,hro6 4ill negates or 4ill dis#elief 7if interacted
)ith98 'pell Re#i#tance yes or no8 see text
his spell functions like disuise self, except that you can
change the appearance of other people as )ell. "ffected
creatures resume their normal appearances if slain. 5n)illing
targets can negate the spellCs effect on them #y making 4ill
sa*es or )ith spell resistance.
'ending
'chool e*ocation8 1evel cleric /, sorcerer@)izard 5
Ca#ting ,ime 1; minutes
Component# >, $, M@(3 7fine copper )ire9
Range see text
,arget one creature
Duration 1 round8 see text
'aving ,hro6 none8 'pell Re#i#tance no
Jou contact a particular creature )ith )hich you are familiar
and send a short message of &5 )ords or less to the su#?ect.
he su#?ect recognizes you if it kno)s you. :t can ans)er in
like manner immediately. " creature )ith an :ntelligence
score as lo) as 1 can understand the sendin, though the
su#?ectCs a#ility to react is limited as normal #y its
:ntelligence. +*en if the sendin is recei*ed, the su#?ect is
Page ,/1
not o#ligated to act upon it in any manner.
:f the creature in 6uestion is not on the same plane of
existence as you are, there is a 5I chance that the sendin
does not arri*e. 7=ocal conditions on other planes may
)orsen this chance considera#ly.9
'epia 'na"e 'igil
'chool con?uration 7creation9 TforceU8 1evel #ard ,,
sorcerer@)izard ,
Ca#ting ,ime 1; minutes
Component# >, $, M 7po)dered am#er )orth 5;; gp and a
snake scale9
Range touch
,arget one touched #ook or )ritten )ork
Duration permanent or until discharged8 until released or
1d/ days G 1 day@le*el8 see text
'aving ,hro6 'eflex negates8 'pell Re#i#tance no
Jou cause a small sym#ol to appear in the text of a )ritten
)ork. he text containing the sym#ol must #e at least &5
)ords long. 4hen anyone reads the text containing the
sym#ol, the sepia sna"e siil springs into #eing, transforming
into a large sepia serpent that strikes at the reader, pro*ided
there is line of effect #et)een the sym#ol and the reader.
$imply seeing the enspelled text is not sufficient to trigger
the spell8 the su#?ect must deli#erately read it. he target is
entitled to a sa*e to e*ade the snakeCs strike. :f it succeeds,
the sepia sna"e dissipates in a flash of #ro)n light
accompanied #y a puff of dun.colored smoke and a loud
noise. :f the target fails its sa*e, it is engulfed in a
shimmering am#er field of force and immo#ilized until
released, either at your command or )hen 1d/ days G 1 day
per caster le*el ha*e elapsed.
4hile trapped in the am#er field of force, the su#?ect does
not age, #reathe, gro) hungry, sleep, or regain spells. :t is
preser*ed in a state of suspended animation, una)are of its
surroundings. :t can #e damaged #y outside forces 7and
perhaps e*en killed9, since the field pro*ides no protection
against physical in?ury. -o)e*er, a dying su#?ect does not
lose hit points or #ecome sta#le until the spell ends.
he hidden sigil cannot #e detected #y normal o#ser*ation,
and detect !aic re*eals only that the entire text is magical.
" dispel !aic can remo*e the sigil. "n erase spell destroys
the entire page of text.
Sepia sna"e siil can #e cast in com#ination )ith other spells
that hide or gar#le text, such as secret pae$
'e>ue#ter
'chool a#?uration8 1evel sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >, $, M 7a #asilisk eyelash and gum ara#ic9
Range touch
,arget one )illing creature or o#?ect 7up to a &.ft.
cu#e@le*el9 touched
Duration 1 day@le*el 7(9
'aving ,hro6 none or 4ill negates 7o#?ect98 'pell
Re#i#tance no or yes 7o#?ect9
4hen cast, this spell pre*ents di*ination spells from
detecting or locating the target and also renders the affected
target in*isi#le 7as the in%isibility spell9. he spell does not
pre*ent the su#?ect from #eing disco*ered through tactile
means or through the use of de*ices. Creatures affected #y
se>uester #ecome comatose and are effecti*ely in a state of
suspended animation until the spell ends.
3oteB he 4ill sa*e pre*ents an attended or magical o#?ect
from #eing se>uestered$ here is no sa*e to see the
se>uestered creature or o#?ect or to detect it )ith a di*ination
spell.
'hade#
'chool illusion 7shado)98 1evel sorcerer@)izard 2
his spell functions like shado# con:uration, except that it
mimics con?uration spells of %th le*el or lo)er. he illusory
con?urations created deal four.fifths 7%;I9 damage to
non#elie*ers, and nondamaging effects are %;I likely to
)ork against non#elie*ers.
'hado6 ConKuration
'chool illusion 7shado)98 1evel #ard /, sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $
Range see text
2ffect see text
Duration see text
'aving ,hro6 4ill dis#elief 7if interacted )ith98 *aries8 see
text8 'pell Re#i#tance yes8 see text
Jou use material from the Plane of $hado) to shape 6uasi.
real illusions of one or more creatures, o#?ects, or forces.
Shado# con:uration can mimic any sorcerer or )izard
con?uration 7summoning9 or con?uration 7creation9 spell of
,rd le*el or lo)er.
Shado# con:urations are only one.fifth 7&;I9 as strong as
the real things, though creatures )ho #elie*e the shado#
con:urations to #e real are affected #y them at full strength.
"ny creature that interacts )ith the spell can make a 4ill
Page ,/&
sa*e to recognize its true nature.
$pells that deal damage ha*e normal effects unless the
affected creature succeeds on a 4ill sa*e. +ach dis#elie*ing
creature takes only one.fifth 7&;I9 damage from the attack.
:f the dis#elie*ed attack has a special effect other than
damage, that effect is only &;I likely to occur. 'egardless of
the result of the sa*e to dis#elie*e, an affected creature is
also allo)ed any sa*e that the spell #eing simulated allo)s,
#ut the sa*e (C is set according to shado# con:urationCs
le*el 7/th9 rather than the spellCs normal le*el. :n addition,
any effect created #y shado# con:uration allo)s spell
resistance, e*en if the spell it is simulating does not. $hado)
o#?ects or su#stances ha*e normal effects except against
those )ho dis#elie*e them. "gainst dis#elie*ers, they are
&;I likely to )ork.
" shado) creature has one.fifth the hit points of a normal
creature of its kind 7regardless of )hether itCs recognized as
shado)y9. :t deals normal damage and has all normal
a#ilities and )eaknesses. "gainst a creature that recognizes it
as a shado) creature, ho)e*er, the shado) creatureCs damage
is one.fifth 7&;I9 normal, and all special a#ilities that do not
deal lethal damage are only &;I likely to )ork. 7'oll for
each use and each affected character separately.9
3urthermore, the shado) creatureCs "C #onuses are ?ust one.
fifth as large.
" creature that succeeds on its sa*e sees the shado#
con:urations as transparent images superimposed on *ague,
shado)y forms. O#?ects automatically succeed on their 4ill
sa*es against this spell.
'hado6 ConKuration, Greater
'chool illusion 7shado)98 1evel sorcerer@)izard !
his spell functions like shado# con:uration, except that it
duplicates any sorcerer or )izard con?uration 7summoning9
or con?uration 7creation9 spell of 0th le*el or lo)er. he
illusory con?urations created deal three.fifths 70;I9 damage
to non#elie*ers, and nondamaging effects are 0;I likely to
)ork against non#elie*ers.
'hado6 2vocation
'chool illusion 7shado)98 1evel #ard 5, sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $
Range see text
2ffect see text
Duration see text
'aving ,hro6 4ill dis#elief 7if interacted )ith98 'pell
Re#i#tance yes
Jou tap energy from the Plane of $hado) to cast a 6uasi.
real, illusory *ersion of a sorcerer or )izard e*ocation spell
of /th le*el or lo)er. $pells that deal damage ha*e normal
effects unless an affected creature succeeds on a 4ill sa*e.
+ach dis#elie*ing creature takes only one.fifth damage from
the attack. :f the dis#elie*ed attack has a special effect other
than damage, that effect is one.fifth as strong 7if applica#le9
or only &;I likely to occur. :f recognized as a shado#
e%ocation, a damaging spell deals only one.fifth 7&;I9
damage. 'egardless of the result of the sa*e to dis#elie*e, an
affected creature is also allo)ed any sa*e 7or spell
resistance9 that the spell #eing simulated allo)s, #ut the sa*e
(C is set according to shado# e%ocation(s le*el 75th9 rather
than the spellCs normal le*el.
Aondamaging effects ha*e normal effects except against
those )ho dis#elie*e them. "gainst dis#elie*ers, they ha*e
no effect.
O#?ects automatically succeed on their 4ill sa*es against
this spell.
'hado6 2vocation, Greater
'chool illusion 7shado)98 1evel sorcerer@)izard %
his spell functions like shado# e%ocation, except that it
ena#les you to create partially real, illusory *ersions of
sorcerer or )izard e*ocation spells of !th le*el or lo)er. :f
recognized as a reater shado# e%ocation, a damaging spell
deals only three.fifths 70;I9 damage.
'hado6 Aal"
'chool illusion 7shado)98 1evel #ard 5, sorcerer@)izard 0
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget# up to one touched creature@le*el
Duration 1 hour@le*el 7(9
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
o use the shado# #al" spell, you must #e in an area of dim
light. Jou and any creature you touch are then transported
along a coiling path of shado)stuff to the edge of the
Material Plane )here it #orders the Plane of $hado). he
effect is largely illusory, #ut the path is 6uasi.real. Jou can
take more than one creature along )ith you 7su#?ect to your
le*el limit9, #ut all must #e touching each other.
:n the region of shado), you mo*e at a rate of 5; miles per
hour, mo*ing normally on the #orders of the Plane of
$hado) #ut much more rapidly relati*e to the Material
Plane. hus, you can use this spell to tra*el rapidly #y
stepping onto the Plane of $hado), mo*ing the desired
distance, and then stepping #ack onto the Material Plane.
Page ,/,
1ecause of the #lurring of reality #et)een the Plane of
$hado) and the Material Plane, you canCt make out details of
the terrain or areas you pass o*er during transit, nor can you
predict perfectly )here your tra*el )ill end. :tCs impossi#le
to ?udge distances accurately, making the spell *irtually
useless for scouting or spying. 3urthermore, )hen the spell
effect ends, you are shunted 1d1; L 1;; feet in a random
horizontal direction from your desired endpoint. :f this )ould
place you )ithin a solid o#?ect, you are shunted 1d1; L 1,;;;
feet in the same direction. :f this )ould still place you )ithin
a solid o#?ect, you 7and any creatures )ith you9 are shunted
to the nearest empty space a*aila#le, #ut the strain of this
acti*ity renders each creature fatigued 7no sa*e9.
Shado# #al" can also #e used to tra*el to other planes that
#order on the Plane of $hado), #ut this usage re6uires the
transit of the Plane of $hado) to arri*e at a #order )ith
another plane of reality. he transit of the Plane of $hado)
re6uires 1d/ hours.
"ny creatures touched #y you )hen shado# #al" is cast also
make the transition to the #orders of the Plane of $hado).
hey may opt to follo) you, )ander off through the plane, or
stum#le #ack into the Material Plane 75;I chance for either
of the latter results if they are lost or a#andoned #y you9.
Creatures un)illing to accompany you into the Plane of
$hado) recei*e a 4ill sa*ing thro), negating the effect if
successful.
'hambler
'chool con?uration 7creation98 1evel druid 2
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
2ffect three or more sham#ling mounds, no t)o of )hich
can #e more than ,; ft. apart8 see text
Duration ! days or ! months 7(98 see text
'aving ,hro6 none8 'pell Re#i#tance no
he sha!bler spell creates 1d/G& sham#ling mounds )ith
the ad*anced template. he creatures )illingly aid you in
com#at or #attle, perform a specific mission, or ser*e as
#odyguards. he creatures remain )ith you for ! days unless
you dismiss them. :f the sham#lers are created only for guard
duty, ho)e*er, the duration of the spell is ! months. :n this
case, the sham#lers can only #e ordered to guard a specific
site or location. $ham#lers summoned to guard duty cannot
mo*e outside the spellCs range, )hich is measured from the
point )here each first appeared. Jou can only ha*e one
sha!bler spell in effect at one time. :f you cast this spell
)hile another casting is still in effect, the pre*ious casting is
dispelled. he sham#lers ha*e resistance to fire as normal
sham#ling mounds do only if the terrain )here they are
summoned is rainy, marshy, or damp.
'hapechange
'chool transmutation 7polymorph98 1evel druid 2,
sorcerer@)izard 2
Ca#ting ,ime 1 standard action
Component# >, $, 3 7?ade circlet )orth 1,5;; gp9
Range personal
,arget you
Duration 1; min.@le*el 7(9
his spell allo)s you to take the form of a )ide *ariety of
creatures. his spell can function as alter self, beast for! 02,
ele!ental body 02, for! of the draon 000, iant for! 00, and
plant shape 000 depending on )hat form you take. Jou can
change form once each round as a free action. he change
takes place either immediately #efore your regular action or
immediately after it, #ut not during the action.
'hatter
'chool e*ocation TsonicU8 1evel #ard &, cleric &,
sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7a chip of mica9
Range close 7&5 ft. G 5 ft.@& le*els9
.rea or ,arget 5.ft..radius spread8 or one solid o#?ect or one
crystalline creature
Duration instantaneous
'aving ,hro6 4ill negates 7o#?ect98 4ill negates 7o#?ect9 or
3ortitude half8 see text8 'pell Re#i#tance yes
Shatter creates a loud, ringing noise that #reaks #rittle,
nonmagical o#?ects8 sunders a single solid, nonmagical
o#?ect8 or damages a crystalline creature.
5sed as an area attack, shatter destroys nonmagical o#?ects
of crystal, glass, ceramic, or porcelain. "ll such o#?ects
)ithin a 5.foot radius of the point of origin are smashed into
dozens of pieces #y the spell. O#?ects )eighing more than 1
pound per your le*el are not affected, #ut all other o#?ects of
the appropriate composition are shattered.
"lternati*ely, you can target shatter against a single solid
nonmagical o#?ect, regardless of composition, )eighing up
to 1; pounds per caster le*el. argeted against a crystalline
creature 7of any )eight9, shatter deals 1d0 points of sonic
damage per caster le*el 7maximum 1;d09, )ith a 3ortitude
sa*e for half damage.
Page ,//
'hield
'chool a#?uration TforceU8 1evel sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $
Range personal
,arget you
Duration 1 min.@le*el 7(9
Shield creates an in*isi#le shield of force that ho*ers in front
of you. :t negates !aic !issile attacks directed at you. he
disk also pro*ides a G/ shield #onus to "C. his #onus
applies against incorporeal touch attacks, since it is a force
effect. he shield has no armor check penalty or arcane spell
failure chance.
'hield of &aith
'chool a#?uration8 1evel cleric 1
Ca#ting ,ime 1 standard action
Component# >, $, M 7parchment )ith a holy text )ritten on
it9
Range touch
,arget creature touched
Duration 1 min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
his spell creates a shimmering, magical field around the
target that a*erts and deflects attacks. he spell grants the
su#?ect a G& deflection #onus to "C, )ith an additional G1 to
the #onus for e*ery six le*els you ha*e 7maximum G5
deflection #onus at 1%th le*el9.
'hield of 1a6
'chool a#?uration Tla)fulU8 1evel cleric %
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a reli6uary )orth 5;; gp9
Range &; ft.
,arget# one creature@le*el in a &;.ft..radius #urst centered
on you
Duration 1 round@le*el 7(9
'aving ,hro6 see text8 'pell Re#i#tance yes 7harmless9
" dim, #lue glo) surrounds the su#?ects, protecting them
from attacks, granting them resistance to spells cast #y
chaotic creatures, and slo#in chaotic creatures )hen they
strike the su#?ects. his a#?uration has four effects.
3irst, each )arded creature gains a G/ deflection #onus to
"C and a G/ resistance #onus on sa*es. 5nlike protection
fro! chaos, this #enefit applies against all attacks, not ?ust
against attacks #y chaotic creatures.
$econd, a )arded creature gains spell resistance &5 against
chaotic spells and spells cast #y chaotic creatures.
hird, the a#?uration protects you from possession and
mental influence, ?ust as protection fro! chaos does.
3inally, if a chaotic creature succeeds on a melee attack
against a )arded creature, the attacker is slo#ed 74ill sa*e
negates, as the slo# spell, #ut against shield of la#Cs sa*e
(C9.
'hield Fther
'chool a#?uration8 1evel cleric &, paladin &
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a pair of platinum rings )orth 5; gp
)orn #y #oth you and the target9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one creature
Duration 1 hour@le*el 7(9
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
his spell )ards the su#?ect and creates a mystic connection
#et)een you and the su#?ect so that some of its )ounds are
transferred to you. he su#?ect gains a G1 deflection #onus to
"C and a G1 resistance #onus on sa*es. "dditionally, the
su#?ect takes only half damage from all )ounds and attacks
7including those dealt #y special a#ilities9 that deal hit point
damage. he amount of damage not taken #y the )arded
creature is taken #y you. 3orms of harm that do not in*ol*e
hit points, such as char! effects, temporary a#ility damage,
le*el draining, and death effects, are not affected. :f the
su#?ect suffers a reduction of hit points from a lo)ered
Constitution score, the reduction is not split )ith you
#ecause it is not hit point damage. 4hen the spell ends,
su#se6uent damage is no longer di*ided #et)een the su#?ect
and you, #ut damage already split is not reassigned to the
su#?ect.
:f you and the su#?ect of the spell mo*e out of range of each
other, the spell ends.
'hillelagh
'chool transmutation8 1evel druid 1
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
Page ,/5
,arget one touched nonmagical oak clu# or 6uarterstaff
Duration 1 min.@le*el
'aving ,hro6 4ill negates 7o#?ect98 'pell Re#i#tance yes
7o#?ect9
Jour o)n nonmagical clu# or 6uarterstaff #ecomes a )eapon
)ith a G1 enhancement #onus on attack and damage rolls. "
6uarterstaff gains this enhancement for #oth ends of the
)eapon. :t deals damage as if it )ere t)o size categories
larger 7a $mall clu# or 6uarterstaff so transmuted deals 1d%
points of damage, a Medium &d0, and a =arge ,d09, G1 for
its enhancement #onus. hese effects only occur )hen the
)eapon is )ielded #y you. :f you do not )ield it, the )eapon
#eha*es as if unaffected #y this spell.
'hoc"ing Gra#p
'chool e*ocation TelectricityU8 1evel sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget creature or o#?ect touched
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance yes
Jour successful melee touch attack deals 1d0 points of
electricity damage per caster le*el 7maximum 5d09. 4hen
deli*ering the ?olt, you gain a G, #onus on attack rolls if the
opponent is )earing metal armor 7or is carrying a metal
)eapon or is made of metal9.
'hout
'chool e*ocation TsonicU8 1evel #ard /, sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >
Range ,; ft.
.rea cone.shaped #urst
Duration instantaneous
'aving ,hro6 3ortitude partial or 'eflex negates 7o#?ect98
see text8 'pell Re#i#tance yes 7o#?ect9
Jou emit an ear.splitting yell that deafens and damages
creatures in its path. "ny creature )ithin the area is deafened
for &d0 rounds and takes 5d0 points of sonic damage. "
successful sa*e negates the deafness and reduces the damage
#y half. "ny exposed #rittle or crystalline o#?ect or
crystalline creature takes 1d0 points of sonic damage per
caster le*el 7maximum 15d09. "n affected creature is
allo)ed a 3ortitude sa*e to reduce the damage #y half, and a
creature holding fragile o#?ects can negate damage to them
)ith a successful 'eflex sa*e. " shout spell cannot penetrate
a silence spell.
'hout, Greater
'chool e*ocation TsonicU8 1evel #ard 0, sorcerer@)izard %
Component#B >, $, 3 7a metal or i*ory horn9
Range 0; ft.
'aving ,hro6 3ortitude partial or 'eflex negates 7o#?ect98
see text
his spell functions like shout, except that the cone deals
1;d0 points of sonic damage 7or 1d0 points of sonic damage
per caster le*el, maximum &;d0, against exposed #rittle or
crystalline o#?ects or crystalline creatures9. :t also causes
creatures to #e stunned for 1 round and deafened for /d0
rounds. " creature in the area of the cone can negate the
stunning and hal*e #oth the damage and the duration of the
deafness )ith a successful 3ortitude sa*e. " creature holding
*ulnera#le o#?ects can attempt a 'eflex sa*e to negate the
damage to those o#?ects.
'hrin" -tem
'chool transmutation8 1evel sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget one touched o#?ect of up to & cu. ft.@le*el
Duration 1 day@le*el8 see text
'aving ,hro6 4ill negates 7o#?ect98 'pell Re#i#tance yes
7o#?ect9
Jou are a#le to shrink one nonmagical item 7if it is )ithin the
size limit9 to 1@10 of its normal size in each dimension 7to
a#out 1@/,;;; the original *olume and mass9. his change
effecti*ely reduces the o#?ectCs size #y four categories.
Optionally, you can also change its no) shrunken
composition to a clothlike one. O#?ects changed #y a shrin"
ite! spell can #e returned to normal composition and size
merely #y tossing them onto any solid surface or #y a )ord
of command from the original caster. +*en a #urning fire and
its fuel can #e shrunk #y this spell. 'estoring the shrunken
o#?ect to its normal size and composition ends the spell.
Shrin" ite! can #e made permanent )ith a per!anency spell,
in )hich case the affected o#?ect can #e shrunk and expanded
an indefinite num#er of times, #ut only #y the original caster.
'ilence
'chool illusion 7glamer98 1evel #ard &, cleric &
Ca#ting ,ime 1 round
Page ,/0
Component# >, $
Range long 7/;; ft. G /; ft.@le*el9
.rea &;.ft..radius emanation centered on a creature, o#?ect,
or point in space
Duration 1 round@le*el 7(9
'aving ,hro6B 4ill negates8 see text or none 7o#?ect98 'pell
Re#i#tanceB yes8 see text or no 7o#?ect9
5pon the casting of this spell, complete silence pre*ails in
the affected area. "ll sound is stoppedB Con*ersation is
impossi#le, spells )ith *er#al components cannot #e cast,
and no noise )hatsoe*er issues from, enters, or passes
through the area. he spell can #e cast on a point in space,
#ut the effect is stationary unless cast on a mo#ile o#?ect. he
spell can #e centered on a creature, and the effect then
radiates from the creature and mo*es as it mo*es. "n
un)illing creature can attempt a 4ill sa*e to negate the spell
and can use spell resistance, if any. :tems in a creatureCs
possession or magic items that emit sound recei*e the
#enefits of sa*es and spell resistance, #ut unattended o#?ects
and points in space do not. Creatures in an area of a silence
spell are immune to sonic or language.#ased attacks, spells,
and effects.
'ilent -mage
'chool illusion 7figment98 1evel #ard 1, sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a #it of fleece9
Range long 7/;; ft. G /; ft.@le*el9
2ffect *isual figment that cannot extend #eyond four 1;.ft.
cu#es G one 1;.ft. cu#e@le*el 7$9
Duration concentration
'aving ,hro6 4ill dis#elief 7if interacted )ith98 'pell
Re#i#tance no
his spell creates the *isual illusion of an o#?ect, creature, or
force, as *isualized #y you. he illusion does not create
sound, smell, texture, or temperature. Jou can mo*e the
image )ithin the limits of the size of the effect.
'imulacrum
'chool illusion 7shado)98 1evel sorcerer@)izard !
Ca#ting ,ime 1& hours
Component# >, $, M 7ice sculpture of the target plus
po)dered ru#ies )orth 5;; gp per -( of the simulacrum9
Range ; ft.
2ffect one duplicate creature
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance no
Si!ulacru! creates an illusory duplicate of any creature. he
duplicate creature is partially real and formed from ice or
sno). :t appears to #e the same as the original, #ut it has only
half of the real creatureCs le*els or -( 7and the appropriate
hit points, feats, skill ranks, and special a#ilities for a
creature of that le*el or -(9. Jou canCt create a simulacrum
of a creature )hose -( or le*els exceed t)ice your caster
le*el. Jou must make a (isguise check )hen you cast the
spell to determine ho) good the likeness is. " creature
familiar )ith the original might detect the ruse )ith a
successful Perception check 7opposed #y the casterCs
(isguise check9 or a (C &; $ense Moti*e check.
"t all times, the simulacrum remains under your a#solute
command. Ao special telepathic link exists, so command
must #e exercised in some other manner. " simulacrum has
no a#ility to #ecome more po)erful. :t cannot increase its
le*el or a#ilities. :f reduced to ; hit points or other)ise
destroyed, it re*erts to sno) and melts instantly into
nothingness. " complex process re6uiring at least &/ hours,
1;; gp per hit point, and a fully e6uipped magical la#oratory
can repair damage to a simulacrum.
'lay 1iving
'chool necromancy TdeathU8 1evel cleric 5
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget li*ing creature touched
Duration instantaneous
'aving ,hro6 3ortitude partial8 'pell Re#i#tance yes
Jou can attempt to slay any one li*ing creature. 4hen you
cast this spell, your hand seethes )ith eerie dark fire. Jou
must succeed on a melee touch attack to touch the target. he
target takes 1&d0 points of damage G 1 point per caster le*el.
:f the targetCs 3ortitude sa*ing thro) succeeds, it instead
takes ,d0 points of damage G 1 point per caster le*el. he
su#?ect might die from damage e*en if it succeeds on its
sa*ing thro).
'leep
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
#ard 1, sorcerer@)izard 1
Ca#ting ,ime 1 round
Component# >, $, M 7fine sand, rose petals, or a li*e
cricket9
Range medium 71;; ft. G 1; ft.@le*el9
.rea one or more li*ing creatures )ithin a 1;.ft..radius #urst
Page ,/!
Duration 1 min.@le*el
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
" sleep spell causes a magical slum#er to come upon / -(
of creatures. Creatures )ith the fe)est -( are affected first.
"mong creatures )ith e6ual -(, those )ho are closest to the
spellCs point of origin are affected first. -( that are not
sufficient to affect a creature are )asted. $leeping creatures
are helpless. $lapping or )ounding a)akens an affected
creature, #ut normal noise does not. ")akening a creature is
a standard action 7an application of the aid another action9.
Sleep does not target unconscious creatures, constructs, or
undead creatures.
'leet 'torm
'chool con?uration 7creation9 TcoldU8 1evel druid ,,
sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7dust and )ater9
Range long 7/;; ft. G /; ft.@le*el9
.rea cylinder 7/;.ft. radius, &; ft. high9
Duration 1 round@le*el
'aving ,hro6 none8 'pell Re#i#tance no
(ri*ing sleet #locks all sight 7e*en dark*ision9 )ithin it and
causes the ground in the area to #e icy. " creature can )alk
)ithin or through the area of sleet at half normal speed )ith
a (C 1; "cro#atics check. 3ailure means it canCt mo*e in
that round, )hile failure #y 5 or more means it falls 7see the
"cro#atics skill for details9.
he sleet extinguishes torches and small fires.
'lo6
'chool transmutation8 1evel #ard ,, sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, M 7a drop of molasses9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# one creature@le*el, no t)o of )hich can #e more
than ,; ft. apart
Duration 1 round@le*el
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
"n affected creature mo*es and attacks at a drastically
slo)ed rate. Creatures affected #y this spell are staggered
and can take only a single mo*e action or standard action
each turn, #ut not #oth 7nor may it take full.round actions9.
"dditionally, it takes a H1 penalty on attack rolls, "C, and
'eflex sa*es. " slo#ed creature mo*es at half its normal
speed 7round do)n to the next 5.foot increment9, )hich
affects the creatureCs ?umping distance as normal for
decreased speed.
Multiple slo# effects donCt stack. Slo# counters and dispels
haste.
'nare
'chool transmutation8 1evel druid ,, ranger &
Ca#ting ,ime , rounds
Component# >, $, (3
Range touch
,arget touched nonmagical circle of *ine, rope, or thong
)ith a & ft. diameter G & ft.@le*el
Duration 5ntil triggered or #roken
'aving ,hro6 none8 'pell Re#i#tance no
his spell ena#les you to make a snare that functions as a
magic trap. he snare can #e made from any supple *ine, a
thong, or a rope. 4hen you cast snare upon it, the cordlike
o#?ect #lends )ith its surroundings 7(C &, Perception check
for a character )ith the trapfinding a#ility to locate9. One end
of the snare is tied in a loop that contracts around one or
more of the lim#s of any creature stepping inside the circle.
:f a strong and supple tree is near#y, the snare can #e
fastened to it. he spell causes the tree to #end, straightening
)hen the loop is triggered, dealing 1d0 points of damage to
the creature trapped and lifting it off the ground #y the
trapped lim# or lim#s. :f no such tree is a*aila#le, the
cordlike o#?ect tightens around the creature, dealing no
damage #ut causing it to #e entangled.
he snare is magical. o escape, a trapped creature must
make a (C &, +scape "rtist check or a (C &, $trength
check that is a full.round action. he snare has "C ! and 5
hit points. " successful escape from the snare #reaks the loop
and ends the spell.
'often 2arth and 'tone
'chool transmutation TearthU8 1evel druid &
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range close 7&5 ft. G 5 ft.@& le*els9
.rea 1;.ft. s6uare@le*el8 see text
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance no
4hen this spell is cast, all natural, undressed earth or stone
in the spellCs area is softened. 4et earth #ecomes thick mud,
dry earth #ecomes loose sand or dirt, and stone #ecomes soft
clay that is easily molded or chopped. Jou affect a 1;.foot
Page ,/%
s6uare area to a depth of 1 to / feet, depending on the
toughness or resilience of the ground at that spot. Magical,
enchanted, dressed, or )orked stone cannot #e affected.
+arth or stone creatures are not affected.
" creature in mud must succeed on a 'eflex sa*e or #e
caught for 1d& rounds and una#le to mo*e, attack, or cast
spells. " creature that succeeds on its sa*e can mo*e through
the mud at half speed, and it canCt run or charge. =oose dirt is
not as trou#lesome as mud, #ut all creatures in the area can
mo*e at only half their normal speed and canCt run or charge
o*er the surface. $tone softened into clay does not hinder
mo*ement, #ut it does allo) characters to cut, shape, or
exca*ate areas they may not ha*e #een a#le to affect #efore.
4hile this spell does not affect dressed or )orked stone,
ca*ern ceilings or *ertical surfaces such as cliff faces can #e
affected. 5sually, this causes a moderate collapse or
landslide as the loosened material peels a)ay from the face
of the )all or roof and falls 7treat as a ca*e.in )ith no #ury
zone, see +n*ironment9.
" moderate amount of structural damage can #e dealt to a
manufactured structure #y softening the ground #eneath it,
causing it to settle. -o)e*er, most )ell.#uilt structures )ill
only #e damaged #y this spell, not destroyed.
'olid &og
'chool con?uration 7creation98 1evel sorcerer@)izard /
Component#B >, $, M 7po)dered peas and an animal hoof9
Duration 1 min.@le*el
'pell Re#i#tance no
his spell functions like fo cloud, #ut in addition to
o#scuring sight, the solid fo is so thick that it impedes
mo*ement. Creatures mo*ing through a solid fo mo*e at
half their normal speed and take a H& penalty on all melee
attack and melee damage rolls. he *apors pre*ent effecti*e
ranged )eapon attacks 7except for magic rays and the like9.
" creature or o#?ect that falls into solid fo is slo)ed so that
each 1; feet of *apor that it passes through reduces the
falling damage #y 1d0. " creature cannot take a 5.foot.step
)hile in solid fo. Solid fo, and effects that )ork like solid
fo, do not stack )ith each other in terms of slo)ed
mo*ement and attack penalties.
5nlike normal fog, only a se*ere )ind 7,1G mph9 disperses
these *apors, and it does so in 1 round.
Solid fo can #e made permanent )ith a per!anency spell. "
permanent solid fo dispersed #y )ind reforms in 1;
minutes.
'ong of Di#cord
'chool enchantment 7compulsion9 Tmind.affecting, sonicU8
1evel #ard 5
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
.rea creatures )ithin a &;.ft..radius spread
Duration 1 round@le*el
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
his spell causes those )ithin the area to turn on each other
rather than attack their foes. +ach affected creature has a
5;I chance to attack the nearest target each round. 7'oll to
determine each creatureCs #eha*ior e*ery round at the
#eginning of its turn.9 " creature that does not attack its
nearest neigh#or is free to act normally for that round.
Creatures forced #y a son of discord to attack their fello)s
employ all methods at their disposal, choosing their deadliest
spells and most ad*antageous com#at tactics. hey do not,
ho)e*er, harm targets that ha*e fallen unconscious.
'oul ind
'chool necromancy8 1evel cleric 2, sorcerer@)izard 2
Ca#ting ,ime 1 standard action
Component# >, $, 3 7see text9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget corpse
Duration permanent
'aving ,hro6 4ill negates8 'pell Re#i#tance no
Jou dra) the soul from a ne)ly dead #ody and imprison it in
a #lack sapphire gem. he su#?ect must ha*e #een dead no
more than 1 round per caster le*el. he soul, once trapped in
the gem, cannot #e returned through clone, raise dead,
reincarnation, resurrection, true resurrection, or e*en a
!iracle or a #ish$ Only #y destroying the gem or dispelling
the spell on the gem can one free the soul 7)hich is then still
dead9.
he focus for this spell is a #lack sapphire of at least 1,;;;
gp *alue for e*ery -( possessed #y the creature )hose soul
is to #e #ound. :f the gem is not *alua#le enough, it shatters
)hen the #inding is attempted. 74hile creatures ha*e no
concept of le*el or -( as such, the *alue of the gem needed
to trap an indi*idual can #e researched.9
'ound ur#t
'chool e*ocation TsonicU8 1evel #ard &, cleric &
Ca#ting ,ime 1 standard action
Component# >, $, 3@(3 7a musical instrument9
Range close 7&5 ft. G 5 ft.@& le*els9
Page ,/2
.rea 1;.ft..radius spread
Duration instantaneous
'aving ,hro6 3ortitude partial8 'pell Re#i#tance yes
Jou #last an area )ith a tremendous cacophony. +*ery
creature in the area takes 1d% points of sonic damage and
must succeed on a 3ortitude sa*e to a*oid #eing stunned for
1 round. Creatures that cannot hear are not stunned #ut are
still damaged.
'pea" 6ith .nimal#
'chool di*ination8 1evel #ard ,, druid 1, ranger 1
Ca#ting ,ime 1 standard action
Component# >, $
Range personal
,arget you
Duration 1 min.@le*el
Jou can ask 6uestions of and recei*e ans)ers from animals,
#ut the spell doesnCt make them any more friendly than
normal. 4ary and cunning animals are likely to #e terse and
e*asi*e, )hile the more stupid ones make inane comments. :f
an animal is friendly to)ard you, it may do some fa*or or
ser*ice for you.
'pea" 6ith Dead
'chool necromancy Tlanguage.dependentU8 1evel cleric ,
Ca#ting ,ime 1; minutes
Component# >, $, (3
Range 1; ft.
,arget one dead creature
Duration 1 min.@le*el
'aving ,hro6 4ill negates8 see text8 'pell Re#i#tance no
Jou grant the sem#lance of life to a corpse, allo)ing it to
ans)er 6uestions. Jou may ask one 6uestion per t)o caster
le*els. he corpseCs kno)ledge is limited to )hat it kne)
during life, including the languages it spoke. "ns)ers are
#rief, cryptic, or repetiti*e, especially if the creature )ould
ha*e opposed you in life.
:f the dead creatureCs alignment )as different from yours, the
corpse gets a 4ill sa*e to resist the spell as if it )ere ali*e. :f
successful, the corpse can refuse to ans)er your 6uestions or
attempt to decei*e you, using 1luff. he soul can only speak
a#out )hat it kne) in life. :t cannot ans)er any 6uestions
that pertain to e*ents that occurred after its death.
:f the corpse has #een su#?ect to spea" #ith dead )ithin the
past )eek, the ne) spell fails. Jou can cast this spell on a
corpse that has #een deceased for any amount of time, #ut
the #ody must #e mostly intact to #e a#le to respond. "
damaged corpse may #e a#le to gi*e partial ans)ers or
partially correct ans)ers, #ut it must at least ha*e a mouth in
order to speak at all. his spell does not affect a corpse that
has #een turned into an undead creature.
'pea" 6ith Plant#
'chool di*ination8 1evel #ard /, druid ,, ranger &
Ca#ting ,ime 1 standard action
Component# >, $
Range personal
,arget you
Duration 1 min.@le*el
Jou can communicate )ith normal plants and plant
creatures, and can ask 6uestions of and recei*e ans)ers from
them. " normal plantCs sense of its surroundings is limited, so
it )onCt #e a#le to gi*e 7or recognize9 detailed descriptions of
creatures or ans)er 6uestions a#out e*ents outside its
immediate *icinity. he spell doesnCt make plant creatures
any more friendly or cooperati*e than normal. 3urthermore,
)ary and cunning plant creatures are likely to #e terse and
e*asi*e, )hile the more stupid ones may make inane
comments. :f a plant creature is friendly, it may do some
fa*or or ser*ice for you.
'pectral 5and
'chool necromancy8 1evel sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
2ffect one spectral hand
Duration 1 min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
" ghostly hand shaped from your life force materializes and
mo*es as you desire, allo)ing you to deli*er lo).le*el, touch
range spells at a distance. On casting the spell, you lose 1d/
hit points that return )hen the spell ends 7e*en if it is
dispelled9, #ut not if the hand is destroyed. 7he hit points
can #e healed as normal.9 3or as long as the spell lasts, any
touch range spell of /th le*el or lo)er that you cast can #e
deli*ered #y the spectral hand. he spell gi*es you a G&
#onus on your melee touch attack roll, and attacking )ith the
hand counts normally as an attack. he hand al)ays strikes
from your direction. he hand cannot flank targets like a
creature can. "fter it deli*ers a spell, or if it goes #eyond the
spell range or goes out of your sight, the hand returns to you
and ho*ers.
Page ,5;
he hand is incorporeal and thus cannot #e harmed #y
normal )eapons. :t has impro*ed e*asion 7half damage on a
failed 'eflex sa*e and no damage on a successful sa*e9, your
sa*e #onuses, and an "C of && 7G% size, G/ natural armor9.
Jour :ntelligence modifier applies to the handCs "C as if it
)ere the handCs (exterity modifier. he hand has 1 to / hit
points, the same num#er that you lost in creating it.
'pell -mmunity
'chool a#?uration8 1evel cleric /
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget creature touched
Duration 1; min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
he )arded creature is immune to the effects of one
specified spell for e*ery four le*els you ha*e. he spells
must #e of /th le*el or lo)er. he )arded creature
effecti*ely has un#eata#le spell resistance regarding the
specified spell or spells. Aaturally, that immunity doesnCt
protect a creature from spells for )hich spell resistance
doesnCt apply. Spell i!!unity protects against spells, spell.
like effects of magic items, and innate spell.like a#ilities of
creatures. :t does not protect against supernatural or
extraordinary a#ilities, such as #reath )eapons or gaze
attacks.
Only a particular spell can #e protected against, not a certain
domain or school of spells or a group of spells that are
similar in effect. " creature can ha*e only one spell i!!unity
or reater spell i!!unity spell in effect on it at a time.
'pell -mmunity, Greater
'chool a#?uration8 1evel cleric %
his spell functions like spell i!!unity, except the immunity
applies to spells of %th le*el or lo)er. " creature can ha*e
only one spell i!!unity or reater spell i!!unity spell in
effect on it at a time.
'pell Re#i#tance
'chool a#?uration8 1evel cleric 5
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget creature touched
Duration 1 min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
he target gains spell resistance e6ual to 1& G your caster
le*el.
'pell ,urning
'chool a#?uration8 1evel sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7a small sil*er mirror9
Range personal
,arget you
Duration until expended or 1; min.@le*el
$pells and spell.like effects targeted on you are turned #ack
upon the original caster. he a#?uration turns only spells that
ha*e you as a target. +ffect and area spells are not affected.
Spell turnin also fails to stop touch range spells. 3rom se*en
to ten 71d/G09 spell le*els are affected #y the turning. he
exact num#er is rolled secretly.
4hen you are targeted #y a spell of higher le*el than the
amount of spell turning you ha*e left, that spell is partially
turned. $u#tract the amount of spell turning left from the
spell le*el of the incoming spell, then di*ide the result #y the
spell le*el of the incoming spell to see )hat fraction of the
effect gets through. 3or damaging spells, you and the caster
each take a fraction of the damage. 3or nondamaging spells,
each of you has a proportional chance to #e the one )ho is
affected. :f you and a spellcasting attacker are #oth )arded
#y spell turnin effects in operation, a resonating field is
created. 'oll randomly to determine the result.
dS 2ffect
;1H!; $pell drains a)ay )ithout effect.
!1H%; $pell affects #oth of you e6ually at full effect.
%1H2!
1oth turning effects are rendered nonfunctional for
1d/ minutes.
2%H1;; 1oth of you go through a rift into another plane.
'pell#taff
'chool transmutation8 1evel druid 0
Ca#ting ,ime 1; minutes
Component# >, $, 3 7the staff that stores the spell9
Range touch
,arget )ooden 6uarterstaff touched
Duration permanent until discharged 7(9
'aving ,hro6 4ill negates 7o#?ect98 'pell Re#i#tance yes
7o#?ect9
Page ,51
Jou store one spell that you can normally cast in a )ooden
6uarterstaff. Only one such spell can #e stored in a staff at a
gi*en time, and you cannot ha*e more than one spellstaff at
any gi*en time. Jou can cast a spell stored )ithin a staff ?ust
as though it )ere among those you had prepared, #ut it does
not count against your normal allotment for a gi*en day. Jou
use up any applica#le material components re6uired to cast
the spell )hen you store it in the spellstaff$
'pider Climb
'chool transmutation8 1evel druid &, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M 7a li*e spider9
Range touch
,arget creature touched
Duration 1; min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
he su#?ect can clim# and tra*el on *ertical surfaces or e*en
tra*erse ceilings as )ell as a spider does. he affected
creature must ha*e its hands free to clim# in this manner. he
su#?ect gains a clim# speed of &; feet and a G% racial #onus
on Clim# skill checks8 furthermore, it need not make Clim#
checks to tra*erse a *ertical or horizontal surface 7e*en
upside do)n9. " spider cli!bin creature retains its (exterity
#onus to "rmor Class 7if any9 )hile clim#ing, and opponents
get no special #onus to their attacks against it. :t cannot,
ho)e*er, use the run action )hile clim#ing.
'pi"e Gro6th
'chool transmutation8 1evel druid ,, ranger &
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range medium 71;; ft. G 1; ft.@le*el9
.rea one &;.ft. s6uare@le*el
Duration 1 hour@le*el 7(9
'aving ,hro6 'eflex partial8 'pell Re#i#tance yes
"ny ground.co*ering *egetation in the spellCs area #ecomes
*ery hard and sharply pointed )ithout changing its
appearance.
:n areas of #are earth, roots and rootlets act in the same )ay.
ypically, spi"e ro#th can #e cast in any outdoor setting
except open )ater, ice, hea*y sno), sandy desert, or #are
stone. "ny creature mo*ing on foot into or through the spellCs
area takes 1d/ points of piercing damage for each 5 feet of
mo*ement through the spiked area.
"ny creature that takes damage from this spell must also
succeed on a 'eflex sa*e or suffer in?uries to its feet and legs
that slo) its land speed #y half. his speed penalty lasts for
&/ hours or until the in?ured creature recei*es a cure spell
7)hich also restores lost hit points9. "nother character can
remo*e the penalty #y taking 1; minutes to dress the in?uries
and succeeding on a -eal check against the spellCs sa*e (C.
Magic traps are hard to detect. " rogue 7only9 can use the
Perception skill to find a spi"e ro#th. he (C is &5 G spell
le*el, or (C &% for spi"e ro#th 7or (C &! for spi"e ro#th
cast #y a ranger9. Spi"e ro#th canCt #e disa#led )ith the
(isa#le (e*ice skill.
'pi"e 'tone#
'chool transmutation TearthU8 1evel druid /
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range medium 71;; ft. G 1; ft.@le*el9
.rea one &;.ft. s6uare@le*el
Duration 1 hour@le*el 7(9
'aving ,hro6 'eflex partial8 'pell Re#i#tance yes
'ocky ground, stone floors, and similar surfaces shape
themsel*es into long, sharp points that #lend into the
#ackground.
Spi"e stones impede progress through an area and deal
damage. "ny creature mo*ing on foot into or through the
spellCs area mo*es at half speed. :n addition, each creature
mo*ing through the area takes 1d% points of piercing damage
for each 5 feet of mo*ement through the spiked area.
"ny creature that takes damage from this spell must also
succeed on a 'eflex sa*e to a*oid in?uries to its feet and legs.
" failed sa*e causes the creatureCs speed to #e reduced to half
normal for &/ hours or until the in?ured creature recei*es a
cure spell 7)hich also restores lost hit points9. "nother
character can remo*e the penalty #y taking 1; minutes to
dress the in?uries and succeeding on a -eal check against the
spellCs sa*e (C.
Magic traps such as spi"e stones are hard to detect. " rogue
7only9 can use the Perception skill to find spi"e stones. he
(C is &5 G spell le*el, or (C &2 for spi"e stones. Spi"e
stones is a magic trap that canCt #e disa#led )ith the (isa#le
(e*ice skill.
'piritual Aeapon
'chool e*ocation TforceU8 1evel cleric &
Ca#ting ,ime 1 standard action
Component# >, $, (3
Page ,5&
Range medium 71;; ft. G 1; ft.@le*el9
2ffect magic )eapon of force
Duration 1 round@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance yes
" )eapon made of force appears and attacks foes at a
distance, as you direct it, dealing 1d% force damage per hit, G
1 point per three caster le*els 7maximum G5 at 15th le*el9.
he )eapon takes the shape of a )eapon fa*ored #y your
deity or a )eapon )ith some spiritual significance or
sym#olism to you 7see #elo)9 and has the same threat range
and critical multipliers as a real )eapon of its form. :t strikes
the opponent you designate, starting )ith one attack in the
round the spell is cast and continuing each round thereafter
on your turn. :t uses your #ase attack #onus 7possi#ly
allo)ing it multiple attacks per round in su#se6uent rounds9
plus your 4isdom modifier as its attack #onus. :t strikes as a
spell, not as a )eapon, so for example, it can damage
creatures that ha*e damage reduction. "s a force effect, it can
strike incorporeal creatures )ithout the reduction in damage
associated )ith incorporeality. he )eapon al)ays strikes
from your direction. :t does not get a flanking #onus or help
a com#atant get one. Jour feats or com#at actions do not
affect the )eapon. :f the )eapon goes #eyond the spell
range, if it goes out of your sight, or if you are not directing
it, the )eapon returns to you and ho*ers.
+ach round after the first, you can use a mo*e action to
redirect the )eapon to a ne) target. :f you do not, the
)eapon continues to attack the pre*ious roundCs target. On
any round that the )eapon s)itches targets, it gets one
attack. $u#se6uent rounds of attacking that target allo) the
)eapon to make multiple attacks if your #ase attack #onus
)ould allo) it to. +*en if the spiritual #eapon is a ranged
)eapon, use the spellCs range, not the )eaponCs normal range
increment, and s)itching targets still is a mo*e action.
" spiritual #eapon cannot #e attacked or harmed #y physical
attacks, #ut dispel !aic, disinterate, a sphere of
annihilation, or a rod of cancellation affects it. " spiritual
#eaponCs "C against touch attacks is 1& 71; G size #onus for
iny o#?ect9.
:f an attacked creature has spell resistance, you make a caster
le*el check 71d&; G caster le*el9 against that spell resistance
the first time the spiritual #eapon strikes it. :f the )eapon is
successfully resisted, the spell is dispelled. :f not, the )eapon
has its normal full effect on that creature for the duration of
the spell.
he )eapon that you get is often a force replica of your
deityCs o)n personal )eapon. " cleric )ithout a deity gets a
)eapon #ased on his alignment. " neutral cleric )ithout a
deity can create a spiritual #eapon of any alignment,
pro*ided he is acting at least generally in accord )ith that
alignment at the time. he )eapons associated )ith each
alignment are as follo)sB chaos 7#attleaxe9, e*il 7light flail9,
good 7)arhammer9, la) 7longs)ord9.
'tabili$e
'chool con?uration 7healing98 1evel cleric ;, druid ;
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one li*ing creature
Duration instantaneous
'aving ,hro6B 4ill negates 7harmless98 'pell Re#i#tanceB
yes 7harmless9
5pon casting this spell, you target a li*ing creature that has H
1 or fe)er hit points. hat creature is automatically sta#ilized
and does not lose any further hit points. :f the creature later
takes damage, it continues dying normally.
'tatue
'chool transmutation8 1evel sorcerer@)izard !
Ca#ting ,ime 1 round
Component# >, $, M 7lime, sand, and a drop of )ater stirred
#y an iron spike9
Range touch
,arget creature touched
Duration 1 hour@le*el 7(9
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
" statue spell turns the su#?ect to solid stone, along )ith any
garments and e6uipment )orn or carried. :n statue form, the
su#?ect gains hardness %. he su#?ect retains its o)n hit
points. he su#?ect can see, hear, and smell normally, #ut it
does not need to eat or #reathe. 3eeling is limited to those
sensations that can affect the granite.hard su#stance of the
indi*idualCs #ody. Chipping is e6ual to a mere scratch, #ut
#reaking off one of the statueCs arms constitutes serious
damage. he su#?ect of a statue spell can return to its normal
state, act, and then return instantly to the statue state 7a free
action9 if it so desires as long as the spell duration is in
effect.
'tatu#
'chool di*ination8 1evel cleric &
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget# one li*ing creature touched per three le*els
Page ,5,
Duration 1 hour@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
4hen you need to keep track of comrades )ho may get
separated, status allo)s you to mentally monitor their
relati*e positions and general condition. Jou are a)are of
direction and distance to the creatures and any conditions
affecting themB unharmed, )ounded, disa#led, staggered,
unconscious, dying, nauseated, panicked, stunned, poisoned,
diseased, confused, or the like. Once the spell has #een cast
upon the su#?ects, the distance #et)een them and the caster
does not affect the spell as long as they are on the same plane
of existence. :f a su#?ect lea*es the plane, or if it dies, the
spell ceases to function for it.
'tin"ing Cloud
'chool con?uration 7creation98 1evel sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, M 7a rotten egg or ca##age lea*es9
Range medium 71;; ft. G 1; ft.@le*el9
2ffect cloud spreads in &;.ft. radius, &; ft. high
Duration 1 round@le*el
'aving ,hro6 3ortitude negates8 see text8 'pell Re#i#tance
no
Stin"in cloud creates a #ank of fog like that created #y fo
cloud, except that the *apors are nauseating. =i*ing creatures
in the cloud #ecome nauseated. his condition lasts as long
as the creature is in the cloud and for 1d/G1 rounds after it
lea*es. 7'oll separately for each nauseated character.9 "ny
creature that succeeds on its sa*e #ut remains in the cloud
must continue to sa*e each round on your turn.
Stin"in cloud can #e made permanent )ith a per!anency
spell. " permanent stin"in cloud dispersed #y )ind reforms
in 1; minutes.
'tone 'hape
'chool transmutation TearthU8 1evel cleric ,, druid ,,
sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7soft clay9
Range touch
,arget stone or stone o#?ect touched, up to 1; cu. ft. G 1 cu.
ft.@le*el
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance no
Jou can form an existing piece of stone into any shape that
suits your purpose. 4hile itCs possi#le to make crude coffers,
doors, and so forth )ith stone shape, fine detail isnCt
possi#le. here is a ,;I chance that any shape including
mo*ing parts simply doesnCt )ork.
'tone ,ell
'chool di*ination8 1evel druid 0
Ca#ting ,ime 1; minutes
Component# >, $, (3
Range personal
,arget you
Duration 1 min.@le*el
Jou gain the a#ility to speak )ith stones, )hich relate to you
)ho or )hat has touched them as )ell as re*ealing )hat is
co*ered or concealed #ehind or under them. he stones relate
complete descriptions if asked. " stoneCs perspecti*e,
perception, and kno)ledge may pre*ent the stone from
pro*iding the details you are looking for. Jou can speak )ith
natural or )orked stone.
'tone to &le#h
'chool transmutation8 1evel sorcerer@)izard 0
Ca#ting ,ime 1 standard action
Component# >, $, M 7a drop of #lood mixed )ith earth9
Range medium 71;; ft. G 1; ft.@le*el9
,arget one petrified creature or a cylinder of stone from 1 ft.
to , ft. in diameter and up to 1; ft. long
Duration instantaneous
'aving ,hro6 3ortitude negates 7o#?ect98 see text8 'pell
Re#i#tance yes
his spell restores a petrified creature to its normal state,
restoring life and goods. he creature must make a (C 15
3ortitude sa*e to sur*i*e the process. "ny petrified creature,
regardless of size, can #e restored. he spell also can con*ert
a mass of stone into a fleshy su#stance. $uch flesh is inert
and lacking a *ital life force unless a life force or magical
energy is a*aila#le. 3or example, this spell )ould turn an
animated stone statue into an animated flesh statue, #ut an
ordinary statue )ould #ecome a mass of inert flesh in the
shape of the statue. Jou can affect an o#?ect that fits )ithin a
cylinder from 1 foot to , feet in diameter and up to 1; feet
long or a cylinder of up to those dimensions in a larger mass
of stone.
'tone#"in
'chool a#?uration8 1evel druid 5, sorcerer@)izard /
Ca#ting ,ime 1 standard action
Page ,5/
Component# >, $, M 7granite and diamond dust )orth &5;
gp9
Range touch
,arget creature touched
Duration 1; min.@le*el or until discharged
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
he )arded creature gains resistance to #lo)s, cuts, sta#s,
and slashes. he su#?ect gains (' 1;@adamantine. :t ignores
the first 1; points of damage each time it takes damage from
a )eapon, though an adamantine )eapon #ypasses the
reduction. Once the spell has pre*ented a total of 1; points of
damage per caster le*el 7maximum 15; points9, it is
discharged.
'torm of Dengeance
'chool con?uration 7summoning98 1evel cleric 2, druid 2
Ca#ting ,ime 1 round
Component# >, $
Range long 7/;; ft. G /; ft.@le*el9
2ffect ,0;.ft..radius storm cloud
Duration concentration 7maximum 1; rounds9 7(9
'aving ,hro6 see text8 'pell Re#i#tance yes
Jou create a huge #lack storm cloud in the air. +ach creature
under the cloud must succeed on a 3ortitude sa*e or #e
deafened for 1d/ L 1; minutes. +ach round you continue to
concentrate, the spell generates additional effects as noted
#elo). +ach effect occurs on your turn.
2nd .oundB "cid rains do)n in the area, dealing 1d0 points
of acid damage 7no sa*e9.
3rd .oundB Jou call six #olts of lightning do)n from the
cloud. Jou decide )here the #olts strike. Ao t)o #olts may
#e directed at the same target. +ach #olt deals 1;d0 points of
electricity damage. " creature struck can attempt a 'eflex
sa*e for half damage.
7th .oundB -ailstones rain do)n in the area, dealing 5d0
points of #ludgeoning damage 7no sa*e9.
8th throuh 1Dth .oundsB >iolent rain and )ind gusts reduce
*isi#ility. he rain o#scures all sight, including dark*ision,
#eyond 5 feet. " creature 5 feet a)ay has concealment
7attacks ha*e a &;I miss chance9. Creatures farther a)ay
ha*e total concealment 75;I miss chance, and the attacker
cannot use sight to locate the target9. $peed is reduced #y
three.6uarters.
'anged attacks )ithin the area of the storm are impossi#le.
$pells cast )ithin the area are disrupted unless the caster
succeeds on a Concentration check against a (C e6ual to the
stor! of %eneanceCs sa*e (C G the le*el of the spell the
caster is trying to cast.
'ugge#tion
'chool enchantment 7compulsion9 Tlanguage.dependent,
mind.affectingU8 1evel #ard &, sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, M 7a snakeCs tongue and a honeycom#9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one li*ing creature
Duration 1 hour@le*el or until completed
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
Jou influence the actions of the target creature #y suggesting
a course of acti*ity 7limited to a sentence or t)o9. he
suestion must #e )orded in such a manner as to make the
acti*ity sound reasona#le. "sking the creature to do some
o#*iously harmful act automatically negates the effect of the
spell.
he suggested course of acti*ity can continue for the entire
duration. :f the suggested acti*ity can #e completed in a
shorter time, the spell ends )hen the su#?ect finishes )hat it
)as asked to do. Jou can instead specify conditions that )ill
trigger a special acti*ity during the duration. :f the condition
is not met #efore the spell duration expires, the acti*ity is not
performed.
" *ery reasona#le suestion causes the sa*e to #e made
)ith a penalty 7such as H1 or H&9.
'ugge#tion, !a##
'chool enchantment 7compulsion9 Tlanguage.dependent,
mind.affectingU8 1evel #ard 5, sorcerer@)izard 0
Range medium 71;; ft. G 1; ft.@le*el9
,arget# one creature@le*el, no t)o of )hich can #e more
than ,; ft. apart
his spell functions like suestion, except that it can affect
more creatures. he same suestion applies to all these
creatures.
'ummon -n#trument
'chool con?uration 7summoning98 1evel #ard ;
Ca#ting ,ime 1 round
Component# >, $
Range ; ft.
2ffect one summoned handheld musical instrument
Page ,55
Duration 1 min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
his spell summons one handheld musical instrument of
your choice. his instrument appears in your hands or at your
feet 7your choice9. he instrument is typical for its type. Only
one instrument appears per casting, and it )ill play only for
you. Jou canCt summon an instrument too large to #e held in
t)o hands. he summoned instrument disappears at the end
of this spell.
'ummon !on#ter -
'chool con?uration 7summoning9 Tsee textU8 1evel #ard 1,
cleric 1, sorcerer@)izard 1
Ca#ting ,ime 1 round
Component# >, $, 3@(3 7a tiny #ag and a small candle9
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect one summoned creature
Duration 1 round@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Table 1D-8: Su!!on Monster
8#t 1evel 'ubtype
(ire ratP K
(olphinP K
+agleP K
3ire #eetleP K
Poisonous frogP K
Pony 7horse9P K
'iding dogP K
>iper 7snake9P K
2nd 1evel 'ubtype
"nt, droneP K
+lemental 7$mall9 +lemental
Giant centipedeP K
Giant frogP K
Giant spiderP K
Go#lin dogP K
-orseP K
-yenaP K
=emure 7de*il9 +*il, =a)ful
OctopusP K
$6uidP K
4olfP K
;rd 1evel 'ubtype
"nt, soldierP K
"peP K
"urochs 7herd animal9P K
1oarP K
CheetahP K
Constrictor snakeP K
CrocodileP K
(ire #atP K
(retch 7demon9 Chaotic, +*il
+lectric eelP K
Giant lizardP K
=antern archon Good, =a)ful
=eopard 7cat9P K
$harkP K
4ol*erineP K
<th 1evel 'ubtype
1ison 7herd animal9P K
(einonychus 7dinosaur9P K
(ire apeP K
(ire #oarP K
(ire )olfP K
+lemental 7Medium9 +lemental
Giant scorpionP K
Giant )aspP K
Grizzly #earP K
-ell hound +*il, =a)ful
-ound archon Good, =a)ful
=ionP K
Mephit 7any9 +lemental
Pteranodon 7dinosaur9P K
'hinocerosP K
=th 1evel 'ubtype
"nkylosaurus 7dinosaur9P K
1a#au 7demon9 Chaotic, +*il
1earded de*il +*il, =a)ful
1ralani azata Chaotic, Good
(ire lionP K
+lemental 7=arge9 +lemental
Giant moray eelP K
<yton +*il, =a)ful
Orca 7dolphin9P K
$alamander +*il
4oolly rhinocerosP K
Nill +*il, =a)ful
6th 1evel 'ubtype
Page ,50
(ire #earP K
(ire tigerP K
+lasmosaurus 7dinosaur9P K
+lemental 7-uge9 +lemental
+lephantP K
+rinyes 7de*il9 +*il, =a)ful
Giant octopusP K
:n*isi#le stalker "ir
=illend azata Good, =a)ful
$hado) demon Chaotic, +*il
$uccu#us 7demon9 Chaotic, +*il
riceratops 7dinosaur9P K
?th 1evel 'ubtype
1e#elith Chaotic, +*il
1one de*il +*il, =a)ful
1rachiosaurus 7dinosaur9P K
(ire crocodileP K
(ire sharkP K
+lemental 7greater9 +lemental
Giant s6uidP K
Mastadon 7elephant9P K
'ocP K
yrannosaurus 7dinosaur9P K
>rock 7demon9 Chaotic, +*il
@th 1evel 'ubtype
1ar#ed de*il +*il, =a)ful
+lemental 7elder9 +lemental
-ezrou 7demon9 Chaotic, +*il
9th 1evel 'ubtype
"stral (e*a 7angel9 Good
Ghaele azata Chaotic, Good
Gla#rezu 7demon9 Chaotic, +*il
:ce de*il +*il, =a)ful
Aalfeshnee 7demon9 Chaotic, +*il
rumpet archon Good, =a)ful
P his creature is summoned )ith the celestial template if
you are good, or the fiendish template if you are e*il8 you
may choose either if you are neutral.
his spell summons an extraplanar creature 7typically an
outsider, elemental, or magical #east nati*e to another plane9.
:t appears )here you designate and acts immediately, on
your turn. :t attacks your opponents to the #est of its a#ility.
:f you can communicate )ith the creature, you can direct it
not to attack, to attack particular enemies, or to perform other
actions. he spell con?ures one of the creatures from the 1st
=e*el list on a#le 1;.5. Jou choose )hich kind of creature
to summon, and you can choose a different one each time
you cast the spell.
" summoned monster cannot summon or other)ise con?ure
another creature, nor can it use any teleportation or planar
tra*el a#ilities. Creatures cannot #e summoned into an
en*ironment that cannot support them. Creatures summoned
using this spell cannot use spells or spell.like a#ilities that
duplicate spells )ith expensi*e material components 7such as
#ish9.
4hen you use a summoning spell to summon a creature )ith
an alignment or elemental su#type, it is a spell of that type.
Creatures on a#le 1;.5 marked )ith an DPF are summoned
)ith the celestial template, if you are good, and the fiendish
template, if you are e*il. :f you are neutral, you may choose
)hich template to apply to the creature. Creatures marked
)ith an DPF al)ays ha*e an alignment that matches yours,
regardless of their usual alignment. $ummoning these
creatures makes the summoning spellCs type match your
alignment.
'ummon !on#ter --
'chool con?uration 7summoning98 1evel #ard &, cleric &,
sorcerer@)izard &
his spell functions like su!!on !onster 0, except that you
can summon one creature from the &nd.le*el list or 1d,
creatures of the same kind from the 1st.le*el list.
'ummon !on#ter ---
'chool con?uration 7summoning98 1evel #ard ,, cleric ,,
sorcerer@)izard ,
his spell functions like su!!on !onster 0, except that you
can summon one creature from the ,rd.le*el list, 1d,
creatures of the same kind from the &nd.le*el list, or 1d/G1
creatures of the same kind from the 1st.le*el list.
'ummon !on#ter -D
'chool con?uration 7summoning98 1evel #ard /, cleric /,
sorcerer@)izard /
his spell functions like su!!on !onster 0, except that you
can summon one creature from the /th.le*el list, 1d,
creatures of the same kind from the ,rd.le*el list, or 1d/G1
creatures of the same kind from a lo)er.le*el list.
'ummon !on#ter D
'chool con?uration 7summoning98 1evel #ard 5, cleric 5,
sorcerer@)izard 5
his spell functions like su!!on !onster 0, except that you
can summon one creature from the 5th.le*el list, 1d,
creatures of the same kind from the /th.le*el list, or 1d/G1
creatures of the same kind from a lo)er.le*el list.
Page ,5!
'ummon !on#ter D-
'chool con?uration 7summoning98 1evel #ard 0, cleric 0,
sorcerer@)izard 0
his spell functions like su!!on !onster 0, except you can
summon one creature from the 0th.le*el list, 1d, creatures of
the same kind from the 5th.le*el list, or 1d/G1 creatures of
the same kind from a lo)er.le*el list.
'ummon !on#ter D--
'chool con?uration 7summoning98 1evel cleric !,
sorcerer@)izard !
his spell functions like su!!on !onster 0, except that you
can summon one creature from the !th.le*el list, 1d,
creatures of the same kind from the 0th.le*el list, or 1d/G1
creatures of the same kind from a lo)er.le*el list.
'ummon !on#ter D---
'chool con?uration 7summoning98 1evel cleric %,
sorcerer@)izard %
his spell functions like su!!on !onster 0, except that you
can summon one creature from the %th.le*el list, 1d,
creatures of the same kind from the !th.le*el list, or 1d/G1
creatures of the same kind from a lo)er.le*el list.
'ummon !on#ter -4
'chool con?uration 7summoning98 1evel cleric 2,
sorcerer@)izard 2
his spell functions like su!!on !onster 0, except that you
can summon one creature from the 2th.le*el list, 1d,
creatures of the same kind from the %th.le*el list, or 1d/G1
creatures of the same kind from a lo)er.le*el list.
'ummon Nature%# .lly -
'chool con?uration 7summoning98 1evel druid 1, ranger 1
Ca#ting ,ime 1 round
Component# >, $, (3
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect one summoned creature
Duration 1 round@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Table 1D-@: Su!!on 3ature(s Ally
8#t 1evel 'ubtype
(ire rat K
(olphin K
+agle K
Giant centipede K
3ire #eetle K
Mite 7gremlin9 K
Poisonous frog K
Pony 7horse9 K
'iding dog K
$tirge K
>iper 7snake9 K
2nd 1evel 'ubtype
"nt, drone K
+lemental 7$mall9 +lemental
Giant frog K
Giant spider K
Go#lin (og K
-orse K
-yena K
Octopus K
$6uid K
4olf K
;rd 1evel 'ubtype
"nt, soldier K
"pe K
"urochs 7herd animal9 K
1oar K
Cheetah K
Constrictor snake K
Crocodile K
(ire #at K
+lectric +el K
Giant cra# K
Giant lizard K
=eopard 7cat9 K
$hark K
4ol*erine K
<th 1evel 'ubtype
1ison 7herd animal9 K
(einonychus 7dinosaur9 K
(ire ape K
(ire #oar K
(ire )olf K
+lemental 7Medium9 +lemental
Giant stag #eetle K
Giant )asp K
Griffon K
Page ,5%
Grizzly #ear K
=ion K
Mephit 7any9 +lemental
O)l#ear K
Pteranodon 7dinosaur9 K
'hinoceros K
$atyr K
iger K
=th 1evel 'ubtype
"nkylosaurus 7dinosaur9 K
Cyclops K
(ire lion K
(olphin 7orca9 K
+lemental 7=arge9 +lemental
+ttin K
Giant moray eel K
Girallon K
Manticore K
4oolly rhinoceros K
6th 1evel 'ubtype
1ulette K
(ire #ear K
(ire tiger K
+lasmosaurus 7dinosaur9 K
+lemental 7-uge9 +lemental
+lephant K
Giant octopus K
Giant scorpion K
-ill giant K
$tegosaurus 7dinosaur9 K
$tone giant +arth
riceratops 7dinosaur9 K
?th 1evel 'ubtype
1rachiosaurus 7dinosaur9 K
(ire crocodile K
(ire shark K
+lemental 7greater9 +lemental
3ire giant 3ire
3rost giant Cold
Giant s6uid K
Mastadon 7elephant9 K
'oc K
yrannosaurus 7dinosaur9 K
@th 1evel 'ubtype
Cloud giant "ir
+lemental 7elder9 +lemental
Purple )orm K
9th 1evel 'ubtype
Pixie 7)@irresisti#le dance and sleep arro)s9 K
$torm giant K
his spell summons to your side a natural creature 7typically
an animal, fey, magical #east, outsider )ith the elemental
su#type, or a giant9. he summoned ally appears )here you
designate and acts immediately, on your turn. :t attacks your
opponents to the #est of its a#ility. :f you can communicate
)ith the creature, you can direct it not to attack, to attack
particular enemies, or to perform other actions as you
command.
" summoned monster cannot summon or other)ise con?ure
another creature, nor can it use any teleportation or planar
tra*el a#ilities. Creatures cannot #e summoned into an
en*ironment that cannot support them. Creatures summoned
using this spell cannot use spells or spell.like a#ilities that
duplicate spells that ha*e expensi*e material components
7such as #ish9.
he spell con?ures one of the creatures from the 1st =e*el list
on a#le 1;.0. Jou choose )hich kind of creature to
summon, and you can change that choice each time you cast
the spell. "ll the creatures on the ta#le are neutral unless
other)ise noted.
4hen you use a summoning spell to summon a creature )ith
an alignment or elemental su#type, it is a spell of that type.
"ll creatures summoned )ith this spell )ithout alignment
su#types ha*e an alignment that matches yours, regardless of
their usual alignment. $ummoning these creatures makes the
summoning spellCs type match your alignment.
'ummon Nature%# .lly --
'chool con?uration 7summoning98 1evel druid &, ranger &
his spell functions as su!!on nature(s ally 0, except that
you summon one &nd.le*el creature or 1d, 1st.le*el
creatures of the same kind.
'ummon Nature%# .lly ---
'chool con?uration 7summoning9 Tsee textU8 1evel druid ,,
ranger ,
his spell functions like su!!on nature(s ally 0, except that
you can summon one ,rd.le*el creature, 1d, &nd.le*el
creatures of the same kind, or 1d/G1 1st.le*el creatures of
the same kind.
'ummon Nature%# .lly -D
'chool con?uration 7summoning9 Tsee textU8 1evel druid /,
ranger /
Page ,52
his spell functions like su!!on nature(s ally 0, except that
you can summon one /th.le*el creature, 1d, ,rd.le*el
creatures of the same kind, or 1d/G1 lo)er.le*el creatures of
the same kind.
'ummon Nature%# .lly D
'chool con?uration 7summoning9 Tsee textU8 1evel druid 5
his spell functions like su!!on nature(s ally 0, except that
you can summon one 5th.le*el creature, 1d, /th.le*el
creatures of the same kind, or 1d/G1 lo)er.le*el creatures of
the same kind.
'ummon Nature%# .lly D-
'chool con?uration 7summoning9 Tsee textU8 1evel druid 0
his spell functions like su!!on nature(s ally 0, except that
you can summon one 0th.le*el creature, 1d, 5th.le*el
creatures of the same kind, or 1d/G1 lo)er.le*el creatures of
the same kind.
'ummon Nature%# .lly D--
'chool con?uration 7summoning9 Tsee textU8 1evel druid !
his spell functions like su!!on nature(s ally 0, except that
you can summon one !th.le*el creature, 1d, 0th.le*el
creatures of the same kind, or 1d/G1 lo)er.le*el creatures of
the same kind.
'ummon Nature%# .lly D---
'chool con?uration 7summoning9 Tsee textU8 1evel druid %
his spell functions like su!!on nature(s ally 0, except that
you can summon one %th.le*el creature, 1d, !th.le*el
creatures of the same kind, or 1d/G1 lo)er.le*el creatures of
the same kind.
'ummon Nature%# .lly -4
'chool con?uration 7summoning9 Tsee textU8 1evel druid 2
his spell functions like su!!on nature(s ally 0, except that
you can summon one 2th.le*el creature, 1d, %th.le*el
creatures of the same kind, or 1d/G1 lo)er.le*el creatures of
the same kind.
'ummon '6arm
'chool con?uration 7summoning98 1evel #ard &, druid &,
sorcerer@)izard &
Ca#ting ,ime 1 round
Component# >, $, M@(3 7a s6uare of red cloth9
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect one s)arm of #ats, rats, or spiders
Duration concentration G & rounds
'aving ,hro6 none8 'pell Re#i#tance no
Jou summon a s)arm of #ats, rats, or spiders 7your choice9,
)hich attacks all other creatures )ithin its area. 7Jou may
summon the s)arm so that it shares the area of other
creatures.9 :f no li*ing creatures are )ithin its area, the
s)arm attacks or pursues the nearest creature as #est it can.
he caster has no control o*er its target or direction of tra*el.
'unbeam
'chool e*ocation TlightU8 1evel druid !
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range 0; ft.
.rea line from your hand
Duration 1 round@le*el or until all #eams are exhausted
'aving ,hro6 'eflex negates and 'eflex half8 see text8
'pell Re#i#tance yes
3or the duration of this spell, you can use a standard action to
e*oke a dazzling #eam of intense light each round. Jou can
call forth one #eam per three caster le*els 7maximum six
#eams at 1%th le*el9. he spell ends )hen its duration runs
out or your allotment of #eams is exhausted.
+ach creature in the #eam is #linded and takes /d0 points of
damage. "ny creatures to )hich sunlight is harmful or
unnatural take dou#le damage. " successful 'eflex sa*e
negates the #lindness and reduces the damage #y half.
"n undead creature caught )ithin the #eam takes 1d0 points
of damage per caster le*el 7maximum &;d09, or half damage
if a 'eflex sa*e is successful. :n addition, the #eam results in
the destruction of any undead creature specifically harmed
#y #right light if it fails its sa*e.
he ultra*iolet light generated #y the spell deals damage to
fungi, mold, oozes, and slimes ?ust as if they )ere undead
creatures.
'unbur#t
'chool e*ocation TlightU8 1evel druid %, sorcerer@)izard %
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7sunstone and fire source9
Range long 7/;; ft. G /; ft.@le*el9
.rea %;.ft..radius #urst
Duration instantaneous
'aving ,hro6 'eflex partial8 see text8 'pell Re#i#tance yes
Sunburst causes a glo#e of searing radiance to explode
Page ,0;
silently from a point you select. "ll creatures in the glo#e are
#linded and take 0d0 points of damage. " creature to )hich
sunlight is harmful or unnatural takes dou#le damage. "
successful 'eflex sa*e negates the #lindness and reduces the
damage #y half.
"n undead creature caught )ithin the glo#e takes 1d0 points
of damage per caster le*el 7maximum &5d09, or half damage
if a 'eflex sa*e is successful. :n addition, the #urst results in
the destruction of any undead creature specifically harmed
#y #right light if it fails its sa*e.
he ultra*iolet light generated #y the spell deals damage to
fungi, mold, oozes, and slimes ?ust as if they )ere undead
creatures.
Sunburst dispels any darkness spells of lo)er than 2th le*el
)ithin its area.
'ymbol of Death
'chool necromancy TdeathU8 1evel cleric %, sorcerer@)izard %
Ca#ting ,ime 1; minutes
Component# >, $, M 7mercury and phosphorus, plus
po)dered diamond and opal )orth 5,;;; gp each9
Range ; ft.8 see text
2ffect one sym#ol
Duration see text
'aving ,hro6 3ortitude negates8 'pell Re#i#tance yes
his spell allo)s you to scri#e a potent rune of po)er upon a
surface. 4hen triggered, a sy!bol of death kills one or more
creatures )ithin 0; feet of the sym#ol 7treat as a #urst9
)hose com#ined total current hit points do not exceed 15;.
he sy!bol of death affects the closest creatures first,
skipping creatures )ith too many hit points to affect. Once
triggered, the sy!bol #ecomes acti*e and glo)s, lasting for
1; minutes per caster le*el or until it has affected 15; hit
pointsC )orth of creatures, )hiche*er comes first. " creature
that enters the area )hile the sy!bol of death is acti*e is
su#?ect to its effect, )hether or not that creature )as in the
area )hen it )as triggered. " creature need sa*e against the
sy!bol only once as long as it remains )ithin the area,
though if it lea*es the area and returns )hile the sy!bol is
still acti*e, it must sa*e again.
5ntil it is triggered, the sy!bol of death is inacti*e 7though
*isi#le and legi#le at a distance of 0; feet9. o #e effecti*e, a
sy!bol of death must al)ays #e placed in plain sight and in a
prominent location. Co*ering or hiding the rune renders the
sy!bol of death ineffecti*e, unless a creature remo*es the
co*ering, in )hich case the sy!bol of death )orks normally.
"s a default, a sy!bol of death is triggered )hene*er a
creature does one or more of the follo)ing, as you selectB
looks at the rune8 reads the rune8 touches the rune8 passes
o*er the rune8 or passes through a portal #earing the rune.
'egardless of the trigger method or methods chosen, a
creature more than 0; feet from a sym#ol of death canCt
trigger it 7e*en if it meets one or more of the triggering
conditions, such as reading the rune9. Once the spell is cast, a
sy!bol of deathCs triggering conditions cannot #e changed.
:n this case, DreadingF the rune means any attempt to study it,
identify it, or fathom its meaning. hro)ing a co*er o*er a
sy!bol of death to render it inoperati*e triggers it if the
sym#ol reacts to touch. Jou canCt use a sy!bol of death
offensi*ely8 for instance, a touch.triggered sy!bol of death
remains untriggered if an item #earing the sy!bol of death is
used to touch a creature. =ike)ise, a sy!bol of death cannot
#e placed on a )eapon and set to acti*ate )hen the )eapon
strikes a foe.
Jou can also set special triggering limitations of your o)n.
hese can #e as simple or ela#orate as you desire. $pecial
conditions for triggering a sy!bol of death can #e #ased on a
creatureCs name, identity, or alignment, #ut other)ise must #e
#ased on o#ser*a#le actions or 6ualities. :ntangi#les such as
le*el, class, -(, and hit points donCt 6ualify.
4hen scri#ing a sy!bol of death, you can specify a pass)ord
or phrase that pre*ents a creature using it from triggering the
sym#olCs effect$ "nyone using the pass)ord remains immune
to that particular runeCs effects so long as the creature
remains )ithin 0; feet of the rune. :f the creature lea*es the
radius and returns later, it must use the pass)ord again.
Jou also can attune any num#er of creatures to the sy!bol of
death, #ut doing this can extend the casting time. "ttuning
one or t)o creatures takes negligi#le time, and attuning a
small group 7as many as 1; creatures9 extends the casting
time to 1 hour. "ttuning a large group 7as many as &5
creatures9 takes &/ hours. "ttuning larger groups takes an
additional &/ hours per &5 creatures. "ny creature attuned to
a sy!bol of death cannot trigger it and is immune to its
effects, e*en if )ithin its radius )hen it is triggered. Jou are
automatically considered attuned to your o)n sy!bols of
death, and thus al)ays ignore the effects and cannot
inad*ertently trigger them.
.ead !aic allo)s you to identify a sy!bol )ith a $pellcraft
check 7(C 1; G the sy!bol(s spell le*el9. Of course, if the
sy!bol is set to #e triggered #y reading it, this )ill trigger the
sym#ol.
" sy!bol of death can #e remo*ed #y a successful dispel
!aic targeted solely on the rune. "n erase spell has no
effect on a sy!bol of death$ (estruction of the surface )here
a sy!bol of death is inscri#ed destroys the sy!bol #ut also
triggers it.
Sy!bol of death can #e made permanent )ith a per!anency
spell. " permanent sy!bol of death that is disa#led or has
affected its maximum num#er of hit points #ecomes inacti*e
for 1; minutes, #ut then can #e triggered again as normal.
Page ,01
3oteB Magic traps such as sy!bol of death are hard to detect
and disa#le. " rogue 7only9 can use the Perception skill to
find a sy!bol of death and (isa#le (e*ice to th)art it. he
(C in each case is &5 G spell le*el, or ,, for sy!bol of death.
'ymbol of &ear
'chool necromancy Tfear, mind.affectingU8 1evel cleric 0,
sorcerer@)izard 0
Component# >, $, M 7mercury and phosphorus, plus
po)dered diamond and opal )orth a total of 1,;;; gp9
'aving ,hro6 4ill negates
his spell functions like sy!bol of death, except that all
creatures )ithin 0; feet of the sy!bol of fear instead #ecome
panicked for 1 round per caster le*el.
3oteB Magic traps such as sy!bol of fear are hard to detect
and disa#le. " rogue 7only9 can use the Perception skill to
find a sy!bol of fear and (isa#le (e*ice to th)art it. he
(C in each case is &5 G spell le*el, or ,1 for sy!bol of fear.
'ymbol of -n#anity
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
cleric %, sorcerer@)izard %
Component# >, $, M 7mercury and phosphorus, plus
po)dered diamond and opal )orth a total of 5,;;; gp9
'aving ,hro6 4ill negates
his spell functions like sy!bol of death, except that all
creatures )ithin the radius of the sy!bol of insanity instead
#ecome permanently insane 7as the insanity spell9.
5nlike sy!bol of death, sym#ol of insanity has no hit point
limit8 once triggered, a sy!bol of insanity simply remains
acti*e for 1; minutes per caster le*el.
3oteB Magic traps such as sy!bol of insanity are hard to
detect and disa#le. " rogue 7only9 can use the Perception
skill to find a sy!bol of insanity and (isa#le (e*ice to
th)art it. he (C in each case is &5 G spell le*el, or ,, for
sy!bol of insanity.
'ymbol of Pain
'chool necromancy Te*ilU8 1evel cleric 5, sorcerer@)izard 5
Component# >, $, M 7mercury and phosphorus, plus
po)dered diamond and opal )orth a total of 1,;;; gp9
his spell functions like sy!bol of death, except that each
creature )ithin the radius of a sy!bol of pain instead suffers
)racking pains that impose a H/ penalty on attack rolls, skill
checks, and a#ility checks. hese effects last for 1 hour after
the creature mo*es farther than 0; feet from the sym#ol.
5nlike sy!bol of death, sy!bol of pain has no hit point limit8
once triggered, a sy!bol of pain simply remains acti*e for 1;
minutes per caster le*el.
3oteB Magic traps such as sy!bol of pain are hard to detect
and disa#le. " rogue 7only9 can use the Perception skill to
find a sy!bol of pain and (isa#le (e*ice to th)art it. he
(C in each case is &5 G spell le*el, or ,; for sy!bol of pain.
'ymbol of Per#ua#ion
'chool enchantment 7charm9 Tmind.affectingU8 1evel cleric
0, sorcerer@)izard 0
Component# >, $, M 7mercury and phosphorus, plus
po)dered diamond and opal )orth a total of 5,;;; gp9
'aving ,hro6 4ill negates
his spell functions like sy!bol of death, except that all
creatures )ithin the radius of a sy!bol of persuasion instead
#ecome charmed #y the caster 7as the char! !onster spell9
for 1 hour per caster le*el.
5nlike sy!bol of death, sy!bol of persuasion has no hit
point limit8 once triggered, a sy!bol of persuasion simply
remains acti*e for 1; minutes per caster le*el.
3oteB Magic traps such as sy!bol of persuasion are hard to
detect and disa#le. " rogue 7only9 can use the Perception
skill to find a sy!bol of persuasion and (isa#le (e*ice to
th)art it. he (C in each case is &5 G spell le*el, or ,1 for
sy!bol of persuasion.
'ymbol of 'leep
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
cleric 5, sorcerer@)izard 5
Component# >, $, M 7mercury and phosphorus, plus
po)dered diamond and opal )orth a total of 1,;;; gp9
'aving ,hro6 4ill negates
his spell functions like sy!bol of death, except that all
creatures of 1; -( or less )ithin 0; feet of the sy!bol of
sleep instead fall into a catatonic slum#er for ,d0 L 1;
minutes. 5nlike )ith the sleep spell, sleeping creatures
cannot #e a)akened #y nonmagical means #efore this time
expires.
5nlike sy!bol of death, sy!bol of sleep has no hit point
limit8 once triggered, a sy!bol of sleep simply remains acti*e
for 1; minutes per caster le*el.
3oteB Magic traps such as sy!bol of sleep are hard to detect
and disa#le. " rogue 7only9 can use the Perception skill to
find a sy!bol of sleep and (isa#le (e*ice to th)art it. he
(C in each case is &5 G spell le*el, or ,; for sy!bol of sleep.
'ymbol of 'tunning
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
cleric !, sorcerer@)izard !
Page ,0&
Component# >, $, M 7mercury and phosphorus, plus
po)dered diamond and opal )orth a total of 5,;;; gp9
'aving ,hro6 4ill negates
his spell functions like sy!bol of death, except that all
creatures )ithin 0; feet of a sy!bol of stunnin instead
#ecome stunned for 1d0 rounds.
3oteB Magic traps such as sy!bol of stunnin are hard to
detect and disa#le. " rogue 7only9 can use the Perception
skill to find a sy!bol of stunnin and (isa#le (e*ice to
th)art it. he (C in each case is &5 G spell le*el, or ,& for
sy!bol of stunnin.
'ymbol of Aea"ne##
'chool necromancy8 1evel cleric !, sorcerer@)izard !
Component# >, $, M 7mercury and phosphorus, plus
po)dered diamond and opal )orth a total of 5,;;; gp9
his spell functions like sy!bol of death, except that e*ery
creature )ithin 0; feet of a sy!bol of #ea"ness instead
suffers crippling )eakness that deals ,d0 points of $trength
damage.
5nlike sy!bol of death, sy!bol of #ea"ness has no hit point
limit8 once triggered, a sy!bol of #ea"ness simply remains
acti*e for 1; minutes per caster le*el. " creature can only #e
affected #y this sym#ol once.
3oteB Magic traps such as sy!bol of #ea"ness are hard to
detect and disa#le. " rogue 7only9 can use the Perception
skill to find a sy!bol of #ea"ness and (isa#le (e*ice to
th)art it. he (C in each case is &5 G spell le*el, or ,& for
sy!bol of #ea"ness.
'ympathetic Dibration
'chool e*ocation TsonicU8 1evel #ard 0
Ca#ting ,ime 1; minutes
Component# >, $, 3 7a tuning fork9
Range touch
,arget one freestanding structure
Duration up to 1 round@le*el
'aving ,hro6 none8 see text8 'pell Re#i#tance yes
1y attuning yourself to a freestanding structure, you can
create a damaging *i#ration )ithin it. Once it #egins, the
*i#ration deals &d1; points of damage per round to the target
structure, #ypassing hardness. Jou can choose at the time of
casting to limit the duration of the spell8 other)ise it lasts for
1 round per le*el. :f the spell is cast upon a target that is not
freestanding, the surrounding stone dissipates the effect and
no damage occurs.
Sy!pathetic %ibration cannot affect creatures 7including
constructs9. $ince a structure is an unattended o#?ect, it gets
no sa*ing thro) to resist the effect.
'ympathy
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
druid 2, sorcerer@)izard %
Ca#ting ,ime 1 hour
Component# >, $, M 7a drop of honey and crushed pearls
)orth 1,5;; gp9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one location 7up to a 1;.ft. cu#e@le*el9 or one o#?ect
Duration & hours@le*el 7(9
'aving ,hro6 4ill negates8 see text8 'pell Re#i#tance yes
Jou cause an o#?ect or location to emanate magical
*i#rations that attract either a specific kind of intelligent
creature or creatures of a particular alignment, as defined #y
you. he particular kind of creature to #e affected must #e
named specifically. " creature su#type is not specific
enough. =ike)ise, the specific alignment must #e named.
Creatures of the specified kind or alignment feel elated and
pleased to #e in the area or desire to touch or possess the
o#?ect. he compulsion to stay in the area or touch the o#?ect
is o*erpo)ering. :f the sa*e is successful, the creature is
released from the enchantment, #ut a su#se6uent sa*e must
#e made 1d0 L 1; minutes later. :f this sa*e fails, the affected
creature attempts to return to the area or o#?ect.
Sy!pathy counters and dispels antipathy.
,ele"ine#i#
'chool transmutation8 1evel sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $
Range long 7/;; ft. G /; ft.@le*el9
,arget or ,arget# see text
Duration concentration 7up to 1 round@le*el9 or
instantaneous8 see text
'aving ,hro6 4ill negates 7o#?ect9 or none8 see text8 'pell
Re#i#tance yes 7o#?ect98 see text
Jou mo*e o#?ects or creatures #y concentrating on them.
(epending on the *ersion selected, the spell can pro*ide a
gentle, sustained force, perform a *ariety of com#at
maneu*ers, or exert a single short, *iolent thrust.
Sustained )orceB " sustained force mo*es an o#?ect )eighing
no more than &5 pounds per caster le*el 7maximum ,!5
pounds at 15th le*el9 up to &; feet per round. " creature can
negate the effect on an o#?ect it possesses )ith a successful
Page ,0,
4ill sa*e or )ith spell resistance.
his *ersion of the spell can last 1 round per caster le*el, #ut
it ends if you cease concentration. he )eight can #e mo*ed
*ertically, horizontally, or in #oth directions. "n o#?ect
cannot #e mo*ed #eyond your range. he spell ends if the
o#?ect is forced #eyond the range. :f you cease concentration
for any reason, the o#?ect falls or stops.
"n o#?ect can #e telekinetically manipulated as if )ith one
hand. 3or example, a le*er or rope can #e pulled, a key can
#e turned, an o#?ect rotated, and so on, if the force re6uired is
)ithin the )eight limitation. Jou might e*en #e a#le to untie
simple knots, though delicate acti*ities such as these re6uire
(C 15 :ntelligence checks.
Co!bat Maneu%erB "lternati*ely, once per round, you can
use tele"inesis to perform a #ull rush, disarm, grapple
7including pin9, or trip. 'esol*e these attempts as normal,
except that they donCt pro*oke attacks of opportunity, you use
your caster le*el in place of your Com#at Maneu*er 1onus,
and you add your :ntelligence modifier 7if a )izard9 or
Charisma modifier 7if a sorcerer9 in place of your $trength or
(exterity modifier. Ao sa*e is allo)ed against these
attempts, #ut spell resistance applies normally. his *ersion
of the spell can last 1 round per caster le*el, #ut it ends if you
cease concentration.
2iolent ThrustB "lternati*ely, the spell energy can #e spent in
a single round. Jou can hurl one o#?ect or creature per caster
le*el 7maximum 159 that are )ithin range and all )ithin 1;
feet of each other to)ard any target )ithin 1; feet per le*el
of all the o#?ects. Jou can hurl up to a total )eight of &5
pounds per caster le*el 7maximum ,!5 pounds at 15th le*el9.
Jou must succeed on attack rolls 7one per creature or o#?ect
thro)n9 to hit the target )ith the items, using your #ase
attack #onus G your :ntelligence modifier 7if a )izard9 or
Charisma modifier 7if a sorcerer9. 4eapons cause standard
damage 7)ith no $trength #onus8 note that arro)s or #olts
deal damage as daggers of their size )hen used in this
manner9. Other o#?ects cause damage ranging from 1 point
per &5 pounds 7for less dangerous o#?ects9 to 1d0 points of
damage per &5 pounds 7for hard, dense o#?ects9. O#?ects and
creatures that miss their target land in a s6uare ad?acent to
the target.
Creatures )ho fall )ithin the )eight capacity of the spell can
#e hurled, #ut they are allo)ed 4ill sa*es 7and spell
resistance9 to negate the effect, as are those )hose held
possessions are targeted #y the spell.
:f a telekinesed creature is hurled against a solid surface, it
takes damage as if it had fallen 1; feet 71d0 points9.
,ele"inetic 'phere
'chool e*ocation TforceU8 1evel sorcerer@)izard %
Ca#ting ,ime 1 standard action
Component# >, $, M 7a crystal sphere and a pair of small
magnets9
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect 1.ft..diameter@le*el sphere, centered around creatures
or o#?ects
Duration 1 min.@le*el 7(9
'aving ,hro6 'eflex negates 7o#?ect98 'pell Re#i#tance yes
7o#?ect9
his spell functions like resilient sphere, #ut the creatures or
o#?ects caught inside the glo#e created #y the spell are made
nearly )eightless. "nything contained )ithin a tele"inetic
sphere )eighs only one.sixteenth of its normal )eight. Jou
can telekinetically lift anything in the sphere that normally
)eighs 5,;;; pounds or less. he telekinetic control extends
from you out to medium range 71;; feet G 1; feet per caster
le*el9 after the sphere has succeeded in encapsulating its
contents.
Jou can mo*e the sphere, along )ith the o#?ects and
creatures it contains that )eigh a total of 5,;;; pounds or
less, #y concentrating on the sphere. Jou can #egin mo*ing a
sphere in the round after casting the spell. :f you concentrate
on doing so 7a standard action9, you can mo*e the sphere as
much as ,; feet in a round. :f you cease concentrating, the
sphere does not mo*e in that round 7if on a le*el surface9 or
descends at its falling rate 7if aloft9 until it reaches a le*el
surface. Jou can resume concentrating on your next turn or
any later turn during the spellCs duration.
he sphere falls at a rate of only 0; feet per round, )hich is
not fast enough to cause damage to the contents of the
sphere.
Jou can mo*e the sphere telekinetically e*en if you are in it.
,elepathic ond
'chool di*ination8 1evel sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $, M 7t)o eggshells from t)o different
creatures9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget# you plus one )illing creature per three le*els, no
t)o of )hich can #e more than ,; ft. apart
Duration 1; min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Jou forge a telepathic #ond among yourself and a num#er of
)illing creatures, each of )hich must ha*e an :ntelligence
score of , or higher. +ach creature included in the link is
linked to all the others. he creatures can communicate
telepathically through the #ond regardless of language. Ao
Page ,0/
special po)er or influence is esta#lished as a result of the
#ond. Once the #ond is formed, it )orks o*er any distance
7although not from one plane to another9.
:f desired, you may lea*e yourself out of the telepathic #ond
forged. his decision must #e made at the time of casting.
Telepathic bond can #e made permanent )ith a per!anency
spell, though it only #onds t)o creatures per casting of
per!anency.
,eleport
'chool con?uration 7teleportation98 1evel sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >
Range personal and touch
,arget you and touched o#?ects or other touched )illing
creatures
Duration instantaneous
'aving ,hro6 none and 4ill negates 7o#?ect98 'pell
Re#i#tance no and yes 7o#?ect9
his spell instantly transports you to a designated
destination, )hich may #e as distant as 1;; miles per caster
le*el. :nterplanar tra*el is not possi#le. Jou can #ring along
o#?ects as long as their )eight doesnCt exceed your maximum
load. Jou may also #ring one additional )illing Medium or
smaller creature 7carrying gear or o#?ects up to its maximum
load9 or its e6ui*alent per three caster le*els. " =arge
creature counts as t)o Medium creatures, a -uge creature
counts as four Medium creatures, and so forth. "ll creatures
to #e transported must #e in contact )ith one another, and at
least one of those creatures must #e in contact )ith you. "s
)ith all spells )here the range is personal and the target is
you, you need not make a sa*ing thro), nor is spell
resistance applica#le to you. Only o#?ects held or in use
7attended9 #y another person recei*e sa*ing thro)s and spell
resistance.
Jou must ha*e some clear idea of the location and layout of
the destination. he clearer your mental image, the more
likely the teleportation )orks. "reas of strong physical or
magical energy may make teleportation more hazardous or
e*en impossi#le.
o see ho) )ell the teleportation )orks, roll dI and consult
the ta#le at the end of this spell. 'efer to the follo)ing
information for definitions of the terms on the ta#le.
)a!iliarityB D>ery familiarF is a place )here you ha*e #een
*ery often and )here you feel at home. D$tudied carefullyF is
a place you kno) )ell, either #ecause you can currently
physically see it or youC*e #een there often. D$een casuallyF
is a place that you ha*e seen more than once #ut )ith )hich
you are not *ery familiar. D>ie)ed onceF is a place that you
ha*e seen once, possi#ly using magic such as scryin.
D3alse destinationF is a place that does not truly exist or if
you are teleporting to an other)ise familiar location that no
longer exists as such or has #een so completely altered as to
no longer #e familiar to you. 4hen tra*eling to a false
destination, roll 1d&;G%; to o#tain results on the ta#le, rather
than rolling dI, since there is no real destination for you to
hope to arri*e at or e*en #e off target from.
?n TaretB Jou appear )here you )ant to #e.
?ff TaretB Jou appear safely a random distance a)ay from
the destination in a random direction. (istance off target is d
I of the distance that )as to #e tra*eled. he direction off
target is determined randomly.
Si!ilar AreaB Jou )ind up in an area thatCs *isually or
thematically similar to the target area. Generally, you appear
in the closest similar place )ithin range. :f no such area
exists )ithin the spellCs range, the spell simply fails instead.
MishapB Jou and anyone else teleporting )ith you ha*e
gotten Dscram#led.F Jou each take 1d1; points of damage,
and you reroll on the chart to see )here you )ind up. 3or
these rerolls, roll 1d&;G%;. +ach time DMishapF comes up,
the characters take more damage and must reroll.
&amiliarity
Fn
,arget
Fff
,arget
'imilar
.rea
!i#hap
>ery familiar ;1H2! 2%H22 1;; K
$tudied carefully ;1H2/ 25H2! 2%H22 1;;
$een casually ;1H%% %2H2/ 25H2% 22H1;;
>ie)ed once ;1H!0 !!H%% %2H20 2!H1;;
3alse destination K K %1H2& 2,H1;;
,eleport, Greater
'chool con?uration 7teleportation98 1evel sorcerer@)izard !
his spell functions like teleport, except that there is no
range limit and there is no chance you arri*e off target. :n
addition, you need not ha*e seen the destination, #ut in that
case you must ha*e at least a relia#le description of the place
to )hich you are teleporting. :f you attempt to teleport )ith
insufficient information 7or )ith misleading information9,
you disappear and simply reappear in your original location.
:nterplanar tra*el is not possi#le.
,eleport FbKect
'chool con?uration 7teleportation98 1evel sorcerer@)izard !
Range touch
,arget one touched o#?ect of up to 5; l#s.@le*el and , cu.
ft.@le*el
'aving ,hro6 4ill negates 7o#?ect98 'pell Re#i#tance yes
Page ,05
7o#?ect9
his spell functions like teleport, except that it teleports an
o#?ect, not you. Creatures and magical forces cannot #e
teleported.
:f desired, the target o#?ect can #e sent to a distant location
on the +thereal Plane. :n this case, the point from )hich the
o#?ect )as teleported remains faintly magical until the item
is retrie*ed. " successful targeted dispel !aic spell cast on
that point #rings the *anished item #ack from the +thereal
Plane.
,eleportation Circle
'chool con?uration 7teleportation98 1evel sorcerer@)izard 2
Ca#ting ,ime 1; minutes
Component# >, M 7am#er dust to co*er circle )orth 1,;;;
gp9
Range ; ft.
2ffect 5.ft..radius circle that teleports those )ho acti*ate it
Duration 1; min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance yes
Jou create a circle on the floor or other horizontal surface
that teleports, as reater teleport, any creature )ho stands on
it to a designated spot. Once you designate the destination for
the circle, you canCt change it. he spell fails if you attempt
to set the circle to teleport creatures into a solid o#?ect, to a
place )ith )hich you are not familiar and ha*e no clear
description, or to another plane.
he circle itself is su#tle and nearly impossi#le to notice. :f
you intend to keep creatures from acti*ating it accidentally,
you need to mark the circle in some )ay.
Teleportation circle can #e made permanent )ith a
per!anency spell. " permanent teleportation circle that is
disa#led #ecomes inacti*e for 1; minutes, then can #e
triggered again as normal.
Magic traps such as teleportation circle are hard to detect
and disa#le. " character )ith the trapfinding class feature can
use the (isa#le (e*ice to disarm magic traps. he (C in
each case is &5 G spell le*el, or ,/ in the case of
teleportation circle.
,emporal 'ta#i#
'chool transmutation8 1evel sorcerer@)izard %
Ca#ting ,ime 1 standard action
Component# >, $, M 7po)dered diamond, emerald, ru#y,
and sapphire dust )orth 5,;;; gp9
Range touch
,arget creature touched
Duration permanent
'aving ,hro6 3ortitude negates8 'pell Re#i#tance yes
Jou must succeed on a melee touch attack. Jou place the
su#?ect into a state of suspended animation. 3or the creature,
time ceases to flo), and its condition #ecomes fixed. he
creature does not gro) older. :ts #ody functions *irtually
cease, and no force or effect can harm it. his state persists
until the magic is remo*ed 7such as #y a successful dispel
!aic spell or a freedo! spell9.
,ime 'top
'chool transmutation8 1evel sorcerer@)izard 2
Ca#ting ,ime 1 standard action
Component# >
Range personal
,arget you
Duration 1d/G1 rounds 7apparent time98 see text
his spell seems to make time cease to flo) for e*eryone #ut
you. :n fact, you speed up so greatly that all other creatures
seem frozen, though they are actually still mo*ing at their
normal speeds. Jou are free to act for 1d/G1 rounds of
apparent time. Aormal and magical fire, cold, gas, and the
like can still harm you. 4hile the ti!e stop is in effect, other
creatures are in*ulnera#le to your attacks and spells8 you
cannot target such creatures )ith any attack or spell. " spell
that affects an area and has a duration longer than the
remaining duration of the ti!e stop ha*e their normal effects
on other creatures once the ti!e stop ends. Most spellcasters
use the additional time to impro*e their defenses, summon
allies, or flee from com#at.
Jou cannot mo*e or harm items held, carried, or )orn #y a
creature stuck in normal time, #ut you can affect any item
that is not in another creatureCs possession.
Jou are undetecta#le )hile ti!e stop lasts. Jou cannot enter
an area protected #y an anti!aic field )hile under the effect
of ti!e stop$
,iny 5ut
'chool e*ocation TforceU8 1evel #ard ,, sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, M 7a small crystal #ead9
Range &; ft.
2ffect &;.ft..radius sphere centered on your location
Duration & hours@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
Page ,00
Jou create an unmo*ing, opa6ue sphere of force of any color
you desire around yourself. -alf the sphere pro?ects a#o*e
the ground, and the lo)er hemisphere passes through the
ground. "s many as nine other Medium creatures can fit into
the field )ith you8 they can freely pass into and out of the hut
)ithout harming it. -o)e*er, if you remo*e yourself from
the hut, the spell ends.
he temperature inside the hut is !;W3 if the exterior
temperature is #et)een ;W and 1;;W3. "n exterior
temperature #elo) ;W or a#o*e 1;;W lo)ers or raises the
interior temperature on a 1.degree.for.1 #asis. he hut also
pro*ides protection against the elements, such as rain, dust,
and sandstorms. he hut )ithstands any )ind of less than
hurricane force, #ut a hurricane 7!5G mph )ind speed9 or
greater force destroys it.
he interior of the hut is a hemisphere. Jou can illuminate it
dimly upon command or extinguish the light as desired.
"lthough the force field is opa6ue from the outside, it is
transparent from )ithin. Missiles, )eapons, and most spell
effects can pass through the hut )ithout affecting it, although
the occupants cannot #e seen from outside the hut 7they ha*e
total concealment9.
,ongue#
'chool di*ination8 1evel #ard &, cleric /, sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, M@(3 7a clay model of a ziggurat9
Range touch
,arget creature touched
Duration 1; min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance no
his spell grants the creature touched the a#ility to speak and
understand the language of any intelligent creature, )hether
it is a racial tongue or a regional dialect. he su#?ect can
speak only one language at a time, although it may #e a#le to
understand se*eral languages. Tonues does not ena#le the
su#?ect to speak )ith creatures )ho donCt speak. he su#?ect
can make itself understood as far as its *oice carries. his
spell does not predispose any creature addressed to)ard the
su#?ect in any )ay.
Tonues can #e made permanent )ith a per!anency spell.
,ouch of &atigue
'chool necromancy8 1evel sorcerer@)izard ;
Ca#ting ,ime 1 standard action
Component# >, $, M 7a drop of s)eat9
Range touch
,arget creature touched
Duration 1 round@le*el
'aving ,hro6 3ortitude negates8 'pell Re#i#tance yes
Jou channel negati*e energy through your touch, fatiguing
the target. Jou must succeed on a touch attack to strike a
target. he su#?ect is immediately fatigued for the spellCs
duration.
his spell has no effect on a creature that is already fatigued.
5nlike )ith normal fatigue, the effect ends as soon as the
spellCs duration expires.
,ouch of -diocy
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget li*ing creature touched
Duration 1; min.@le*el
'aving ,hro6 no8 'pell Re#i#tance yes
4ith a touch, you reduce the targetCs mental faculties. Jour
successful melee touch attack applies a 1d0 penalty to the
targetCs :ntelligence, 4isdom, and Charisma scores. his
penalty canCt reduce any of these scores #elo) 1.
his spellCs effect may make it impossi#le for the target to
cast some or all of its spells, if the re6uisite a#ility score
drops #elo) the minimum re6uired to cast spells of that
le*el.
,ran#formation
'chool transmutation8 1evel sorcerer@)izard 0
Ca#ting ,ime 1 standard action
Component# >, $, M 7a potion of bull(s strenth, )hich you
drink and )hose effects are su#sumed #y the spell effects9
Range personal
,arget you
Duration 1 round@le*el
Jou #ecome a fighting machineKstronger, tougher, faster,
and more skilled in com#at. Jour mindset changes so that
you relish com#at and you canCt cast spells, e*en from magic
items.
Jou gain a G/ enhancement #onus to $trength, (exterity, and
Constitution, a G/ natural armor #onus to "C, a G5
competence #onus on 3ortitude sa*es, and proficiency )ith
all simple and martial )eapons. Jour #ase attack #onus
Page ,0!
e6uals your character le*el 7)hich may gi*e you multiple
attacks9.
Jou lose your spellcasting a#ility, including your a#ility to
use spell acti*ation or spell completion magic items, ?ust as if
the spells )ere no longer on your class list.
,ran#mute !etal to Aood
'chool transmutation8 1evel druid !
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range long 7/;; ft. G /; ft.@le*el9
.rea all metal o#?ects )ithin a /;.ft..radius #urst
Duration instantaneous
'aving ,hro6 none8 'pell Re#i#tance yes 7o#?ect8 see text9
his spell ena#les you to change all metal o#?ects )ithin its
area to )ood. 4eapons, armor, and other metal o#?ects
carried #y creatures are affected as )ell. " magic o#?ect
made of metal effecti*ely has spell resistance e6ual to &; G
its caster le*el against this spell. "rtifacts cannot #e
transmuted. 4eapons con*erted from metal to )ood take a H
& penalty on attack and damage rolls. he armor #onus of
any armor con*erted from metal to )ood is reduced #y &.
4eapons changed #y this spell splinter and #reak on any
natural attack roll of 1 or &, and armor changed #y this spell
loses an additional point of armor #onus e*ery time it is
struck )ith a natural attack roll of 12 or &;.
Only li!ited #ish, !iracle, #ish, or similar magic can
restore a transmuted o#?ect to its metallic state.
,ran#mute !ud to Roc"
'chool transmutation TearthU8 1evel druid 5, sorcerer@)izard
5
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7sand, lime, and )ater9
Range medium 71;; ft. G 1; ft.@le*el9
.rea up to t)o 1;.ft. cu#es@le*el 7$9
Duration permanent
'aving ,hro6 see text8 'pell Re#i#tance no
his spell permanently transforms normal mud or 6uicksand
of any depth into soft stone 7sandstone or a similar mineral9.
"ny creature in the mud is allo)ed a 'eflex sa*e to escape
#efore the area is hardened to stone.
Trans!ute !ud to roc" counters and dispels trans!ute roc"
to !ud.
,ran#mute Roc" to !ud
'chool transmutation TearthU8 1evel druid 5, sorcerer@)izard
5
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7clay and )ater9
Range medium 71;; ft. G 1; ft.@le*el9
.rea up to t)o 1;.ft. cu#es@le*el 7$9
Duration permanent8 see text
'aving ,hro6 see text8 'pell Re#i#tance no
his spell turns natural, uncut, or un)orked rock of any sort
into an e6ual *olume of mud. Magical stone is not affected
#y the spell. he depth of the mud created cannot exceed 1;
feet. " creature una#le to le*itate, fly, or other)ise free itself
from the mud sinks until hip. or chest.deep, reducing its
speed to 5 feet and causing a H& penalty on attack rolls and
"C. 1rush or similar material thro)n atop the mud can
support creatures a#le to clim# on top of it. Creatures large
enough to )alk on the #ottom can )ade through the area at a
speed of 5 feet.
:f trans!ute roc" to !ud is cast upon the ceiling of a ca*ern
or tunnel, the mud falls to the floor and spreads out in a pool
at a depth of 5 feet. he falling mud and the ensuing ca*e.in
deal %d0 points of #ludgeoning damage to anyone caught
directly #eneath the targeted area, or half damage to those
)ho succeed on 'eflex sa*es.
Castles and large stone #uildings are generally immune to the
effect of the spell, since trans!ute roc" to !ud canCt affect
)orked stone and doesnCt reach deep enough to undermine
such #uildingsC foundations. -o)e*er, small #uildings or
structures often rest upon foundations shallo) enough to #e
damaged or e*en partially toppled #y this spell.
he mud remains until a successful dispel !aic or
trans!ute !ud to roc" spell restores its su#stanceK#ut not
necessarily its form. +*aporation turns the mud to normal
dirt o*er a period of days. he exact time depends on
exposure to the sun, )ind, and normal drainage.
Trans!ute roc" to !ud counters and dispels trans!ute !ud
to roc".
,ran#port via Plant#
'chool con?uration 7teleportation98 1evel druid 0
Ca#ting ,ime 1 standard action
Component# >, $
Range unlimited
,arget you and touched o#?ects or other touched )illing
creatures
Page ,0%
Duration 1 round
'aving ,hro6 none8 'pell Re#i#tance no
Jou can enter any normal plant 7e6ual to your size or larger9
and pass any distance to a plant of the same kind in a single
round, regardless of the distance separating the t)o. he
plants must #e ali*e. he destination plant need not #e
familiar to you. :f you are uncertain of the location of a
particular kind of destination plant, you need merely
designate direction and distance and the transport %ia plants
spell mo*es you as close as possi#le to the desired location.
:f a particular destination plant is desired #ut the plant is not
li*ing, the spell fails and you are e?ected from the entry plant.
Jou can #ring along o#?ects as long as their )eight doesnCt
exceed your maximum load. Jou may also #ring one
additional )illing Medium or smaller creature 7carrying gear
or o#?ects up to its maximum load9 or its e6ui*alent per three
caster le*els. 5se the follo)ing e6ui*alents to determine the
maximum num#er of larger creatures you can #ring alongB a
=arge creature counts as t)o Medium creatures, a -uge
creature counts as four Medium creatures, and so forth. "ll
creatures to #e transported #y the spell must #e in physical
contact )ith one another, and at least one of those creatures
must #e in contact )ith you.
Jou canCt use this spell to tra*el through plant creatures.
he destruction of an occupied plant slays you and any
creatures you ha*e #rought along, and e?ects the #odies and
all carried o#?ects from it.
,rap the 'oul
'chool con?uration 7summoning98 1evel sorcerer@)izard %
Ca#ting ,ime 1 standard action or see text
Component# >, $, M 7gem )orth 1,;;; gp per -( of the
trapped creature9
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one creature
Duration permanent8 see text
'aving ,hro6 see text8 'pell Re#i#tance yes8 see text
Trap the soul forces a creatureCs life force 7and its material
#ody9 into a gem. he gem holds the trapped entity
indefinitely or until the gem is #roken and the life force is
released, )hich allo)s the material #ody to reform. :f the
trapped creature is a po)erful creature from another plane, it
can #e re6uired to perform a ser*ice immediately upon #eing
freed. Other)ise, the creature can go free once the gem
imprisoning it is #roken.
(epending on the *ersion selected, the spell can #e triggered
in one of t)o )ays.
Spell Co!pletionB 3irst, the spell can #e completed #y
speaking its final )ord as a standard action as if you )ere
casting a regular spell at the su#?ect. his allo)s spell
resistance 7if any9 and a 4ill sa*e to a*oid the effect. :f the
creatureCs name is spoken as )ell, any spell resistance is
ignored and the sa*e (C increases #y &. :f the sa*e or spell
resistance is successful, the gem shatters.
Trier ?b:ectB he second method is far more insidious, for
it tricks the su#?ect into accepting a trigger o#?ect inscri#ed
)ith the final spell )ord, automatically placing the creatureCs
soul in the trap. o use this method, #oth the creatureCs name
and the trigger )ord must #e inscri#ed on the trigger o#?ect
)hen the gem is enspelled. " sy!pathy spell can also #e
placed on the trigger o#?ect. "s soon as the su#?ect picks up
or accepts the trigger o#?ect, its life force is automatically
transferred to the gem )ithout the #enefit of spell resistance
or a sa*e.
,ree 'hape
'chool transmutation8 1evel druid &, ranger ,
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range personal
,arget you
Duration 1 hour@le*el 7(9
his spell allo)s you to assume the form of a =arge li*ing
tree or shru# or a =arge dead tree trunk )ith a small num#er
of lim#s. he exact type of tree, as )ell as its appearance, is
completely under your control. +*en the closest inspection
cannot re*eal that the tree in 6uestion is actually a magically
concealed creature. o all normal tests you are, in fact, a tree
or shru#, although a detect !aic spell re*eals a faint
transmutation on the tree. 4hile in tree form, you can
o#ser*e all that transpires around you ?ust as if you )ere in
your normal form, and your hit points and sa*e #onuses
remain unaffected. Jou gain a G1; natural armor #onus to
"C #ut ha*e an effecti*e (exterity score of ; and a speed of
; feet. Jou are immune to critical hits )hile in tree form. "ll
clothing and gear carried or )orn changes )ith you. Jou can
dismiss tree shape as a free action 7instead of as a standard
action9.
,ree 'tride
'chool con?uration 7teleportation98 1evel druid 5, ranger /
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range personal
,arget you
Duration 1 hour@le*el or until expended8 see text
Page ,02
4hen you cast this spell, you gain the a#ility to step into a
tree, magically infusing yourself )ith the plant. Once )ithin
a tree, you can teleport from that particular tree to another
tree. he trees you enter must #e of the same kind, must #e
li*ing, and must ha*e girth at least e6ual to yours. 1y
mo*ing into an oak tree 7for example9, you instantly kno)
the location of all other oak trees )ithin transport range 7see
#elo)9 and may choose )hether you )ant to pass into one or
simply step #ack out of the tree you mo*ed into. Jou may
choose to pass to any tree of the appropriate kind )ithin the
transport range as sho)n on the follo)ing ta#le.
,ype of ,ree ,ran#port Range
Oak, ash, ye) ,,;;; feet
+lm, linden &,;;; feet
Other deciduous 1,5;; feet
"ny coniferous 1,;;; feet
Jou may mo*e into a tree up to one time per caster le*el
7passing from one tree to another counts only as mo*ing into
one tree9. he spell lasts until the duration expires or you exit
a tree. +ach transport is a full.round action.
Jou can, at your option, remain )ithin a tree )ithout
transporting yourself, #ut you are forced out )hen the spell
ends. :f the tree in )hich you are concealed is chopped do)n
or #urned, you are slain if you do not exit #efore the process
is complete.
,rue Re#urrection
'chool con?uration 7healing98 1evel cleric 2
Ca#ting ,imeB 1; minutes
Component# >, $, M, (3 7diamond )orth &5,;;; gp9
his spell functions like raise dead, except that you can
resurrect a creature that has #een dead for as long as 1; years
per caster le*el. his spell can e*en #ring #ack creatures
)hose #odies ha*e #een destroyed, pro*ided that you
unam#iguously identify the deceased in some fashion
7reciting the deceasedCs time and place of #irth or death is the
most common method9.
5pon completion of the spell, the creature is immediately
restored to full hit points, *igor, and health, )ith no negati*e
le*els 7or Constitution points9 and all of the prepared spells
possessed #y the creature )hen it died.
Jou can re*i*e someone killed #y a death effect or someone
)ho has #een turned into an undead creature and then
destroyed. his spell can also resurrect elementals or
outsiders, #ut it canCt resurrect constructs or undead
creatures.
+*en true resurrection canCt restore to life a creature )ho has
died of old age.
,rue 'eeing
'chool di*ination8 1evel cleric 5, druid !, sorcerer@)izard 0
Ca#ting ,ime 1 standard action
Component# >, $, M 7an eye ointment that costs &5; gp9
Range touch
,arget creature touched
Duration 1 min.@le*el
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
Jou confer on the su#?ect the a#ility to see all things as they
actually are. he su#?ect sees through normal and magical
darkness, notices secret doors hidden #y magic, sees the
exact locations of creatures or o#?ects under blur or
displace!ent effects, sees in*isi#le creatures or o#?ects
normally, sees through illusions, and sees the true form of
polymorphed, changed, or transmuted things. 3urther, the
su#?ect can focus its *ision to see into the +thereal Plane 7#ut
not into extradimensional spaces9. he range of true seein
conferred is 1&; feet.
True seein, ho)e*er, does not penetrate solid o#?ects. :t in
no )ay confers N.ray *ision or its e6ui*alent. :t does not
negate concealment, including that caused #y fog and the
like. True seein does not help the *ie)er see through
mundane disguises, spot creatures )ho are simply hiding, or
notice secret doors hidden #y mundane means. :n addition,
the spell effects cannot #e further enhanced )ith kno)n
magic, so one cannot use true seein through a crystal ball or
in con?unction )ith clairaudience=clair%oyance.
,rue 'tri"e
'chool di*ination8 1evel sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, 3 7small )ooden replica of an archery
target9
Range personal
,arget you
Duration see text
Jou gain temporary, intuiti*e insight into the immediate
future during your next attack. Jour next single attack roll 7if
it is made #efore the end of the next round9 gains a G&;
insight #onus. "dditionally, you are not affected #y the miss
chance that applies to attackers trying to strike a concealed
target.
Hndeath to Death
'chool necromancy8 1evel cleric 0, sorcerer@)izard 0
Page ,!;
Component#B >, $, M@(3 7diamond po)der )orth 5;; gp9
.rea se*eral undead creatures )ithin a /;.ft..radius #urst
'aving ,hro6 4ill negates
his spell functions like circle of death, except that it
destroys undead creatures as noted a#o*e.
Hndetectable .lignment
'chool a#?uration8 1evel #ard 1, cleric &, paladin &
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one creature or o#?ect
Duration &/ hours
'aving ,hro6 4ill negates 7o#?ect98 'pell Re#i#tance yes
7o#?ect9
"n undetectable alin!ent spell conceals the alignment of
an o#?ect or a creature from all forms of di*ination.
Hnhallo6
'chool e*ocation Te*ilU8 1evel cleric 5, druid 5
Ca#ting ,ime &/ hours
Component# >, $, M 7her#s, oils, and incense )orth at least
1,;;; gp, plus 1,;;; gp per le*el of the spell to #e tied to the
unhallo#ed area9
Range touch
.rea /;.ft. radius emanating from the touched point
Duration instantaneous
'aving ,hro6 see text8 'pell Re#i#tance see text
6nhallo# makes a particular site, #uilding, or structure an
unholy site. his has three ma?or effects.
3irst, the site or structure is guarded #y a !aic circle
aainst ood effect.
$econd, the (C to resist negati*e channeled energy )ithin
the spellCs area of effect gains a G/ sacred #onus and the (C
to resist positi*e energy is reduced #y /. $pell resistance
does not apply to this effect. his pro*ision does not apply to
the druid *ersion of the spell.
3inally, you may choose to fix a single spell effect to the
unhallo#ed site. he spell effect lasts for 1 year and
functions throughout the entire site, regardless of its normal
duration and area or effect. Jou may designate )hether the
effect applies to all creatures, creatures that share your faith
or alignment, or creatures that adhere to another faith or
alignment. "t the end of the year, the chosen effect lapses,
#ut it can #e rene)ed or replaced simply #y casting unhallo#
again.
$pell effects that may #e tied to an unhallo#ed site include
aid, bane, bless, cause fear, dar"ness, dayliht, death #ard,
deeper dar"ness, detect !aic, detect ood, di!ensional
anchor, discern lies, dispel !aic, endure ele!ents, freedo!
of !o%e!ent, in%isibility pure, protection fro! enery,
re!o%e fear, resist enery, silence, tonues, and <one of truth.
$a*ing thro)s and spell resistance might apply to these
spellsC effects. 7$ee the indi*idual spell descriptions for
details.9
"n area can recei*e only one unhallo# spell 7and its
associated spell effect9 at a time.
6nhallo# counters #ut does not dispel hallo#.
Hnholy .ura
'chool a#?uration Te*ilU8 1evel cleric %
Ca#ting ,ime 1 standard action
Component# >, $, 3 7a tiny reli6uary )orth 5;; gp9
Range &; ft.
,arget# one creature@le*el in a &;.ft..radius #urst centered
on you
Duration 1 round@le*el 7(9
'aving ,hro6 see text8 'pell Re#i#tance yes 7harmless9
" male*olent darkness surrounds the su#?ects, protecting
them from attacks, granting them resistance to spells cast #y
good creatures, and )eakening good creatures )hen they
strike the su#?ects. his a#?uration has four effects.
3irst, each )arded creature gains a G/ deflection #onus to
"C and a G/ resistance #onus on sa*es. 5nlike the effect of
protection fro! ood, this #enefit applies against all attacks,
not ?ust against attacks #y good creatures.
$econd, a )arded creature gains $' &5 against good spells
and spells cast #y good creatures.
hird, the a#?uration protects the su#?ects from possession
and mental influence, ?ust as protection fro! ood does.
3inally, if a good creature succeeds on a melee attack against
a )arded creature, the offending attacker takes 1d0 points of
$trength damage 73ortitude negates9.
Hnholy light
'chool e*ocation Te*ilU8 1evel cleric /
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
Page ,!1
.rea &;.ft..radius spread
Duration instantaneous 71d/ rounds98 see text
'aving ,hro6 4ill partial8 'pell Re#i#tance yes
Jou call up unholy po)er to smite your enemies. he po)er
takes the form of a cold, cloying miasma of greasy darkness.
Only good and neutral 7not e*il9 creatures are harmed #y the
spell.
he spell deals 1d% points of damage per t)o caster le*els
7maximum 5d%9 to a good creature 7or 1d0 per caster le*el,
maximum 1;d0, to a good outsider9 and causes it to #e
sickened for 1d/ rounds. " successful 4ill sa*e reduces
damage to half and negates the sickened effect. he effects
cannot #e negated #y re!o%e disease or heal, #ut re!o%e
curse is effecti*e.
he spell deals only half damage to creatures )ho are neither
e*il nor good, and they are not sickened. $uch a creature can
reduce the damage #y half again 7do)n to one.6uarter9 )ith
a successful 4ill sa*e.
Hn#een 'ervant
'chool con?uration 7creation98 1evel #ard 1, sorcerer@)izard
1
Ca#ting ,ime 1 standard action
Component# >, $, M 7a piece of string and a #it of )ood9
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect one in*isi#le, mindless, shapeless ser*ant
Duration 1 hour@le*el
'aving ,hro6 none8 'pell Re#i#tance no
"n unseen ser%ant is an in*isi#le, mindless, shapeless force
that performs simple tasks at your command. :t can run and
fetch things, open unstuck doors, and hold chairs, as )ell as
clean and mend. he ser*ant can perform only one acti*ity at
a time, #ut it repeats the same acti*ity o*er and o*er again if
told to do so as long as you remain )ithin range. :t can open
only normal doors, dra)ers, lids, and the like. :t has an
effecti*e $trength score of & 7so it can lift &; pounds or drag
1;; pounds9. :t can trigger traps and such, #ut it can exert
only &; pounds of force, )hich is not enough to acti*ate
certain pressure plates and other de*ices. :t canCt perform any
task that re6uires a skill check )ith a (C higher than 1; or
that re6uires a check using a skill that canCt #e used
untrained. his ser*ant cannot fly, clim#, or e*en s)im
7though it can )alk on )ater9. :ts #ase speed is 15 feet.
he ser*ant cannot attack in any )ay8 it is ne*er allo)ed an
attack roll. :t cannot #e killed, #ut it dissipates if it takes 0
points of damage from area attacks. 7:t gets no sa*es against
attacks.9 :f you attempt to send it #eyond the spellCs range
7measured from your current position9, the ser*ant ceases to
exist.
Dampiric touch
'chool necromancy8 1evel sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $
Range touch
,arget li*ing creature touched
Duration instantaneous@1 hour8 see text
'aving ,hro6 none8 'pell Re#i#tance yes
Jou must succeed on a melee touch attack. Jour touch deals
1d0 points of damage per t)o caster le*els 7maximum 1;d09.
Jou gain temporary hit points e6ual to the damage you deal.
Jou canCt gain more than the su#?ectCs current hit points G the
su#?ectCs Constitution score 7)hich is enough to kill the
su#?ect9. he temporary hit points disappear 1 hour later.
Deil
'chool illusion 7glamer98 1evel #ard 0, sorcerer@)izard 0
Ca#ting ,ime 1 standard action
Component# >, $
Range long 7/;; ft. G /; ft.@le*el9
,arget# one or more creatures, no t)o of )hich can #e more
than ,; ft. apart
Duration concentration G 1 hour@le*el 7(9
'aving ,hro6 4ill negates8 see text8 'pell Re#i#tance yes8
see text
Jou instantly change the appearance of the su#?ects and then
maintain that appearance for the spellCs duration. Jou can
make the su#?ects appear to #e anything you )ish. he
su#?ects look, feel, and smell ?ust like the creatures the spell
makes them resem#le. "ffected creatures resume their
normal appearances if slain. Jou must succeed on a (isguise
check to duplicate the appearance of a specific indi*idual.
his spell gi*es you a G1; #onus on the check.
5n)illing targets can negate the spellCs effect on them #y
making 4ill sa*es or )ith spell resistance. hose )ho
interact )ith the su#?ects can attempt 4ill dis#elief sa*es to
see through the glamer, #ut spell resistance doesnCt help.
Dentrilo>ui#m
'chool illusion 7figment98 1evel #ard 1, sorcerer@)izard 1
Ca#ting ,ime 1 standard action
Component# >, 3 7parchment rolled into cone9
Range close 7&5 ft. G 5 ft.@& le*els9
Page ,!&
2ffect intelligi#le sound, usually speech
Duration 1 min.@le*el 7(9
'aving ,hro6 4ill dis#elief 7if interacted )ith98 'pell
Re#i#tance no
Jou can make your *oice 7or any sound that you can
normally make *ocally9 seem to issue from someplace else.
Jou can speak in any language you kno). 4ith respect to
such *oices and sounds, anyone )ho hears the sound and
rolls a successful sa*e recognizes it as illusory 7#ut still hears
it9.
Dirtue
'chool transmutation8 1evel cleric ;, druid ;, paladin 1
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget creature touched
Duration 1 min.
'aving ,hro6 none8 'pell Re#i#tance yes 7harmless9
4ith a touch, you infuse a creature )ith a tiny surge of life,
granting the su#?ect 1 temporary hit point.
Di#ion
'chool di*ination8 1evel sorcerer@)izard !
Ca#ting ,ime 1 standard action
his spell functions like leend lore, except that it )orks
more 6uickly and produces some strain on you. Jou pose a
6uestion a#out some person, place, or o#?ect, then cast the
spell. :f the person or o#?ect is at hand or if you are in the
place in 6uestion, you recei*e a *ision a#out it #y succeeding
on a caster le*el check 71d&; G 1 per caster le*el8 maximum
G&59 against (C &;. :f only detailed information on the
person, place, or o#?ect is kno)n, the (C is &5, and the
information gained is incomplete. :f only rumors are kno)n,
the (C is ,;, and the information gained is *ague. "fter this
spell is complete, you are fatigued.
Aail of the an#hee
'chool necromancy Tdeath, sonicU8 1evel sorcerer@)izard 2
Ca#ting ,ime 1 standard action
Component# >
Range close 7&5 ft. G 5 ft.@& le*els9
,arget one li*ing creature@le*el )ithin a /;.ft..radius spread
Duration instantaneous
'aving ,hro6 3ortitude negates8 'pell Re#i#tance yes
4hen you cast this spell, you emit a terri#le, soul.chilling
scream that possi#ly kills creatures that hear it 7except for
yourself9. he spell affects up to one creature per caster
le*el, inflicting 1; points of damage per caster le*el.
Creatures closest to the point of origin are affected first.
Aall of &ire
'chool e*ocation TfireU8 1evel druid 5, sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7a piece of phosphor9
Range medium 71;; ft. G 1; ft.@le*el9
2ffect opa6ue sheet of flame up to &; ft. long@le*el or a ring
of fire )ith a radius of up to 5 ft.@t)o le*els8 either form &;
ft. high
Duration concentration G 1 round@le*el
'aving ,hro6 none8 'pell Re#i#tance yes
"n immo#ile, #lazing curtain of shimmering *iolet fire
springs into existence. One side of the )all, selected #y you,
sends forth )a*es of heat, dealing &d/ points of fire damage
to creatures )ithin 1; feet and 1d/ points of fire damage to
those past 1; feet #ut )ithin &; feet. he )all deals this
damage )hen it appears, and to all creatures in the area on
your turn each round. :n addition, the )all deals &d0 points
of fire damage G 1 point of fire damage per caster le*el
7maximum G&;9 to any creature passing through it. he )all
deals dou#le damage to undead creatures.
:f you e*oke the )all so that it appears )here creatures are,
each creature takes damage as if passing through the )all. :f
any 5.foot length of )all takes &; points or more of cold
damage in 1 round, that length goes a)ay. 7(o not di*ide
cold damage #y &, as normal for o#?ects.9
9all of fire can #e made permanent )ith a per!anency spell.
" permanent #all of fire that is extinguished #y cold damage
#ecomes inacti*e for 1; minutes, then reforms at normal
strength.
Aall of &orce
'chool e*ocation TforceU8 1evel sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $, M 7po)dered 6uartz9
Range close 7&5 ft. G 5 ft.@& le*els9
2ffect )all )hose area is up to one 1;.ft. s6uare@le*el
Duration 1 round @le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
" #all of force creates an in*isi#le )all of pure force. he
)all cannot mo*e and is not easily destroyed. " #all of force
Page ,!,
is immune to dispel !aic, although a !ae(s dis:unction can
still dispel it$ " #all of force can #e damaged #y spells as
normal, except for disinterate, )hich automatically destroys
it. :t can #e damaged #y )eapons and supernatural a#ilities,
#ut a #all of force has hardness ,; and a num#er of hit points
e6ual to &; per caster le*el. Contact )ith a sphere of
annihilation or rod of cancellation instantly destroys a #all
of force$
1reath )eapons and spells cannot pass through a #all of
force in either direction, although di!ension door, teleport,
and similar effects can #ypass the #arrier. :t #locks ethereal
creatures as )ell as material ones 7though ethereal creatures
can usually circum*ent the )all #y going around it, through
material floors and ceilings9. Gaze attacks can operate
through a #all of force.
he caster can form the )all into a flat, *ertical plane )hose
area is up to one 1;.foot s6uare per le*el. he )all must #e
continuous and un#roken )hen formed. :f its surface is
#roken #y any o#?ect or creature, the spell fails.
9all of force can #e made permanent )ith a per!anency
spell.
Aall of -ce
'chool e*ocation TcoldU8 1evel sorcerer@)izard /
Ca#ting ,ime 1 standard action
Component# >, $, M 7a piece of 6uartz or rock crystal9
Range medium 71;; ft. G 1; ft.@le*el9
2ffect anchored plane of ice, up to one 1;.ft. s6uare@le*el, or
hemisphere of ice )ith a radius of up to , ft. G 1 ft.@le*el
Duration 1 min.@le*el
'aving ,hro6 'eflex negates8 see text8 'pell Re#i#tance
yes
his spell creates an anchored plane of ice or a hemisphere
of ice, depending on the *ersion selected. " #all of ice
cannot form in an area occupied #y physical o#?ects or
creatures. :ts surface must #e smooth and un#roken )hen
created. "ny creature ad?acent to the )all )hen it is created
may attempt a 'eflex sa*e to disrupt the )all as it is #eing
formed. " successful sa*e indicates that the spell
automatically fails. 3ire can melt a #all of ice, and it deals
full damage to the )all 7instead of the normal half damage
taken #y o#?ects9. $uddenly melting a #all of ice creates a
great cloud of steamy fog that lasts for 1; minutes.
0ce PlaneB " sheet of strong, hard ice appears. he )all is 1
inch thick per caster le*el. :t co*ers up to a 1;.foot.s6uare
area per caster le*el 7so a 1;th.le*el )izard can create a #all
of ice 1;; feet long and 1; feet high, a )all 5; feet long and
&; feet high, or any other com#ination of length and height
that does not exceed 1,;;; s6uare feet9. he plane can #e
oriented in any fashion as long as it is anchored. " *ertical
)all need only #e anchored on the floor, )hile a horizontal
or slanting )all must #e anchored on t)o opposite sides.
+ach 1;.foot s6uare of )all has , hit points per inch of
thickness. Creatures can hit the )all automatically. " section
of )all )hose hit points drop to ; is #reached. :f a creature
tries to #reak through the )all )ith a single attack, the (C
for the $trength check is 15 G caster le*el.
+*en )hen the ice has #een #roken through, a sheet of frigid
air remains. "ny creature stepping through it 7including the
one )ho #roke through the )all9 takes 1d0 points of cold
damage G 1 point per caster le*el 7no sa*e9.
5e!isphereB he )all takes the form of a hemisphere )hose
maximum radius is , feet G 1 foot per caster le*el. he
he!isphere is as hard to #reak through as the ice plane form,
#ut it does not deal damage to those )ho go through a
#reach.
Aall of -ron
'chool con?uration 7creation98 1evel sorcerer@)izard 0
Ca#ting ,ime 1 standard action
Component# >, $, M 7a small iron sheet plus gold dust
)orth 5; gp9
Range medium 71;; ft. G 1; ft.@le*el9
2ffect iron )all )hose area is up to one 5.ft. s6uare@le*el8
see text
Duration instantaneous
'aving ,hro6 see text8 'pell Re#i#tance no
Jou cause a flat, *ertical iron )all to spring into #eing. he
)all inserts itself into any surrounding nonli*ing material if
its area is sufficient to do so. he )all cannot #e con?ured so
that it occupies the same space as a creature or another
o#?ect. :t must al)ays #e a flat plane, though you can shape
its edges to fit the a*aila#le space.
" #all of iron is 1 inch thick per four caster le*els. Jou can
dou#le the )allCs area #y hal*ing its thickness. +ach 5.foot
s6uare of the )all has ,; hit points per inch of thickness and
hardness 1;. " section of )all )hose hit points drop to ; is
#reached. :f a creature tries to #reak through the )all )ith a
single attack, the (C for the $trength check is &5 G & per
inch of thickness.
:f you desire, the )all can #e created *ertically resting on a
flat surface #ut not attached to the surface, so that it can #e
tipped o*er to fall on and crush creatures #eneath it. he )all
is 5;I likely to tip in either direction if left unpushed.
Creatures can push the )all in one direction rather than
letting it fall randomly. " creature must make a (C /;
$trength check to push the )all o*er. Creatures )ith room to
flee the falling )all may do so #y making successful 'eflex
Page ,!/
sa*es. "ny =arge or smaller creature that fails takes 1;d0
points of damage )hile fleeing from the )all. he )all
cannot crush -uge and larger creatures.
=ike any iron )all, this )all is su#?ect to rust, perforation,
and other natural phenomena. :ron created #y this spell is not
suita#le for use in the creation of other o#?ects and cannot #e
sold.
Aall of 'tone
'chool con?uration 7creation9 TearthU8 1evel cleric 5, druid 0,
sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7a small #lock of granite9
Range medium 71;; ft. G 1; ft.@le*el9
2ffect stone )all )hose area is up to one 5.ft. s6uare@le*el
7$9
Duration instantaneous
'aving ,hro6 see text8 'pell Re#i#tance no
his spell creates a )all of rock that merges into ad?oining
rock surfaces. " #all of stone is 1 inch thick per four caster
le*els and composed of up to one 5.foot s6uare per le*el.
Jou can dou#le the )allCs area #y hal*ing its thickness. he
)all cannot #e con?ured so that it occupies the same space as
a creature or another o#?ect.
5nlike a #all of iron, you can create a #all of stone in almost
any shape you desire. he )all created need not #e *ertical,
nor rest upon any firm foundation8 ho)e*er, it must merge
)ith and #e solidly supported #y existing stone. :t can #e
used to #ridge a chasm, for instance, or as a ramp. 3or this
use, if the span is more than &; feet, the )all must #e arched
and #uttressed. his re6uirement reduces the spellCs area #y
half. he )all can #e crudely shaped to allo) crenellations,
#attlements, and so forth #y like)ise reducing the area.
=ike any other stone )all, this one can #e destroyed #y a
disinterate spell or #y normal means such as #reaking and
chipping. +ach 5.foot s6uare of the )all has hardness % and
15 hit points per inch of thickness. " section of )all )hose
hit points drop to ; is #reached. :f a creature tries to #reak
through the )all )ith a single attack, the (C for the $trength
check is &; G & per inch of thickness.
:t is possi#le, #ut difficult, to trap mo#ile opponents )ithin or
under a #all of stone, pro*ided the )all is shaped so it can
hold the creatures. Creatures can a*oid entrapment )ith
successful 'eflex sa*es.
Aall of ,horn#
'chool con?uration 7creation98 1evel druid 5
Ca#ting ,ime 1 standard action
Component# >, $
Range medium 71;; ft. G 1; ft.@le*el9
2ffect )all of thorny #rush, up to one 1;.ft. cu#e@le*el 7$9
Duration 1; min.@le*el 7(9
'aving ,hro6 none8 'pell Re#i#tance no
" #all of thorns spell creates a #arrier of *ery tough, plia#le,
tangled #rush #earing needle.sharp thorns as long as a
humanCs finger. "ny creature forced into or attempting to
mo*e through a #all of thorns takes piercing damage per
round of mo*ement e6ual to &5 minus the creatureCs "C.
(exterity and dodge #onuses to "C do not count for this
calculation. 7Creatures )ith an "C of &5 or higher, )ithout
considering (exterity and dodge #onuses, take no damage
from contact )ith the )all.9
Jou can make the )all as thin as 5 feet thick, )hich allo)s
you to shape the )all as a num#er of 1;.#y.1;.#y.5.foot
#locks e6ual to t)ice your caster le*el. his has no effect on
the damage dealt #y the thorns, #ut any creature attempting
to #reak through takes that much less time to force its )ay
through the #arrier.
Creatures can force their )ay slo)ly through the )all #y
making a $trength check as a full.round action. 3or e*ery 5
points #y )hich the check exceeds &;, a creature mo*es 5
feet 7up to a maximum distance e6ual to its normal land
speed9. Of course, mo*ing or attempting to mo*e through the
thorns incurs damage as descri#ed a#o*e. " creature trapped
in the thorns can choose to remain motionless in order to
a*oid taking any more damage.
"ny creature )ithin the area of the spell )hen it is cast takes
damage as if it had mo*ed into the )all and is caught inside.
:n order to escape, it must attempt to push its )ay free, or it
can )ait until the spell ends. Creatures )ith the a#ility to
pass through o*ergro)n areas unhindered can pass through a
#all of thorns at normal speed )ithout taking damage.
" #all of thorns can #e #reached #y slo) )ork )ith edged
)eapons. Chopping a)ay at the )all creates a safe passage 1
foot deep for e*ery 1; minutes of )ork. Aormal fire cannot
harm the #arrier, #ut magical fire #urns it a)ay in 1;
minutes.
Aarp Aood
'chool transmutation8 1evel druid &
Ca#ting ,ime 1 standard action
Component# >, $
Range close 7&5 ft. G 5 ft.@& le*els9
,arget 1 $mall )ooden o#?ect@le*el, all )ithin a &;.ft. radius
Duration instantaneous
Page ,!5
'aving ,hro6 4ill negates 7o#?ect98 'pell Re#i#tance yes
7o#?ect9
Jou cause )ood to #end and )arp, permanently destroying
its straightness, form, and strength. " )arped door springs
open 7or #ecomes stuck, re6uiring a $trength check to open,
at your option9. " #oat or ship springs a leak. 4arped ranged
)eapons are useless. " )arped melee )eapon causes a H/
penalty on attack rolls.
Jou may )arp one $mall or smaller o#?ect or its e6ui*alent
per caster le*el. " Medium o#?ect counts as t)o $mall
o#?ects, a =arge o#?ect as four, a -uge o#?ect as eight, a
Gargantuan o#?ect as 10, and a Colossal o#?ect as ,&.
"lternati*ely, you can un)arp )ood 7effecti*ely )arping it
#ack to normal9 )ith this spell. Ma"e #hole, on the other
hand, does no good in repairing a )arped item.
Jou can com#ine multiple consecuti*e #arp #ood spells to
)arp 7or un)arp9 an o#?ect that is too large for you to )arp
)ith a single spell. 5ntil the o#?ect is completely )arped, it
suffers no ill effects.
Aater reathing
'chool transmutation8 1evel cleric ,, druid ,,
sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7short reed or piece of stra)9
Range touch
,arget li*ing creatures touched
Duration & hours@le*el8 see text
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
he transmuted creatures can #reathe )ater freely. (i*ide the
duration e*enly among all the creatures you touch. he spell
does not make creatures una#le to #reathe air.
Aater Aal"
'chool transmutation T)aterU8 1evel cleric ,, ranger ,
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget# one touched creature@le*el
Duration 1; min.@le*el 7(9
'aving ,hro6 4ill negates 7harmless98 'pell Re#i#tance
yes 7harmless9
he transmuted creatures can tread on any li6uid as if it )ere
firm ground. Mud, oil, sno), 6uicksand, running )ater, ice,
and e*en la*a can #e tra*ersed easily, since the su#?ectsC feet
ho*er an inch or t)o a#o*e the surface. Creatures crossing
molten la*a still take damage from the heat #ecause they are
near it. he su#?ects can )alk, run, charge, or other)ise
mo*e across the surface as if it )ere normal ground.
:f the spell is cast under)ater 7or )hile the su#?ects are
partially or )holly su#merged in )hate*er li6uid they are in9,
the su#?ects are #orne to)ard the surface at 0; feet per round
until they can stand on it.
Aave# of 23hau#tion
'chool necromancy8 1evel sorcerer@)izard !
Ca#ting ,ime 1 standard action
Component# >, $
Range 0; ft.
.rea cone.shaped #urst
Duration instantaneous
'aving ,hro6 no8 'pell Re#i#tance yes
4a*es of negati*e energy cause all li*ing creatures in the
spellCs area to #ecome exhausted. his spell has no effect on
a creature that is already exhausted.
Aave# of &atigue
'chool necromancy8 1evel sorcerer@)izard 5
Ca#ting ,ime 1 standard action
Component# >, $
Range ,; ft.
.rea cone.shaped #urst
Duration instantaneous
'aving ,hro6 no8 'pell Re#i#tance yes
4a*es of negati*e energy render all li*ing creatures in the
spellCs area fatigued. his spell has no effect on a creature
that is already fatigued.
Aeb
'chool con?uration 7creation98 1evel sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $, M 7spider )e#9
Range medium 71;; ft. G 1; ft.@le*el9
2ffect )e#s in a &;.ft..radius spread
Duration 1; min.@le*el 7(9
'aving ,hro6 'eflex negates8 see text8 'pell Re#i#tance no
9eb creates a many.layered mass of strong, sticky strands.
Page ,!0
hese strands trap those caught in them. he strands are
similar to spider)e#s #ut far larger and tougher. hese
masses must #e anchored to t)o or more solid and
diametrically opposed points or else the )e# collapses upon
itself and disappears. Creatures caught )ithin a )e# #ecome
grappled #y the sticky fi#ers. "ttacking a creature in a )e#
doesnCt cause you to #ecome grappled.
"nyone in the effectCs area )hen the spell is cast must make
a 'eflex sa*e. :f this sa*e succeeds, the creature is inside the
)e# #ut is other)ise unaffected. :f the sa*e fails, the creature
gains the grappled condition, #ut can #reak free #y making a
com#at maneu*er check or +scape "rtist check as a standard
action against the (C of this spell. he entire area of the )e#
is considered difficult terrain. "nyone mo*ing through the
)e#s must make a com#at maneu*er check or +scape "rtist
check as part of their mo*e action, )ith a (C e6ual to the
spellCs (C. Creatures that fail lose their mo*ement and
#ecome grappled in the first s6uare of )e##ing that they
enter.
:f you ha*e at least 5 feet of )e# #et)een you and an
opponent, it pro*ides co*er. :f you ha*e at least &; feet of
)e# #et)een you, it pro*ides total co*er.
he strands of a #eb spell are flamma#le. " fla!in #eapon
can slash them a)ay as easily as a hand #rushes a)ay
co#)e#s. "ny fire can set the )e#s alight and #urn a)ay one
5.foot s6uare in 1 round. "ll creatures )ithin flaming )e#s
take &d/ points of fire damage from the flames.
9eb can #e made permanent )ith a per!anency spell. "
permanent )e# that is damaged 7#ut not destroyed9 regro)s
in 1; minutes.
Aeird
'chool illusion 7phantasm9 Tfear, mind.affectingU8 1evel
sorcerer@)izard 2
,arget# any num#er of creatures, no t)o of )hich can #e
more than ,; ft. apart
his spell functions like phantas!al "iller, except it can
affect more than one creature. Only the affected creatures see
the phantasmal creatures attacking them, though you see the
attackers as shado)y shapes.
:f a su#?ectCs 3ortitude sa*e succeeds, it still takes ,d0 points
of damage and is stunned for 1 round. he su#?ect also takes
1d/ points of $trength damage.
Ahirl6ind
'chool e*ocation TairU8 1evel druid %
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range long 7/;; ft. G /; ft.@le*el9
2ffect cyclone 1; ft. )ide at #ase, ,; ft. )ide at top, and ,;
ft. tall
Duration 1 round@le*el 7(9
'aving ,hro6 'eflex negates8 see text8 'pell Re#i#tance
yes
his spell creates a po)erful cyclone of raging )ind that
mo*es through the air, along the ground, or o*er )ater at a
speed of 0; feet per round. Jou can concentrate on
controlling the cycloneCs e*ery mo*ement or specify a simple
program. (irecting the cycloneCs mo*ement or changing its
programmed mo*ement is a standard action for you. he
cyclone al)ays mo*es during your turn. :f the cyclone
exceeds the spellCs range, it mo*es in a random, uncontrolled
fashion for 1d, rounds and then dissipates. 7Jou canCt regain
control of the cyclone, e*en if it comes #ack )ithin range.9
"ny =arge or smaller creature that comes in contact )ith the
spell effect must succeed on a 'eflex sa*e or take ,d0 points
of damage. " Medium or smaller creature that fails its first
sa*e must succeed on a second one or #e picked up #odily #y
the cyclone and held suspended in its po)erful )inds, taking
1d% points of damage each round on your turn )ith no sa*e
allo)ed. Jou may direct the cyclone to e?ect any carried
creatures )hene*er you )ish, depositing the hapless souls
)here*er the cyclone happens to #e )hen they are released.
Ahi#pering Aind
'chool transmutation TairU8 1evel #ard &, sorcerer@)izard &
Ca#ting ,ime 1 standard action
Component# >, $
Range 1 mile@le*el
.rea 1;.ft..radius spread
Duration no more than 1 hour@le*el or until discharged
7destination is reached9
'aving ,hro6 none8 'pell Re#i#tance no
Jou send a message or sound on the )ind to a designated
spot. he #hisperin #ind tra*els to a specific location
)ithin range that is familiar to you, pro*ided that it can find
a )ay to the location. " #hisperin #ind is as gentle and
unnoticed as a zephyr until it reaches the location. :t then
deli*ers its )hisper.6uiet message or other sound. Aote that
the message is deli*ered regardless of )hether anyone is
present to hear it. he )ind then dissipates.
Jou can prepare the spell to #ear a message of no more than
&5 )ords, cause the spell to deli*er other sounds for 1 round,
or merely ha*e the #hisperin #ind seem to #e a faint
stirring of the air. Jou can like)ise cause the #hisperin
#ind to mo*e as slo)ly as 1 mile per hour or as 6uickly as 1
mile per 1; minutes.
Page ,!!
4hen the spell reaches its o#?ecti*e, it s)irls and remains in
place until the message is deli*ered. "s )ith !aic !outh,
#hisperin #ind cannot speak *er#al components, use
command )ords, or acti*ate magical effects.
Aind Aal"
'chool transmutation TairU8 1evel cleric 0, druid !
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget# you and one touched creature per three le*els
Duration 1 hour@le*el 7(98 see text
'aving ,hro6 no and 4ill negates 7harmless98 'pell
Re#i#tance no and yes 7harmless9
Jou alter the su#stance of your #ody to a cloudlike *apor 7as
the aseous for! spell9 and mo*e through the air, possi#ly at
great speed. Jou can take other creatures )ith you, each of
)hich acts independently.
Aormally, a )ind )alker flies at a speed of 1; feet )ith
perfect maneu*era#ility. :f desired #y the su#?ect, a magical
)ind )afts a )ind )alker along at up to 0;; feet per round
70; mph9 )ith poor maneu*era#ility. 4ind )alkers are not
in*isi#le #ut rather appear misty and translucent. :f fully
clothed in )hite, they are %;I likely to #e mistaken for
clouds, fog, *apors, or the like.
" )ind )alker can regain its physical form as desired and
later resume the cloud form. +ach change to and from
*aporous form takes 5 rounds, )hich counts to)ard the
duration of the spell 7as does any time spent in physical
form9. "s noted a#o*e, you can dismiss the spell, and you
can e*en dismiss it for indi*idual )ind )alkers and not
others.
3or the last minute of the spellCs duration, a )ind )alker in
cloud form automatically descends 0; feet per round 7for a
total of 0;; feet9, though it may descend faster if it )ishes.
his descent ser*es as a )arning that the spell is a#out to
end.
Aind Aall
'chool e*ocation TairU8 1evel cleric ,, druid ,, ranger &,
sorcerer@)izard ,
Ca#ting ,ime 1 standard action
Component# >, $, M@(3 7a tiny fan and an exotic feather9
Range medium 71;; ft. G 1; ft.@le*el9
2ffect )all up to 1; ft.@le*el long and 5 ft.@le*el high 7$9
Duration 1 round@le*el
'aving ,hro6 none8 see text8 'pell Re#i#tance yes
"n in*isi#le *ertical curtain of )ind appears. :t is & feet thick
and of considera#le strength. :t is a roaring #last sufficient to
#lo) a)ay any #ird smaller than an eagle, or tear papers and
similar materials from unsuspecting hands. 7" 'eflex sa*e
allo)s a creature to maintain its grasp on an o#?ect.9 iny
and $mall flying creatures cannot pass through the #arrier.
=oose materials and cloth garments fly up)ard )hen caught
in a #ind #all$ "rro)s and #olts are deflected up)ard and
miss, )hile any other normal ranged )eapon passing through
the )all has a ,;I miss chance. 7" giant.thro)n #oulder, a
siege engine pro?ectile, and other massi*e ranged )eapons
are not affected.9 Gases, most gaseous #reath )eapons, and
creatures in gaseous form cannot pass through the )all
7although it is no #arrier to incorporeal creatures9.
4hile the )all must #e *ertical, you can shape it in any
continuous path along the ground that you like. :t is possi#le
to create cylindrical or s6uare #ind #alls to enclose specific
points.
Ai#h
'chool uni*ersal8 1evel sorcerer@)izard 2
Ca#ting ,ime 1 standard action
Component# >, $, M 7diamond )orth &5,;;; gp9
Range see text
,arget, 2ffect, .rea see text
Duration see text
'aving ,hro6 none, see text8 'pell Re#i#tance yes
9ish is the mightiest spell a )izard or sorcerer can cast. 1y
simply speaking aloud, you can alter reality to #etter suit
you. +*en #ish, ho)e*er, has its limits. " #ish can produce
any one of the follo)ing effects.
(uplicate any sorcerer@)izard spell of %th le*el or
lo)er, pro*ided the spell does not #elong to one of
your opposition schools.
(uplicate any non.sorcerer@)izard spell of !th le*el
or lo)er, pro*ided the spell does not #elong to one
of your opposition schools.
(uplicate any sorcerer@)izard spell of !th le*el or
lo)er, e*en if it #elongs to one of your opposition
schools.
(uplicate any non.sorcerer@)izard spell of 0th le*el
or lo)er, e*en if it #elongs to one of your opposition
schools.
5ndo the harmful effects of many other spells, such
as eas=>uest or insanity.
Grant a creature a G1 inherent #onus to an a#ility
score. )o to fi*e #ish spells cast in immediate
succession can grant a creature a G& to G5 inherent
#onus to an a#ility score 7t)o #ishes for a G&
Page ,!%
inherent #onus, three #ishes for a G, inherent
#onus, and so on9. :nherent #onuses are
instantaneous, so they cannot #e dispelled. 3oteB "n
inherent #onus may not exceed G5 for a single
a#ility score, and inherent #onuses to a particular
a#ility score do not stack, so only the #est one
applies.
'emo*e in?uries and afflictions. " single #ish can
aid one creature per caster le*el, and all su#?ects are
cured of the same kind of affliction. 3or example,
you could heal all the damage you and your
companions ha*e taken, or remo*e all poison effects
from e*eryone in the party, #ut not do #oth )ith the
same #ish.
'e*i*e the dead. " #ish can #ring a dead creature
#ack to life #y duplicating a resurrection spell. "
#ish can re*i*e a dead creature )hose #ody has
#een destroyed, #ut the task takes t)o #ishesB one to
recreate the #ody and another to infuse the #ody
)ith life again. " #ish cannot pre*ent a character
)ho )as #rought #ack to life from gaining a
permanent negati*e le*el.
ransport tra*elers. " #ish can lift one creature per
caster le*el from any)here on any plane and place
those creatures any)here else on any plane
regardless of local conditions. "n un)illing target
gets a 4ill sa*e to negate the effect, and spell
resistance 7if any9 applies.
5ndo misfortune. " #ish can undo a single recent
e*ent. he #ish forces a reroll of any roll made
)ithin the last round 7including your last turn9.
'eality reshapes itself to accommodate the ne)
result. 3or example, a #ish could undo an
opponentCs successful sa*e, a foeCs successful critical
hit 7either the attack roll or the critical roll9, a
friendCs failed sa*e, and so on. he reroll, ho)e*er,
may #e as #ad as or )orse than the original roll. "n
un)illing target gets a 4ill sa*e to negate the effect,
and spell resistance 7if any9 applies.
Jou may try to use a #ish to produce greater effects than
these, #ut doing so is dangerous. 7he #ish may per*ert your
intent into a literal #ut undesira#le fulfillment or only a
partial fulfillment, at the GMCs discretion.9
(uplicated spells allo) sa*es and spell resistance as normal
7#ut sa*e (Cs are for 2th.le*el spells9.
4hen a #ish duplicates a spell )ith a material component
that costs more than 1;,;;; gp, you must pro*ide that
component 7in addition to the &5,;;; gp diamond component
for this spell9.
Aood 'hape
'chool transmutation8 1evel druid &
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range touch
,arget one touched piece of )ood no larger than 1; cu. ft. G
1 cu. ft.@le*el
Duration instantaneous
'aving ,hro6 4ill negates 7o#?ect98 'pell Re#i#tance yes
7o#?ect9
4ood shape ena#les you to form one existing piece of )ood
into any shape that suits your purpose. 4hile it is possi#le to
make crude coffers, doors, and so forth, fine detail isnCt
possi#le. here is a ,;I chance that any shape that includes
mo*ing parts simply doesnCt )ork.
Aord of Chao#
'chool e*ocation Tchaotic, sonicU8 1evel cleric !
Ca#ting ,ime 1 standard action
Component# >
Range /; ft.
.rea nonchaotic creatures in a /;.ft..radius spread centered
on you
Duration instantaneous
'aving ,hro6 none or 4ill negates8 see text8 'pell
Re#i#tance yes
"ny nonchaotic creature )ithin the area of a #ord of chaos
spell suffers the follo)ing ill effects, depending on their -(.
5D 2ffect
+6ual to caster le*el (eafened
5p to caster le*el H1 $tunned, deafened
5p to caster le*el H5 Confused, stunned, deafened
5p to caster le*el H1; <illed, confused, stunned, deafened
he effects are cumulati*e and concurrent. " successful 4ill
sa*e reduces or eliminates these effects. Creatures affected
#y multiple effects make only one sa*e and apply the result
to all the effects.
'eafenedB he creature is deafened for 1d/ rounds. $a*e
negates.
StunnedB he creature is stunned for 1 round. $a*e negates.
ConfusedB he creature is confused for 1d1; minutes. his is
a mind.affecting enchantment effect. $a*e reduces the
confused effect to 1 round.
1illedB =i*ing creatures die. 5ndead creatures are destroyed.
$a*e negates. :f the sa*e is successful, the creature instead
takes ,d0 points of damage G 1 point per caster le*el
7maximum G&59.
Page ,!2
3urthermore, if you are on your home plane )hen you cast
this spell, nonchaotic extraplanar creatures )ithin the area
are instantly #anished #ack to their home planes. Creatures
so #anished cannot return for at least &/ hours. his effect
takes place regardless of )hether the creatures hear the #ord
of chaos or not$ he #anishment effect allo)s a 4ill sa*e 7at
a H/ penalty9 to negate.
Creatures )hose -( exceed your caster le*el are unaffected
#y #ord of chaos$
Aord of Recall
'chool con?uration 7teleportation98 1evel cleric 0, druid %
Ca#ting ,ime 1 standard action
Component# >
Range unlimited
,arget you and touched o#?ects or other )illing creatures
Duration instantaneous
'aving ,hro6 none or 4ill negates 7harmless, o#?ect98 'pell
Re#i#tance no or yes 7harmless, o#?ect9
9ord of recall teleports you instantly #ack to your sanctuary
)hen the )ord is uttered. Jou must designate the sanctuary
)hen you prepare the spell, and it must #e a *ery familiar
place. he actual point of arri*al is a designated area no
larger than 1; feet #y 1; feet. Jou can #e transported any
distance )ithin a plane #ut cannot tra*el #et)een planes. Jou
can transport, in addition to yourself, any o#?ects you carry,
as long as their )eight doesnCt exceed your maximum load.
Jou may also #ring one additional )illing Medium or
smaller creature 7carrying gear or o#?ects up to its maximum
load9 or its e6ui*alent per three caster le*els. " =arge
creature counts as t)o Medium creatures, a -uge creature
counts as t)o =arge creatures, and so forth. "ll creatures to
#e transported must #e in contact )ith one another, and at
least one of those creatures must #e in contact )ith you.
+xceeding this limit causes the spell to fail.
"n un)illing creature canCt #e teleported #y #ord of recall$
=ike)ise, a creatureCs 4ill sa*e 7or spell resistance9 pre*ents
items in its possession from #eing teleported. 5nattended,
nonmagical o#?ects recei*e no sa*ing thro).
Rone of 'ilence
'chool illusion 7glamer98 1evel #ard /
Ca#ting ,ime 1 round
Component# >, $
Range personal
.rea 5.ft..radius emanation centered on you
Duration 1 hour@le*el 7(9
1y casting <one of silence, you manipulate sound )a*es in
your immediate *icinity so that you and those )ithin the
spellCs area can con*erse normally, yet no one outside can
hear your *oices or any other noises from )ithin, including
language.dependent or sonic spell effects. his effect is
centered on you and mo*es )ith you. "nyone )ho enters the
zone immediately #ecomes su#?ect to its effects, #ut those
)ho lea*e are no longer affected. Aote, ho)e*er, that a
successful (C &; =inguistics check to read lips can still
re*eal )hatCs said inside a <one of silence$
Rone of ,ruth
'chool enchantment 7compulsion9 Tmind.affectingU8 1evel
cleric &, paladin &
Ca#ting ,ime 1 standard action
Component# >, $, (3
Range close 7&5 ft. G 5 ft.@& le*els9
.rea &;.ft..radius emanation
Duration 1 min.@le*el
'aving ,hro6 4ill negates8 'pell Re#i#tance yes
Creatures )ithin the emanation area 7or those )ho enter it9
canCt speak any deli#erate and intentional lies. +ach
potentially affected creature is allo)ed a sa*e to a*oid the
effects )hen the spell is cast or )hen the creature first enters
the emanation area. "ffected creatures are a)are of this
enchantment. herefore, they may a*oid ans)ering 6uestions
to )hich they )ould normally respond )ith a lie, or they
may #e e*asi*e as long as they remain )ithin the #oundaries
of the truth. Creatures )ho lea*e the area are free to speak as
they choose.
Page ,%;
11. Prestige Classes
Prestige classes allo) characters to #ecome truly
exceptional, gaining po)ers #eyond the ken of their peers.
5nlike the core classes, characters must meet specific
re6uirements #efore they can take their first le*el of a
prestige class. :f a character does not meet the re6uirements
for a prestige class #efore gaining any #enefits of that le*el,
that character cannot take that prestige class. Characters that
take le*els in prestige classes do not gain any fa*ored class
#onuses for those le*els.
.rcane .rcherB "n arcane spellcaster )ho dra)s upon
ancient el*en traditions to infuse his arro)s )ith potent
magical po)er.
.rcane ,ric"#terB " trou#lemaker and a scoundrel )ho uses
arcane magic to enhance her thie*ery and trickery.
.##a##inB " remorseless murderer )ho kills for money and
the sheer thrill of death.dealing.
Dragon Di#cipleB "n arcane spellcaster )ho has em#raced
his latent draconic heritage and, o*er the course of training
and de*otion, undergoes a partial transformation into a
dragon.
Dueli#tB " s)ash#uckling s)ordfighter )ho relies upon
grace, poise, and acro#atics to )in the day.
2ldritch EnightB "n arcane spellcaster )ho augments his
magical skills )ith com#at to create a deadly com#ination of
)eapons and magic.
1orema#terB " spellcaster )ho de*otes his life to research
and rumination upon the mysteries of the )orld.
!y#tic ,heurgeB +6ually de*oted to di*ine and arcane
magic, the mystic theurge com#ines #oth magical traditions
into one incredi#ly di*erse class.
Pathfinder ChroniclerB "n explorer at heart, the Pathfinder
chronicler tra*els to distant, exotic lands to expand her
kno)ledge of the )orld.
'hado6dancerB " mysterious ad*enturer )ho )alks the
#oundaries #et)een the real )orld and the realm of shado)s,
and )ho can command shado)s to do her #idding.
Definition# of ,erm#
-ere are definitions of some terms used in this section.
Core Cla##B One of the standard ele*en classes found in
Classes.
Ca#ter 1evelB Generally e6ual to the num#er of class le*els
7see #elo)9 in a spellcasting class. $ome prestige classes add
caster le*els to an existing class.
Character 1evelB he total le*el of the character, )hich is
the sum of all class le*els held #y that character.
Cla## 1evelB he le*el of a character in a particular class.
3or a character )ith le*els in only one class, class le*el and
character le*el are the same.
Arcane Archer
+l*es or half.el*es )ho seek to perfect the use of the #o)
sometimes pursue the path of the arcane archer. "rcane
archers are masters of ranged com#at, as they possess the
a#ility to strike at targets )ith unerring accuracy and can
im#ue their arro)s )ith po)erful spells. "rro)s fired #y
arcane archers fly at )eird and uncanny angles to strike at
foes around corners, and can pass through solid o#?ects to hit
enemies that co)er #ehind such co*er. "t the height of their
po)er, arcane archers can fell e*en the most po)erful foes
)ith a single, deadly shot. hose )ho ha*e trained as #oth
rangers and )izards excel as arcane archers, although other
multiclass com#inations are not unheard of. "rcane archers
may #e found )here*er el*es tra*el, #ut not all are allies of
the el*es. Many, particularly half.el*en arcane archers, use
el*en traditions solely for their o)n gain, or )orse, against
the el*es )hose *ery traditions they adhere to.
RoleB "rcane archers deal death from afar, )inno)ing do)n
opponents )hile their allies rush into hand.to.hand com#at.
4ith their capacity to unleash hails of arro)s on the enemy,
they represent the pinnacle of ranged com#at.
.lignmentB "rcane archers can #e of any alignment, though
as el*es and half.el*es tend to #e free.spirited, they are rarely
la)ful. $imilarly, it is uncommon to find e*il el*es and half.
el*es, and the path of the arcane archer is therefore more
often pursued #y good or neutral characters.
5it DieB d1;.
Re>uirement#
o 6ualify to #ecome an arcane archer, a character must
fulfill all the follo)ing criteria.
RaceB +lf or half.elf.
Page ,%1
a#e .ttac" onu#B G0.
&eat#B Point 1lank $hot, Precise $hot, 4eapon 3ocus
7long#o) or short#o)9.
'pell#B "#ility to cast 1st.le*el arcane spells.
Cla## '"ill#
he arcane archerCs class skills 7and the key a#ility for each
skill9 are Perception 74is9, 'ide 7(ex9, $tealth 7(ex9, and
$ur*i*al 74is9.
'"ill Ran"# at 2ach 1evelB / G :nt modifier.
Cla## &eature#
"ll of the follo)ing are class features of the arcane archer
prestige class.
Aeapon and .rmor ProficiencyB "n arcane archer is
proficient )ith all simple and martial )eapons, light armor,
medium armor, and shields.
'pell# per DayB "t the indicated le*els, an arcane archer
gains ne) spells per day as if he had also gained a le*el in an
arcane spellcasting class he #elonged to #efore adding the
prestige class. -e does not, ho)e*er, gain other #enefits a
character of that class )ould ha*e gained, except for
additional spells per day, spells kno)n 7if he is a spontaneous
spellcaster9, and an increased effecti*e le*el of spellcasting.
:f a character had more than one arcane spellcasting class
#efore #ecoming an arcane archer, he must decide to )hich
class he adds the ne) le*el for purposes of determining
spells per day.
2nhance .rro6# /'u0B "t 1st le*el, e*ery nonmagical arro)
an arcane archer nocks and lets fly #ecomes magical, gaining
a G1 enhancement #onus. 5nlike magic )eapons created #y
normal means, the archer need not spend gold pieces to
accomplish this task. -o)e*er, an archerCs magic arro)s
only function for him.
:n addition, the arcane archerCs arro)s gain a num#er of
additional 6ualities as he gains additional le*els. he
elemental, elemental #urst, and aligned 6ualities can #e
changed once per day, )hen the arcane archer prepares spells
or, in the case of spontaneous spellcasters, after % hours of
rest.
"t ,rd le*el, e*ery nonmagical arro) fired #y an arcane
archer gains one of the follo)ing elemental themed )eapon
6ualitiesB fla!in, frost, or shoc".
"t 5th le*el, e*ery nonmagical arro) fired #y an arcane
archer gains the distance )eapon 6uality.
"t !th le*el, e*ery nonmagical arro) fired #y an arcane
archer gains one of the follo)ing elemental #urst )eapon
6ualitiesB fla!in burst, icy burst, or shoc"in burst. his
a#ility replaces the a#ility gained at ,rd le*el.
"t 2th le*el, e*ery nonmagical arro) fired #y an arcane
archer gains one of the follo)ing aligned )eapon 6ualitiesB
anarchic, a,io!atic, holy, or unholy. he arcane archer
cannot choose an a#ility that is the opposite of his alignment
7for example, a la)ful good arcane archer could not choose
anarchic or unholy as his )eapon 6uality9.
he #onuses granted #y a magic #o) apply as normal to
arro)s that ha*e #een enhanced )ith this a#ility. Only the
larger enhancement #onus applies. (uplicate a#ilities do not
stack.
-mbue .rro6 /'p0B "t &nd le*el, an arcane archer gains the
a#ility to place an area spell upon an arro). 4hen the arro)
is fired, the spellCs area is centered )here the arro) lands,
e*en if the spell could normally #e centered only on the
caster. his a#ility allo)s the archer to use the #o)Cs range
rather than the spellCs range. " spell cast in this )ay uses its
standard casting time and the arcane archer can fire the arro)
as part of the casting. he arro) must #e fired during the
Page ,%&
Table 11-1: Arcane Archer
1evel a#e .ttac" onu# &ort 'ave Ref 'ave Aill 'ave 'pecial 'pell# per Day
1st G1 G1 G1 G; +nhance arro)s 7magic9 K
&nd G& G1 G1 G1 :m#ue arro) G1 le*el of existing class
,rd G, G& G& G1 +nhance arro)s 7elemental9 G1 le*el of existing class
/th G/ G& G& G1 $eeker arro) G1 le*el of existing class
5th G5 G, G, G& +nhance arro)s 7distance9 K
0th G0 G, G, G& Phase arro) G1 le*el of existing class
!th G! G/ G/ G& +nhance arro)s 7elemental #urst9 G1 le*el of existing class
%th G% G/ G/ G, -ail of arro)s G1 le*el of existing class
2th G2 G5 G5 G, +nhance arro)s 7aligned9 K
1;th G1; G5 G5 G, "rro) of death G1 le*el of existing class
round that the casting is completed or the spell is )asted. :f
the arro) misses, the spell is )asted.
'ee"er .rro6 /'p0B "t /th le*el, an arcane archer can
launch an arro) at a target kno)n to him )ithin range, and
the arro) tra*els to the target, e*en around corners. Only an
una*oida#le o#stacle or the limit of the arro)Cs range
pre*ents the arro)Cs flight. his a#ility negates co*er and
concealment modifiers, #ut other)ise the attack is rolled
normally. 5sing this a#ility is a standard action 7and shooting
the arro) is part of the action9. "n arcane archer can use this
a#ility once per day at /th le*el, and one additional time per
day for e*ery t)o le*els #eyond /th, to a maximum of four
times per day at 1;th le*el.
Pha#e .rro6 /'p0B "t 0th le*el, an arcane archer can launch
an arro) once per day at a target kno)n to him )ithin range,
and the arro) tra*els to the target in a straight path, passing
through any nonmagical #arrier or )all in its )ay. 7"ny
magical #arrier stops the arro).9 his a#ility negates co*er,
concealment, armor, and shield modifiers, #ut other)ise the
attack is rolled normally. 5sing this a#ility is a standard
action 7and shooting the arro) is part of the action9. "n
arcane archer can use this a#ility once per day at 0th le*el,
and one additional time per day for e*ery t)o le*els #eyond
0th, to a maximum of three times per day at 1;th le*el.
5ail of .rro6# /'p0B :n lieu of his regular attacks, once per
day an arcane archer of %th le*el or higher can fire an arro)
at each and e*ery target )ithin range, to a maximum of one
target for e*ery arcane archer le*el she has earned. +ach
attack uses the archerCs primary attack #onus, and each
enemy may only #e targeted #y a single arro).
.rro6 of Death /'p0B "t 1;th le*el, an arcane archer can
create a special type of slayin arro# that forces the target, if
damaged #y the arro)Cs attack, to make a 3ortitude sa*e or
#e slain immediately. he (C of this sa*e is e6ual to &; G the
arcane archerCs Charisma modifier. :t takes 1 day to make a
slayin arro#, and the arro) only functions for the arcane
archer )ho created it. he slayin arro# lasts no longer than
1 year, and the archer can only ha*e one such arro) in
existence at a time.
Arcane Tric*ster
3e) can match the guile and craftiness of arcane tricksters.
hese prodigious thie*es #lend the su#tlest aspects of the
arcane )ith the natural cunning of the #andit and the
scoundrel, using spells to enhance their natural thie*ing
a#ilities. "rcane tricksters can pick locks, disarm traps, and
lift purses from a safe distance using their magical
legerdemain, and as often as not seek humiliation as a goal to
triumph o*er their foes than more *iolent solutions.
he path to #ecoming an arcane trickster is a natural
progression for rogues )ho ha*e supplemented their talents
for theft )ith the study of the arcane. Multiclass
rogue@sorcerers and rogue@#ards are the most common arcane
tricksters, although other com#inations are possi#le. "rcane
tricksters are most often found in large, cosmopolitan cities
)here their talents for magical larceny can #e most
effecti*ely put to use, pro)ling the streets and stealing from
the un)ary.
RoleB 4ith their mastery of magic, arcane tricksters can
make for e*en more su#tle or confounding opponents than
standard rogues. 'anged legerdemain enhances their skill as
thie*es, and their a#ility to make sneak attacks )ithout
flanking or as part of a spell can make arcane tricksters
formida#le damage.dealers.
.lignmentB "ll arcane tricksters ha*e a penchant for
mischief and thie*ery, and are therefore ne*er la)ful.
"lthough they sometimes ac6uire their magical a#ilities
through the studious path of )izardry, their magical aptitude
more often stems from a sorcerous #loodline. "s such, many
arcane tricksters are of a chaotic alignment.
5it DieB d0.
Re>uirement#
o 6ualify to #ecome an arcane trickster, a character must
fulfill all of the follo)ing criteria.
.lignmentB "ny nonla)ful.
'"ill#B (isa#le (e*ice / ranks, +scape "rtist / ranks,
<no)ledge 7arcana9 / ranks.
'pell#B "#ility to cast !ae hand and at least one arcane
spell of &nd le*el or higher.
'pecialB $neak attack G&d0.
Cla## '"ill#
he arcane tricksterCs class skills 7and the key a#ility for each
skill9 are "cro#atics 7(ex9, "ppraise 7:nt9, 1luff 7Cha9,
Clim# 7$tr9, (iplomacy 7Cha9, (isa#le (e*ice 7:nt9,
(isguise 7Cha9, +scape "rtist 7(ex9, <no)ledge 7all skills
taken indi*idually9 7:nt9, Perception 74is9, $ense Moti*e
74is9, $leight of -and 7(ex9, $pellcraft 7:nt9, $tealth 7(ex9,
and $)im 7$tr9.
'"ill Ran"# at 2ach 1evelB / G :nt modifier.
Page ,%,
Cla## &eature#
"ll of the follo)ing are class features of the arcane trickster
prestige class.
Aeapon and .rmor ProficiencyB "rcane tricksters gain no
proficiency )ith any )eapon or armor.
'pell# per DayB 4hen a ne) arcane trickster le*el is gained,
the character gains ne) spells per day as if she had also
gained a le*el in a spellcasting class she #elonged to #efore
adding the prestige class. $he does not, ho)e*er, gain other
#enefits a character of that class )ould ha*e gained, except
for additional spells per day, spells kno)n 7if she is a
spontaneous spellcaster9, and an increased effecti*e le*el of
spellcasting. :f a character had more than one spellcasting
class #efore #ecoming an arcane trickster, she must decide to
)hich class she adds the ne) le*el for purposes of
determining spells per day.
Ranged 1egerdemain /'u0B "n arcane trickster can use
(isa#le (e*ice and $leight of -and at a range of ,; feet.
4orking at a distance increases the normal skill check (C #y
5, and an arcane trickster cannot take 1; on this check. "ny
o#?ect to #e manipulated must )eigh 5 pounds or less. $he
can only use this a#ility if she has at least 1 rank in the skill
#eing used.
'nea" .ttac"B his is exactly like the rogue a#ility of the
same name. he extra damage dealt increases #y G1d0 e*ery
other le*el 7&nd, /th, 0th, %th, and 1;th9. :f an arcane
trickster gets a sneak attack #onus from another source, the
#onuses on damage stack.
-mpromptu 'nea" .ttac" /230B 1eginning at ,rd le*el,
once per day an arcane trickster can declare one melee or
ranged attack she makes to #e a sneak attack 7the target can
#e no more than ,; feet distant if the impromptu sneak attack
is a ranged attack9. he target of an impromptu sneak attack
loses any (exterity #onus to "C, #ut only against that attack.
he po)er can #e used against any target, #ut creatures that
are not su#?ect to critical hits take no extra damage 7though
they still lose any (exterity #onus to "C against the attack9.
"t !th le*el, an arcane trickster can use this a#ility t)ice per
day.
,ric"y 'pell# /'u0B $tarting at 5th le*el, an arcane trickster
can cast her spells )ithout their somatic or *er#al
components, as if using the $till $pell and $ilent $pell feats.
$pells cast using this a#ility do not increase in spell le*el or
casting time. $he can use this a#ility , times per day at 5th
le*el and one additional time per e*ery t)o le*els thereafter,
to a maximum of 5 times per day at 2th le*el. he arcane
trickster decides to use this a#ility at the time of casting.
-nvi#ible ,hief /'u0B "t 2th le*el, an arcane trickster can
#ecome in*isi#le, as if under the effects of reater
in%isibility, as a free action. $he can remain in*isi#le for a
num#er of rounds per day e6ual to her arcane trickster le*el.
-er caster le*el for this effect is e6ual to her caster le*el.
hese rounds need not #e consecuti*e.
'urpri#e 'pell#B "t 1;th le*el, an arcane trickster can add
her sneak attack damage to any spell that deals damage, if
the targets are flat.footed. his additional damage only
applies to spells that deal hit point damage, and the
additional damage is of the same type as the spell. :f the spell
allo)s a sa*ing thro) to negate or hal*e the damage, it also
negates or hal*es the sneak attack damage.
Page ,%/
Table 11-2: Arcane Tric"ster
1evel a#e .ttac"
onu#
&ort
'ave
Ref
'ave
Aill
'ave
'pecial 'pell# per Day
1st G; G; G1 G1 'anged legerdemain G1 le*el of existing class
&nd G1 G1 G1 G1 $neak attack G1d0 G1 le*el of existing class
,rd G1 G1 G& G& :mpromptu sneak attack 1@day G1 le*el of existing class
/th G& G1 G& G& $neak attack G&d0 G1 le*el of existing class
5th G& G& G, G, ricky spells ,@day G1 le*el of existing class
0th G, G& G, G, $neak attack G,d0 G1 le*el of existing class
!th G, G& G/ G/ :mpromptu sneak attack &@day, ricky spells /@day G1 le*el of existing class
%th G/ G, G/ G/ $neak attack G/d0 G1 le*el of existing class
2th G/ G, G5 G5 :n*isi#le thief, ricky spells 5@day G1 le*el of existing class
1;th G5 G, G5 G5 $neak attack G5d0, surprise spells G1 le*el of existing class
Assassin
" mercenary undertaking his task )ith cold, professional
detachment, the assassin is e6ually adept at espionage,
#ounty hunting, and terrorism. "t his core, an assassin is an
artisan, and his medium is death. rained in a *ariety of
killing techni6ues, assassins are among the most feared
classes.
4hile nearly any class is capa#le of #ecoming an assassin,
rogues suit the part more than any other, from #oth an a#ility
*ie)point and an ideological one. hough they make
excellent allies during com#at, assassins excel in more
clandestine situations, and the #est assassins are the ones the
*ictims ne*er kne) existed.
RoleB "ssassins tend to #e loners #y nature, seeing
companions as lia#ilities at #est. $ometimes an assassinCs
missions put him in the company of ad*enturers for long
stretches at a time, #ut fe) people are comforta#le trusting a
professional assassin to )atch their #acks in a fight, and are
more likely to let the emotionless killer scout ahead or help
prepare am#ushes.
.lignmentB (ue to its necessary selfishness and callous
indifference to)ard taking li*es, the assassin class attracts
those )ith e*il alignments more than any others. 1ecause the
profession re6uires a degree of self.discipline, chaotic
characters are ill suited to #ecoming these shado)y killers.
Aeutral characters sometimes #ecome assassins, fre6uently
thinking of themsel*es as simple professionals performing a
?o#, yet the nature of their duties ine*ita#ly pushes them
to)ard an e*il alignment.
5it DieB d%.
Re>uirement#
o 6ualify to #ecome an assassin, a character must fulfill all
the follo)ing criteria.
.lignmentB "ny e*il.
'"ill#B (isguise & ranks, $tealth 5 ranks.
'pecialB he character must kill someone for no other reason
than to #ecome an assassin.
Cla## '"ill#
he assassinCs class skills 7and the key a#ility for each skill9
are "cro#atics 7(ex9, 1luff 7Cha9, Clim# 7$tr9, (iplomacy
7Cha9, (isa#le (e*ice 7:nt9, (isguise 7Cha9, +scape "rtist
7(ex9, :ntimidate 7Cha9, =inguistics 7:nt9, Perception 74is9,
$ense Moti*e 74is9, $leight of -and 7(ex9, $tealth 7(ex9,
$)im 7$tr9, and 5se Magic (e*ice 7Cha9.
'"ill Ran"# at 2ach 1evelB / G :nt modifier.
Cla## &eature#
"ll of the follo)ing are class features of the assassin prestige
class.
Aeapon and .rmor ProficiencyB "ssassins are proficient
)ith the cross#o) 7hand, light, or hea*y9, dagger 7any type9,
dart, rapier, sap, short#o) 7normal and composite9, and short
s)ord. "ssassins are proficient )ith light armor #ut not )ith
shields.
'nea" .ttac"B his is exactly like the rogue a#ility of the
same name. he extra damage dealt increases #y G1d0 e*ery
other le*el 71st, ,rd, 5th, !th, and 2th9. :f an assassin gets a
sneak attack #onus from another source, the #onuses on
damage stack.
Death .ttac" /230B :f an assassin studies his *ictim for ,
rounds and then makes a sneak attack )ith a melee )eapon
that successfully deals damage, the sneak attack has the
Page ,%5
Table 11-3: Assassin
1evel a#e .ttac" onu# &ort 'ave Ref 'ave Aill 'ave 'pecial
1st G; G; G1 G; $neak attack G1d0, death attack, poison use
&nd G1 G1 G1 G1 G1 sa*e #onus against poison,uncanny dodge
,rd G& G1 G& G1 $neak attack G&d0
/th G, G1 G& G1 G& sa*e #onus against poison, hidden )eapons, true death
5th G, G& G, G& :mpro*ed uncannydodge, $neak attack G,d0
0th G/ G& G, G& G, sa*e #onus against poison,6uiet death
!th G5 G& G/ G& $neak attack G/d0
%th G0 G, G/ G, G/ sa*e #onus against poison,hide in plain sight
2th G0 G, G5 G, $neak attack G5d0, s)ift death
1;th G! G, G5 G, G5 sa*e #onus against poison,angel of death
additional effect of possi#ly either paralyzing or killing the
target 7assassinCs choice9. $tudying the *ictim is a standard
action. he death attack fails if the target detects the assassin
or recognizes the assassin as an enemy 7although the attack
might still #e a sneak attack if the target is denied his
(exterity #onus to his "rmor Class or is flanked9. :f the
*ictim of such a death attack fails a 3ortitude sa*e 7(C 1; G
the assassinCs class le*el G the assassinCs :nt modifier9 against
the kill effect, she dies. :f the sa*ing thro) fails against the
paralysis effect, the *ictim is rendered helpless and una#le to
act for 1d0 rounds plus 1 round per le*el of the assassin. :f
the *ictimCs sa*ing thro) succeeds, the attack is ?ust a normal
sneak attack. Once the assassin has completed the , rounds
of study, he must make the death attack )ithin the next ,
rounds.
:f a death attack is attempted and fails 7the *ictim makes her
sa*e9 or if the assassin does not launch the attack )ithin ,
rounds of completing the study, , ne) rounds of study are
re6uired #efore he can attempt another death attack.
Poi#on H#eB "ssassins are trained in the use of poison and
cannot accidentally poison themsel*es )hen applying poison
to a #lade 7see Poison9.
'ave onu# again#t Poi#onB "t &nd le*el, the assassin gains
a G1 sa*ing thro) #onus against poisons. his #onus
increase #y G1 e*ery t)o le*els.
Hncanny Dodge /230B "t &nd le*el, an assassin cannot #e
caught flat.footed, e*en if the attacker is in*isi#le. -e still
loses his (exterity #onus to "C if immo#ilized. "n assassin
)ith this a#ility can still lose his (exterity #onus to "C if an
opponent successfully uses the feint action against him.
:f an assassin already has uncanny dodge from a different
class, he automatically gains impro*ed uncanny dodge
instead.
5idden Aeapon# /230B "t /th le*el, an assassin #ecomes a
master at hiding )eapons on his #ody. -e adds his assassin
le*el to all $leight of -and skill checks made to pre*ent
others from noticing them.
,rue Death /'u0B $tarting at /th le*el, anyone slain #y an
assassinCs death attack #ecomes more difficult to #ring #ack
from the dead. $pellcasters attempting to #ring a creature
#ack from the dead using raise dead or similar magic must
make a caster le*el check )ith a (C e6ual to 15 G the
assassinCs le*el or the spell fails and the material component
is )asted. Casting re!o%e curse the round #efore attempting
to #ring the creature #ack from the dead negates this chance.
he (C of the re!o%e curse is 1; G the assassinCs le*el.
-mproved Hncanny Dodge /230B "t 5th le*el and higher, an
assassin can no longer #e flanked. his defense denies a
rogue the a#ility to sneak attack the assassin #y flanking him,
unless the attacker has at least four more rogue le*els than
the target has assassin le*els.
:f a character already has uncanny dodge from another class,
the le*els from the classes that grant uncanny dodge stack to
determine the minimum rogue le*el re6uired to flank the
character.
Juiet Death /230B "t 0th le*el, )hene*er an assassin kills a
creature using his death attack during a surprise round, he
can also make a $tealth check, opposed #y Perception checks
of those in the *icinity to pre*ent them from identifying him
as the assailant. :f successful, those near#y might not e*en
notice that the target is dead for a fe) moments, allo)ing the
assassin to a*oid detection.
5ide in Plain 'ight /'u0B "t %th le*el, an assassin can use
the $tealth skill e*en )hile #eing o#ser*ed. "s long as he is
)ithin 1; feet of some sort of shado), an assassin can hide
himself from *ie) in the open )ithout ha*ing anything to
actually hide #ehind. -e cannot, ho)e*er, hide in his o)n
shado).
'6ift Death /230B "t 2th le*el, once per day, an assassin can
make a death attack against a foe )ithout studying the foe
#eforehand. -e must still sneak attack his foe using a melee
)eapon that deals damage.
.ngel of Death /'u0B "t 1;th le*el, the assassin #ecomes a
master of death. Once per day, )hen the assassin makes a
successful death attack, he can cause the targetCs #ody to
crum#le to dust. his pre*ents raise dead and resurrection
7although true resurrection )orks as normal9. he assassin
must declare the use of this a#ility #efore the attack is made.
:f the attack misses or the target successfully sa*es against
the death attack, this a#ility is )asted )ith no effect.
Dragon Disci0le
"s some of the most ancient, po)erful, and capricious
creatures in existence, dragons occasionally enter into trysts
)ith unsuspecting mortals or sire offspring )ith exceptional
indi*iduals. =ike)ise, the great po)er )ielded #y these
creatures has long intrigued )izards and alchemists )ho
ha*e sought *arious magical methods to infuse their #odies
)ith draconic po)er. "s a result, the #lood of dragons runs
through the *eins of many races. 3or some, this heritage
manifests as a sorcerous #loodline and a predilection for
magic8 for others, ho)e*er, the po)er of their draconic
ancestors #ecomes an o#session.
$pellcasters )ho em#race their draconic heritage and learn to
channel their a#ilities can #ecome dragon disciples, fearsome
)arriors )ho possess not only the repertoire of an
accomplished sorcerer #ut also the a#ility to unleash the
furious po)er of dragons upon their foes. "s dragon
Page ,%0
disciples disco*er the po)er of their fore#ears, they can learn
to #reathe fire, take flight on leathery )ings, andKat the
pinnacle of their a#ilitiesKassume the form of a dragon.
"lthough they are rare, dragon disciples can #e found in any
land )here dragons interact )ith mortals.
RoleB 4ith the magic of a spellcasting class at their disposal,
dragon disciples can assume the typical role of a magic.user,
hampering the mo*ement of the enemy and hurling damage.
dealing spells at their opponents. (ragon disciplesC draconic
a#ilities, ho)e*er, make these *ersatile spellcasters e*en
more formida#le, as they use their #reath )eapons and flight
to destroy their foes directly.
.lignmentB (ragon disciples can #e of any alignment,
although they tend to #e more chaotic than la)ful. hose
dragon disciples that assume the traits of chromatic dragons,
such as #estial )hite and fearsome red dragons, ha*e a
procli*ity for e*il. Con*ersely, those that take after the
metallic dragons, such as stoic #rass and chi*alric gold
dragons, are often of good alignments.
5it DieB d1&.
Re>uirement#
o 6ualify to #ecome a dragon disciple, a character must
fulfill all the follo)ing criteria.
RaceB "ny nondragon.
'"ill#B <no)ledge 7arcana9 5 ranks.
1anguage#B (raconic.
'pellca#tingB "#ility to cast 1st.le*el arcane spells )ithout
preparation. :f the character has sorcerer le*els, he must ha*e
the draconic #loodline. :f the character gains le*els of
sorcerer after taking this class, he must take the draconic
#loodline.
Cla## '"ill#
he dragon discipleCs class skills 7and the key a#ility for each
skill9 are (iplomacy 7Cha9, +scape "rtist 7(ex9, 3ly 7(ex9,
<no)ledge 7all skills taken indi*idually9 7:nt9, Perception
74is9, and $pellcraft 7:nt9.
'"ill Ran"# at 2ach 1evelB & G :nt modifier.
Cla## &eature#
"ll of the follo)ing are class features of the dragon disciple
prestige class.
Aeapon and .rmor ProficiencyB (ragon disciples gain no
proficiency )ith any )eapon or armor.
'pell# per DayB "t the indicated le*els, a dragon disciple
gains ne) spells per day as if he had also gained a le*el in an
arcane spellcasting class he #elonged to #efore adding the
Page ,%!
Table 11-7: 'raon 'isciple
1evel
a#e .ttac"
onu#
&ort
'ave
Ref
'ave
Aill
'ave
'pecial 'pell# per Day
1st G; G1 G; G1
1lood of dragons, natural armor
increase 7G19
K
&nd G1 G1 G1 G1
"#ility #oost 7$tr G&9, #loodline
feat, dragon #ite
G1 le*el of existing arcane
spellcasting class
,rd G& G& G1 G& 1reath )eapon
G1 le*el of existing arcane
spellcasting class
/th G, G& G1 G&
"#ility #oost 7$tr G&9, natural
armor increase 7G19
G1 le*el of existing arcane
spellcasting class
5th G, G, G& G, 1lindsense ,; ft., #loodline feat K
0th G/ G, G& G, "#ility #oost 7Con G&9
G1 le*el of existing arcane
spellcasting class
!th G5 G/ G& G/
(ragon form 71@day9, natural
armor increase 7G19
G1 le*el of existing arcane
spellcasting class
%th G0 G/ G, G/
"#ility #oost 7:nt G&9, #loodline
feat
G1 le*el of existing arcane
spellcasting class
2th G0 G5 G, G5 4ings K
1;th G! G5 G, G5
1lindsense 0; ft., (ragon form
7&@day9
G1 le*el of existing arcane
spellcasting class
prestige class. -e does not, ho)e*er, gain other #enefits a
character of that class )ould ha*e gained, except for
additional spells per day, spells kno)n 7if he is a spontaneous
spellcaster9, and an increased effecti*e le*el of spellcasting.
:f a character had more than one arcane spellcasting class
#efore #ecoming a dragon disciple, he must decide to )hich
class he adds the ne) le*el for purposes of determining
spells per day.
lood of Dragon#B " dragon disciple adds his le*el to his
sorcerer le*els )hen determining the po)ers gained from his
#loodline. :f the dragon disciple does not ha*e le*els of
sorcerer, he instead gains #loodline po)ers of the draconic
#loodline, using his dragon disciple le*el as his sorcerer le*el
to determine the #onuses gained. -e must choose a dragon
type upon gaining his first le*el in this class and that type
must #e the same as his sorcerer type. his a#ility does not
grant #onus spells to a sorcerer unless he possesses spell
slots of an appropriate le*el. $uch #onus spells are
automatically granted if the sorcerer gains spell slots of the
spellCs le*el.
Natural .rmor -ncrea#e /230B "s his skin thickens, a
dragon disciple takes on more and more of his progenitorCs
physical aspect. "t 1st, /th, and !th le*el, a dragon disciple
gains an increase to the characterCs existing natural armor 7if
any9, as indicated on a#leB (ragon (isciple. hese armor
#onuses stack.
.bility oo#t /230B "s a dragon disciple gains le*els in this
prestige class, his a#ility scores increase as noted on a#leB
(ragon (isciple. hese increases stack and are gained as if
through le*el ad*ancement.
loodline &eatB 5pon reaching &nd le*el, and e*ery three
le*els thereafter, a dragon disciple recei*es one #onus feat,
chosen from the draconic #loodlineCs #onus feat list.
Dragon ite /230B "t &nd le*el, )hene*er the dragon
disciple uses his #loodline to gro) cla)s, he also gains a #ite
attack. his natural attack is made at the dragon discipleCs
full #ase attack #onus. he dragon disciple adds 1H1@& times
his $trength modifier on damage rolls made )ith his #ite.
5pon reaching 0th le*el, this #ite also deals 1d0 points of
energy damage. he type of damage dealt is determined #y
the dragon discipleCs #loodline.
reath Aeapon /'u0B "t ,rd le*el, a dragon disciple gains
the #reath )eapon #loodline po)er, e*en if his le*el does not
yet grant that po)er. Once his le*el is high enough to grant
this a#ility through the #loodline, the dragon disciple gains
an additional use of his #reath )eapon each day. he type
and shape of the #reath )eapon depends on the type of
dragon selected #y the dragon disciple, as detailed under the
(raconic sorcerer #loodline description.
lind#en#e /230B "t 5th le*el, the dragon disciple gains
#lindsense )ith a range of ,; feet. 5sing non*isual senses
the dragon disciple notices things he cannot see. -e usually
does not need to make Perception checks to notice and
pinpoint the location of creatures )ithin range of his
#lindsense a#ility, pro*ided that he has line of effect to that
creature.
"ny opponent the dragon disciple cannot see still has total
concealment against him, and the dragon disciple still has the
normal miss chance )hen attacking foes that ha*e
concealment. >isi#ility still affects the mo*ement of a
creature )ith #lindsense. " creature )ith #lindsense is still
denied its (exterity #onus to "rmor Class against attacks
from creatures it cannot see. "t 1;th le*el, the range of this
a#ility increases to 0; feet.
Dragon &orm /'p0B "t !th le*el, a dragon disciple can
assume the form of a dragon. his a#ility )orks like for! of
the draon 0. "t 1;th le*el, this a#ility functions as for! of
the draon 00 and the dragon disciple can use this a#ility
t)ice per day. -is caster le*el for this effect is e6ual to his
effecti*e sorcerer le*els for his draconic #loodline.
4hene*er he casts for! of the draon, he must assume the
form of a dragon of the same type as his #loodline.
Aing# /'u0B "t 2th le*el, a dragon disciple gains the )ings
#loodline po)er, e*en if his le*el does not yet grant that
po)er. Once his le*el is high enough to grant this a#ility
through the #loodline, the dragon discipleCs speed increases
to 2; feet.
D%elist
(uelists represent the pinnacle of elegant s)ordplay. hey
mo*e )ith a grace unmatched #y most foes, parrying #lo)s
and countering attacks )ith s)ift thrusts of their #lades.
hey may )ear armor, #ut generally esche) such #ulky
protection as their grace allo)s them to dodge their
opponents )ith ease. 4hile others flounder on treacherous
terrain, duelists charge nim#ly across the #attlefield, leaping
and tum#ling into the fray. hey thri*e in melee, )here their
skill )ith the #lade allo)s them to make sudden attacks
against clumsy foes and to cripple opponents )ith
particularly )ell.placed thrusts of the #lade.
he path to the duelist is natural for rogues and #ards, as
those classes do not rely on armor for defense, although
nearly as many duelists come from the ranks of fighters and
rangers. hey are often found in those regions that possess
ela#orate rules and eti6uette for #attle.
RoleB he a#ilities of duelists complement those rogues or
#ards )ho )ish to accentuate their fighting pro)ess #ut,
#ecause of their lack of hea*y armor, are afraid to leap into
Page ,%%
com#at. (uelists fight in the forefront alongside fighters,
#ar#arians, and other melee com#atants, deftly a*oiding the
#lades of their opponents )hile expertly targeting their
*ulnera#ilities.
.lignmentB (uelists can #e of any alignment, although since
most hail from #ackgrounds as rogues or #ards, they tend to
esche) la)ful #eha*ior. =a)ful duelists are not unheard of,
ho)e*er, and such duelists often adhere to a strict code of
honor, refusing to attack unarmed or o#*iously inferior
opponents.
5it DieB d1;.
Re>uirement#
o 6ualify to #ecome a duelist, a character must fulfill all the
follo)ing criteria.
a#e .ttac" onu#B G0.
'"ill#B "cro#atics & ranks, Perform & ranks.
&eat#B (odge, Mo#ility, 4eapon 3inesse.
Cla## '"ill#
he duelistCs class skills 7and the key a#ility for each skill9
are "cro#atics 7(ex9, 1luff 7Cha9, +scape "rtist 7(ex9,
Perception 74is9, Perform 7Cha9, and $ense Moti*e 74is9.
'"ill Ran"# at 2ach 1evelB / G :nt modifier.
Cla## &eature#
"ll of the follo)ing are class features of the duelist prestige
class.
Aeapon and .rmor ProficiencyB he duelist is proficient
)ith all simple and martial )eapons. (uelists are proficient
)ith light armor #ut not )ith shields.
Canny Defen#e /230B 4hen )earing light or no armor and
not using a shield, a duelist adds 1 point of :ntelligence
#onus 7if any9 per duelist class le*el to her (exterity #onus
to modify "rmor Class )hile )ielding a melee )eapon. :f a
duelist is caught flat.footed or other)ise denied her
(exterity #onus, she also loses this #onus.
Preci#e 'tri"e /230B " duelist gains the a#ility to strike
precisely )ith a light or one.handed piercing )eapon, adding
her duelist le*el to her damage roll.
4hen making a precise strike, a duelist cannot attack )ith a
)eapon in her other hand or use a shield. " duelistCs precise
strike only )orks against li*ing creatures )ith discerni#le
anatomies. "ny creature that is immune to critical hits is also
immune to a precise strike, and any item or a#ility that
protects a creature from critical hits also protects a creature
from a precise strike.
-mproved Reaction /230B "t &nd le*el, a duelist gains a G&
#onus on initiati*e checks. "t %th le*el, the #onus increases
to G/. his #onus stacks )ith the #enefit pro*ided #y the
:mpro*ed :nitiati*e feat.
Parry /230B "t &nd le*el, a duelist learns to parry the attacks
of other creatures, causing them to miss. 4hene*er the
duelist takes a full attack action )ith a light or one.handed
piercing )eapon, she can elect not to take one of her attacks.
"t any time #efore her next turn, she can attempt to parry an
attack against her or an ad?acent ally as an immediate action.
o parry the attack, the duelist makes an attack roll, using the
same #onuses as the attack she chose to forego during her
pre*ious action. :f her attack roll is greater than the roll of
the attacking creature, the attack automatically misses. 3or
each size category that the attacking creature is larger than
the duelist, the duelist takes a H/ penalty on her attack roll.
he duelist also takes a H/ penalty )hen attempting to parry
Page ,%2
Table 11-8: 'uelist
1evel a#e .ttac" onu# &ort 'ave Ref 'ave Aill 'ave 'pecial
1st G1 G; G1 G; Canny defense, precise strike
&nd G& G1 G1 G1 :mpro*ed reaction G&, parry
,rd G, G1 G& G1 +nhanced mo#ility
/th G/ G1 G& G1 Com#at 'eflexes, grace
5th G5 G& G, G& 'iposte
0th G0 G& G, G& "cro#atic charge
!th G! G& G/ G& +la#orate defense
%th G% G, G/ G, :mpro*ed reaction G/
2th G2 G, G5 G, (eflect "rro)s, no retreat
1;th G1; G, G5 G, Crippling critical
an attack made against an ad?acent ally. he duelist must
declare the use of this a#ility after the attack is announced,
#ut #efore the roll is made.
2nhanced !obility /230B $tarting at ,rd le*el, )hen
)earing light or no armor and not using a shield, a duelist
gains an additional G/ #onus to "C against attacks of
opportunity caused )hen she mo*es out of a threatened
s6uare.
Combat Refle3e#B "t /th le*el, a duelist gains the #enefit of
the Com#at 'eflexes feat )hen using a light or one.handed
piercing )eapon.
Grace /230B "t /th le*el, a duelist gains an additional G&
competence #onus on all 'eflex sa*ing thro)s. his a#ility
functions for a duelist only )hen she is )earing light or no
armor and not using a shield.
Ripo#te /230B $tarting at 5th le*el, a duelist can make an
attack of opportunity against any creature )hose attack she
successfully parries, so long as the creature she is attacking is
)ithin reach.
.crobatic Charge /230B "t 0th le*el, a duelist gains the
a#ility to charge in situations )here others cannot. $he may
charge o*er difficult terrain that normally slo)s mo*ement.
(epending on the circumstance, she may still need to make
appropriate checks to successfully mo*e o*er the terrain.
2laborate Defen#e /230B "t !th le*el and higher, if a duelist
chooses to fight defensi*ely or use total defense in melee
com#at, she gains an additional G1 dodge #onus to "C for
e*ery , le*els of duelist she has attained.
Deflect .rro6#B "t 2th le*el, a duelist gains the #enefit of
the (eflect "rro)s feat )hen using a light or one.handed
piercing )eapon. he duelist does not need a free hand to use
this feat.
No Retreat /230B "t 2th le*el, enemies ad?acent to the
duelist that take a )ithdra) action pro*oke an attack of
opportunity from the duelist.
Crippling Critical /230B 4hen you confirm a critical hit
using a light or one.handed piercing )eapon, you can apply
one of the follo)ing penalties in addition to the damage
dealtB reduce all of the targetCs speeds #y 1; feet 7minimum 5
feet9, 1d/ points of $trength or (exterity damage, H/ penalty
on all sa*ing thro)s, H/ penalty to "rmor Class, or &d0
points of #leed damage. hese penalties last for 1 minute,
except for a#ility damage, )hich must #e healed normally,
and #leed damage, )hich continues until the target recei*es
magic healing or a (C 15 -eal skill check.
"ldritch 5night
3earsome )arriors and spellcasters, eldritch knights are rare
among magic.users in their a#ility to )ade into #attle
alongside fighters, #ar#arians, and other martial classes.
hose )ho must face eldritch knights in com#at fear them
greatly, for their *ersatility on the #attlefield is tremendous8
against hea*ily armed and armored opponents they may le*el
crippling spells, )hile opposing spellcasters meet their ends
on an eldritch knightCs #lade.
1ecause the road to #ecoming an eldritch knight re6uires
#oth martial pro)ess and arcane po)er, eldritch knights
almost al)ays #egin their paths as multiclassed characters,
such as fighter@)izards or ranger@sorcerers. hey may #e
found )here*er studies of the arcane are as pre*alent as
martial training.
RoleB +ldritch knights #lend the a#ilities of fighting classes
and spellcasters, hurling magic at the enemy one moment
and he)ing do)n their opponents )ith steel the next. hey
are ?ust as comforta#le fighting in the thick of com#at as they
are casting spells at foes )hile remaining safely #ehind their
compatriots. heir *ersatility makes them *alua#le allies
)hen the nature of an upcoming #attle is unclear.
.lignmentB he road to #ecoming an eldritch knight is as
*aried as the paths leading to apprenticeship under a )izard
or a career as a soldier, and eldritch knights can therefore #e
of any alignment. Maintaining a #alance #et)een studies of
arcane lore and martial techni6ues re6uires great discipline,
ho)e*er, and for that reason many fa*or la)ful alignments.
5it DieB d1;.
Re>uirement#
o 6ualify to #ecome an eldritch knight, a character must
fulfill all the follo)ing criteria.
Aeapon ProficiencyB Must #e proficient )ith all martial
)eapons.
'pell#B "#le to cast ,rd.le*el arcane spells.
Cla## '"ill#
he eldritch knightCs class skills 7and the key a#ility for each
skill9 are Clim# 7$tr9, <no)ledge 7arcana9 7:nt9, <no)ledge
7no#ility and royalty9 7:nt9, =inguistics 7:nt9, 'ide 7(ex9,
$ense Moti*e 74is9, $pellcraft 7:nt9, and $)im 7$tr9.
'"ill Ran"# at 2ach 1evelB & G :nt modifier.
Cla## &eature#
"ll of the follo)ing are features of the eldritch knight
Page ,2;
Aeapon and .rmor ProficiencyB +ldritch knights gain no
proficiency )ith any )eapon or armor.
onu# &eatB "t 1st le*el, an eldritch knight may choose a
#onus com#at feat. his is in addition to the feats that a
character of any class normally gets from ad*ancing le*els.
he character must still meet any prere6uisites for these
#onus feats. "n eldritch knight gains an additional com#at
feat at 5th and 2th le*el.
Diver#e ,rainingB "n eldritch knight adds his le*el to any
le*els of fighter he might ha*e for the purpose of meeting the
prere6uisites for feats 7if he has no fighter le*els, treat his
eldritch knight le*els as le*els of fighter9. -e also adds his
le*el to any le*els in an arcane spellcasting class for the
purpose of meeting the prere6uisites for feats.
'pell# per DayB "t the indicated le*els, an eldritch knight
gains ne) spells per day as if he had also gained a le*el in an
arcane spellcasting class he #elonged to #efore adding the
prestige class. -e does not, ho)e*er, gain any other #enefit a
character of that class )ould ha*e gained, except for
additional spells per day, spells kno)n 7if he is a spontaneous
spellcaster9, and an increased effecti*e le*el of spellcasting.
:f a character had more than one arcane spellcasting class
#efore #ecoming an eldritch knight, he must decide to )hich
class he adds the ne) le*el for purposes of determining
spells per day.
'pell Critical /'u0B "t 1;th le*el, )hene*er an eldritch
knight successfully confirms a critical hit, he can cast a spell
as a s)ift action. he spell must include the target of the
attack as one of its targets or in its area of effect. Casting this
spell does not pro*oke an attack of opportunity. he caster
must still meet all of the spellCs components and must roll for
arcane spell failure if necessary.
6oremaster
he loremaster is a gatherer and keeper of secrets. -e is
often o#sessed #y the )ritten )ord, )ith cryptic and arcane
lore ser*ing as his de*oted mistress. -olding to the adage
that kno)ledge is po)er, the loremaster often forsakes
material )ealth and personal glory for rare or unusual
information, an endless 6uest that #rings him e*er closer to
his unattaina#le goalB perfection through edification. Often
re?ecting )hat he *ie)s as the pointless affectations and
transitory pleasures of his short.sighted neigh#ors, the
loremaster #elie*es that the only )orth)hile goal in life is
the ac6uisition of intellectual might. "fter all, )ealth is
spent, passions fade, and the po)er of the #ody is limited #y
age, )hile the mindCs capacity to gro) greater )ith time is
infinite.
he loremaster class holds little appeal for non.spellcasters
Kindeed, #efore one can de*ote a life to the studies and
traditions of the loremaster, a character must first master
se*eral spells of the school of di*ination. Most loremasters
#egin their paths as clerics or )izards, #ut any character
capa#le of casting enough di*ination spells can, e*entually,
#ecome a loremaster.
RoleB =oremastersC li*es are spent in study, research, and
field)ork. 4hile the first t)o lend themsel*es to the
loremasterCs reputation as a #ookish recluse, the latter
oftentimes forces a loremaster to seek out the aid of
ad*enturers )ho, through a mutually #eneficial arrangement,
might pro*ide a degree of protection to the scholar )hile he
Page ,21
Table 11-@: +ldritch 1niht
1evel
a#e .ttac"
onu#
&ort
'ave
Ref
'ave
Aill
'ave
'pecial 'pell# per Day
1st G1 G1 G; G;
1onus com#at feat, di*erse
training
K
&nd G& G1 G1 G1 K G1 le*el of existing arcane spellcasting class
,rd G, G& G1 G1 K G1 le*el of existing arcane spellcasting class
/th G/ G& G1 G1 K G1 le*el of existing arcane spellcasting class
5th G5 G, G& G& 1onus com#at feat G1 le*el of existing arcane spellcasting class
0th G0 G, G& G& K G1 le*el of existing arcane spellcasting class
!th G! G/ G& G& K G1 le*el of existing arcane spellcasting class
%th G% G/ G, G, K G1 le*el of existing arcane spellcasting class
2th G2 G5 G, G, 1onus com#at feat G1 le*el of existing arcane spellcasting class
1;th G1; G5 G, G, $pell critical G1 le*el of existing arcane spellcasting class
seeks )hate*er kno)ledge he is after. 3or his part, the
loremaster pro*ides a )ealth of information and arcane
firepo)er to a party. $ome loremasters acti*ely deride those
of their kind )ho fear to lea*e the safety of the temple or
li#rary, pointing out that only old lore can #e disco*ered in
#ooksKne) lore must #e sought out in the )orld. hese
more acti*e loremasters might ?oin up )ith an ad*enturing
party for the #enefit of the ?ourney, content )ith )hate*er
kno)ledge might #e picked up along the )ay.
.lignmentB Most loremasters cannot #e #othered )ith
distracting and pointless philosophies such as ethics, and so
tend to #e neutral, neutral good, or neutral e*il.
5it DieB d0.
Re>uirement#
o 6ualify to #ecome a loremaster, a character must fulfill all
the follo)ing criteria.
'"ill#B <no)ledge 7any t)o9 ! ranks in each.
&eat#B "ny three metamagic or item creation feats, plus $kill
3ocus 7<no)ledge Tany indi*idual <no)ledge skillU9.
'pell#B "#le to cast se*en different di*ination spells, one of
)hich must #e ,rd le*el or higher.
Cla## '"ill#
he loremasterCs class skills 7and the key a#ility for each
skill9 are "ppraise 7:nt9, (iplomacy 7Cha9, -andle "nimals
Page ,2&
Table 11-B: &ore!aster Secrets
1evel B
-nt !odifier
'ecret 2ffect
1 :nstant mastery / ranks of a skill in )hich the character has no ranks
& $ecret health oughness #onus feat
, $ecrets of inner strength G& #onus on 4ill sa*es
/ he lore of true stamina G& #onus on 3ortitude sa*es
5 $ecret kno)ledge of a*oidance G& #onus on 'eflex sa*es
0 4eapon trick G1 #onus on attack rolls
! (odge trick G1 dodge #onus to "C
% "pplica#le kno)ledge "ny one feat
2 Ae)found arcana 1 #onus 1st.le*el spellP
1; More ne)found arcana 1 #onus &nd.le*el spellP
P "s if gained through ha*ing a high a#ility score.
Table 11-A: &ore!aster
1evel
a#e .ttac"
onu#
&ort 'ave Ref 'ave Aill 'ave 'pecial 'pell# per Day
1st G; G; G; G1 $ecret G1 le*el of existing class
&nd G1 G1 G1 G1 =ore G1 le*el of existing class
,rd G1 G1 G1 G& $ecret G1 le*el of existing class
/th G& G1 G1 G& 1onus language G1 le*el of existing class
5th G& G& G& G, $ecret G1 le*el of existing class
0th G, G& G& G, Greater lore G1 le*el of existing class
!th G, G& G& G/ $ecret G1 le*el of existing class
%th G/ G, G, G/ 1onus language G1 le*el of existing class
2th G/ G, G, G5 $ecret G1 le*el of existing class
1;th G5 G, G, G5 rue lore G1 le*el of existing class
7Cha9, -eal 74is9, <no)ledge 7all skills taken indi*idually9
7:nt9, =inguistics 7:nt9, Perform 7Cha9, $pellcraft 7:nt9, and
5se Magic (e*ice 7Cha9.
'"ill Ran"# at 2ach 1evelB / G :nt modifier.
Cla## &eature#
"ll of the follo)ing are Class 3eatures of the loremaster
prestige class.
Aeapon and .rmor ProficiencyB =oremasters gain no
proficiency )ith any )eapon or armor.
'pell# per Day)'pell# Eno6nB 4hen a ne) loremaster le*el
is gained, the character gains ne) spells per day as if he had
also gained a le*el in a spellcasting class he #elonged to
#efore adding the prestige class. -e does not, ho)e*er, gain
other #enefits a character of that class )ould ha*e gained,
except for additional spells per day, spells kno)n 7if he is a
spontaneous spellcaster9, and an increased effecti*e le*el of
spellcasting. :f a character had more than one spellcasting
class #efore #ecoming a loremaster, he must decide to )hich
class he adds the ne) le*el for purposes of determining
spells per day.
'ecretB "t 1st le*el and e*ery t)o le*els higher than 1st 7,rd,
5th, !th, and 2th9, the loremaster chooses one secret from the
=oremaster $ecrets ta#le. -is le*el plus :ntelligence modifier
determines )hich secrets he can choose. -e canCt choose the
same secret t)ice.
1oreB "t &nd le*el, a loremaster adds half his le*el to all
<no)ledge skill checks and may make such checks
untrained. he #onuses gained from this a#ility stack )ith
those gained from 1ardic <no)ledge.
onu# 1anguage#B " loremaster can learn any ne) language
at /th and %th le*el.
Greater 1ore /230B "t 0th le*el, a loremaster gains the
a#ility to understand magic items. 4hene*er a loremaster
examines a magic item to determine its properties, he gains a
G1; circumstance #onus on his $pellcraft skill check.
,rue 1ore /230B "t 1;th le*el, a loremasterCs kno)ledge
#ecomes *ast indeed. Once per day a loremaster can use his
kno)ledge to gain the effect of a leend lore spell or an
analy<e d#eo!er spell. :f used to create a leend lore effect,
this a#ility has a casting time of 1 minute, regardless of ho)
much information is already kno)n a#out the su#?ect in
6uestion.
)ystic The%rge
Mystic theurges place no #oundaries on their magical
a#ilities and find no irreconcila#le paradox in de*otion to the
arcane as )ell as the di*ine. hey seek magic in all of its
forms, finding no reason or logic in denying themsel*es
instruction #y limiting their kno)ledge to one stifling
paradigm, though many are simply hungry for limitless
po)er. Ao matter )hat their moti*ations, mystic theurges
#elie*e that perception is reality, and through the di*ine
forces and astral energies of the multi*erse, that perception
can #e used to manipulate and control not only the nature of
this reality, #ut destiny itself.
Mystic theurges are dra)n from multiclass spellcasters )ho
can already cast #oth arcane and di*ine spells, and the
po)ers that they gain increase their mastery o*er #oth.
RoleB he mystic theurge is a po)erful component for any
party, supplying magic for attack, defense, and healing.
Mystic theurges tra*el the )orld in search of arcane and holy
artifacts, magical lore, or di*ine re*elations, and most ha*e
no 6ualms a#out teaming up )ith groups of ad*enturers so
long as that groupCs goals do not directly conflict )ith their
o)n.
.lignmentB he moti*ations of a mystic theurge rarely stem
from a sense of altruism or philanthropy, so most tend to #e
neutral, neutral good, or neutral e*il. =a)ful mystic theurges,
)hether good, neutral, or e*il, are rarer, and often use their
po)ers for either the #enefitKor controlKof society.
Chaotic mystic theurges are rarer still, as the calling
generally re6uires great personal discipline.
5it DieB d0.
Re>uirement#
o 6ualify to #ecome a mystic theurge, a character must
fulfill all the follo)ing criteria.
'"ill#B <no)ledge 7arcana9 , ranks, <no)ledge 7religion9 ,
ranks.
'pell#B "#le to cast &nd.le*el di*ine spells and &nd.le*el
arcane spells.
Cla## '"ill#
he mystic theurgeCs class skills 7and the key a#ility for each
skill9 are <no)ledge 7arcana9 7:nt9, <no)ledge 7religion9
7:nt9, $ense Moti*e 74is9, and $pellcraft 7:nt9.
'"ill Ran"# at 2ach 1evelB & G :nt modifier.
Cla## &eature#
"ll of the follo)ing are features of the mystic theurge
Page ,2,
prestige class.
Aeapon and .rmor ProficiencyB Mystic theurges gain no
proficiency )ith any )eapon or armor.
'pell# per DayB 4hen a ne) mystic theurge le*el is gained,
the character gains ne) spells per day as if he had also
gained a le*el in any one arcane spellcasting class he
#elonged to #efore he added the prestige class and any one
di*ine spellcasting class he #elonged to pre*iously. -e does
not, ho)e*er, gain other #enefits a character of that class
)ould ha*e gained. his essentially means that he adds the
le*el of mystic theurge to the le*el of )hate*er other arcane
spellcasting class and di*ine spellcasting class the character
has, then determines spells per day, spells kno)n, and caster
le*el accordingly. :f a character had more than one arcane
spellcasting class or more than one di*ine spellcasting class
#efore he #ecame a mystic theurge, he must decide to )hich
class he adds each le*el of mystic theurge for the purpose of
determining spells per day.
Combined 'pell# /'u0B " mystic theurge can prepare and
cast spells from one of his spellcasting classes using the
a*aila#le slots from any of his other spellcasting classes.
$pells prepared or cast in this )ay take up a slot one le*el
higher than they originally occupied. his a#ility cannot #e
used to cast a spell at a lo)er le*el if that spell exists on #oth
spell lists. "t 1st le*el, a mystic theurge can prepare 1st.le*el
spells from one of his spellcasting classes using the &nd.le*el
slots of the other spellcasting class. +*ery t)o le*els
thereafter, the le*el of spells that can #e cast in this )ay
increases #y one, to a maximum of 5th.le*el spells at 2th
le*el 7these spells )ould take up 0th.le*el spell slots9. he
components of these spells do not change, #ut they other)ise
follo) the rules for the spellcasting class used to cast the
spell.
$pontaneous spellcasters can only select spells that they ha*e
prepared that day using non.spontaneous classes for this
a#ility, e*en if the spells ha*e already #een cast. 3or
example, a cleric@sorcerer@mystic theurge can use this a#ility
to spontaneously cast a bless spell using a &nd.le*el sorcerer
spell slot, if the character had a prepared bless spell using a
1st.le*el cleric spell slot, e*en if that spell had already #een
cast that day.
'pell 'ynthe#i# /'u0B "t 1;th le*el, a mystic theurge can cast
t)o spells, one from each of his spellcasting classes, using
one action. 1oth of the spells must ha*e the same casting
time. he mystic theurge can make any decisions concerning
the spells independently. "ny target affected #y #oth of the
spells takes a H& penalty on sa*es made against each spell.
he mystic theurge recei*es a G& #onus on caster le*el
checks made to o*ercome spell resistance )ith these t)o
spells. " mystic theurge may use this a#ility once per day.
Page ,2/
Table 11-C: Mystic Theure
1evel
a#e .ttac"
onu#
&ort
'ave
Ref
'ave
Aill
'ave
'pecial 'pell# per Day
1st G; G; G; G1 Com#ined spells 71st9
G1 le*el of existing arcane spellcasting class@
G1 le*el of existing di*ine spellcasting class
&nd G1 G1 G1 G1
G1 le*el of existing arcane spellcasting class@
G1 le*el of existing di*ine spellcasting class
,rd G1 G1 G1 G& Com#ined spells 7&nd9
G1 le*el of existing arcane spellcasting class@
G1 le*el of existing di*ine spellcasting class
/th G& G1 G1 G&
G1 le*el of existing arcane spellcasting class@
G1 le*el of existing di*ine spellcasting class
5th G& G& G& G, Com#ined spells 7,rd9
G1 le*el of existing arcane spellcasting class@
G1 le*el of existing di*ine spellcasting class
0th G, G& G& G,
G1 le*el of existing arcane spellcasting class@
G1 le*el of existing di*ine spellcasting class
!th G, G& G& G/ Com#ined spells 7/th9
G1 le*el of existing arcane spellcasting class@
G1 le*el of existing di*ine spellcasting class
%th G/ G, G, G/
G1 le*el of existing arcane spellcasting class@
G1 le*el of existing di*ine spellcasting class
2th G/ G, G, G5 Com#ined spells 75th9
G1 le*el of existing arcane spellcasting class@
G1 le*el of existing di*ine spellcasting class
1;th G5 G, G, G5 $pell synthesis
G1 le*el of existing arcane spellcasting class@
G1 le*el of existing di*ine spellcasting class
Pathfinder Chronicler
1ra*e explorers and sca*engers of lost or forgotten
kno)ledge, Pathfinder chroniclers are 6uintessential
ad*enturers, exploring the )orld for esoteric truths, magical
and mundane relics and artifacts, and ne) and mysterious
*istas, #e they )onderful or terri#le. 3or some, this ?ourney
is purely a#out the )ealth, for others the glory of disco*ery,
and still more are stirred #y the irresisti#le dri*e to unco*er
the #ones of the ages and legends of forgotten epochs in an
effort to chronicle the deeds of yesterday, today, and
tomorro).
he Pathfinder chronicler class attracts any )ho see the
)orld as a great mystery to #e unra*eled, and thus has a
di*erse and *aried follo)ing, from fighters and #ards to
)izards and clerics, and e*erything in #et)een. -o)e*er,
due to their role as historians and preser*ers of posterity,
hopefuls must #e literate and scholarlyKfor Pathfinder
chroniclers are more than mere treasure hunters.
RoleB he Pathfinder chroniclerCs missions often thrust her
into the role of party leader, and ad*entures typically result
from, and re*ol*e around, his endless 6uests.
.lignmentB " Pathfinder chroniclerCs alignment largely
determines her moti*ations. Good characters tend to *ie)
their missions as no#le *entures, neutral characters seek to
preser*e kno)ledge for kno)ledgeCs sake, and e*il
characters are dri*en #y an urge to accumulate )ealth and
add to their o)n glory.
5it DiceB d%.
Re>uirement#
o 6ualify to #ecome a Pathfinder chronicler, a character
must fulfill all the follo)ing criteria.
'"ill#B =inguistics , ranks, Perform 7oratory9 5 ranks,
Profession 7scri#e9 5 ranks.
'pecialB Must ha*e authored or scri#ed something 7other
than a magical scroll or other de*ice9 for )hich another
person 7not a PC9 paid at least 5; gp.
Cla## '"ill#
he Pathfinder chroniclerCs class skills 7and the key a#ility
for each skill9 are "ppraise 7:nt9, 1luff 7Cha9, (iplomacy
7Cha9, (isguise 7Cha9, +scape "rtist 7(ex9, :ntimidate 7Cha9,
<no)ledge 7all skills, taken indi*idually9 7:nt9, =inguistics
7:nt9, Perception 74is9, Perform 7Cha9, 'ide 7(ex9, $ense
Moti*e 74is9, $leight of -and 7(ex9, $ur*i*al 74is9, and
5se Magic (e*ice 7Cha9.
'"ill Ran"# at 2ach 1evelB % G :nt modifier.
Cla## &eature#
he follo)ing are class features of the Pathfinder chronicler
prestige class.
ardic Eno6ledge /230B his a#ility is identical to the #ard
class feature of the same name, and le*els in this class stack
)ith le*els in any other class that grants a similar a#ility.
Deep Poc"et# /230B " Pathfinder chronicler collects items as
)ell as lore, picking up small amounts of this or that
throughout her tra*els. "s a result, she may carry unspecified
Page ,25
Table 11-1D: Pathfinder Chronicler
1evel a#e .ttac" onu# &ort 'ave Ref 'ave Aill 'ave 'pecial
1st G; G; G1 G1 1ardic kno)ledge, deep pockets, master scri#e
&nd G1 G1 G1 G1 =i*e to tell the tale, pathfinding
,rd G& G1 G& G& 1ardic music, impro*ed aid
/th G, G1 G& G& +pic tales
5th G, G& G, G, 4hispering campaign
0th G/ G& G, G, :nspired action 7mo*e9
!th G5 G& G/ G/ Call do)n the legends
%th G0 G, G/ G/ Greater epic tales
2th G0 G, G5 G5 :nspired action 7standard9
1;th G! G, G5 G5 =ay of the exalted dead
e6uipment )orth up to 1;; gp per class le*el. his can #e
any kind of gear that can reasona#ly fit into a #ackpack,
including potions and scrolls 7#ut not any other sort of magic
item9. "s a full.round action, the chronicler may dig through
her pockets to retrie*e an item she specifies at that time,
deducting its *alue from the allocated amount of cost. his
item cannot )eigh more than 1; pounds. 4hen the total
remaining cost reaches ;, the chronicler can retrie*e no more
items until she refills her deep pockets #y spending a fe)
hours and an amount of gold to #ring her total up to 1;; gp
per class le*el.
:n addition, if she takes 1 hour to pack her gear each day, she
gains a G/ #onus to $trength to determine her light
encum#rance. his does not affect her maximum carrying
capacity. he efficient distri#ution of )eight simply
encum#ers her less than the same amount of )eight normally
should. 3inally, the Pathfinder chronicler gains a G/ #onus on
$leight of -and checks made to conceal small o#?ects on her
person.
!a#ter 'cribe /230B " Pathfinder chronicler adds her class
le*el as a #onus on all =inguistics and Profession 7scri#e9
checks, as )ell as 5se Magic (e*ice checks in*ol*ing
scrolls or other )ritten magical items. " Pathfinder
chronicler can make =inguistics checks to decipher text as a
full.round action and can al)ays take 1; on =inguistics and
Profession 7scri#e9 checks, e*en if distracted or endangered.
1ive to ,ell the ,ale /230B "t &nd le*el, once per day per
t)o class le*els, a Pathfinder chronicler can attempt a ne)
sa*ing thro) against any ongoing condition against )hich
she failed a sa*ing thro) in a pre*ious round, e*en if the
effect is normally permanent. his a#ility has no effect on
conditions that do not allo) sa*ing thro)s or against
instantaneous effects.
Pathfinding /230B 1eginning at &nd le*el, a Pathfinder
chronicler de*elops an excellent sense of direction and skill
at leading others through difficult terrain or #y follo)ing
ancient maps. " Pathfinder chronicler gains a G5 #onus on
$ur*i*al checks made to a*oid #ecoming lost and to
:ntelligence checks to escape a !a<e spell. :n addition, she
al)ays uses the Droad or trailF o*erland mo*ement modifier
e*en )hen in trackless terrain, )hether on foot or mounted.
4ith a (C 15 $ur*i*al check, the Pathfinder chronicler can
extend this #enefit to one companion per class le*el.
ardic !u#ic /'u0B "t ,rd le*el, a Pathfinder chronicler
gains this a#ility, )hich functions like the #ard class feature
of the same name, except that the chroniclerCs effecti*e #ard
le*el is & lo)er than her class le*el. =e*els in this class stack
)ith le*els in any other class that grants a similar a#ility to
determine her effecti*e #ard le*el.
-mproved .id /230B Pathfinder chroniclers fre6uently ser*e
as the companions of great heroes, standing #y their sides
and recording their deeds, #ut often lending a crucial helping
hand. $tarting at ,rd le*el, a Pathfinder chronicler using the
aid another action grants a G/ #onus, rather than the normal
G&.
2pic ,ale# /'u0B " /th.le*el Pathfinder chronicler can
inscri#e a tale so e*ocati*e and so mo*ing that it con*eys the
effects of #ardic music through the )ritten )ord. o create
an epic tale re6uires t)o daily uses of her #ardic music
a#ility, and any rele*ant skill ranks or checks are made )ith
Profession 7scri#e9 rather than Perform 7oratory9. "n epic
tale affects only the reader, #ut it grants all the #enefits that
)ould normally apply for hearing a performance. "
Pathfinder chronicler may apply the effects of any feats that
affect #ardic music to her epic tales. "n epic tale retains its
supernatural potency for 1 day per class le*el. :t re6uires 1
hour to inscri#e, a full.round action to acti*ate, and has a
duration of 1 minute. Once acti*ated, an epic taleCs magic is
consumed.
Ahi#pering Campaign /230B Pathfinder chroniclers
influence the )orld through their control of information and
a#ility to shape pu#lic perception. "t 5th le*el, as a special
use of #ardic music, the Pathfinder chronicler can create the
effect of a doo! spell as cast #y a sorcerer of her class le*el
#y denouncing a creature in person. his is a language.
dependent effect.
"lternati*ely, the chronicler can denounce a particular target
7an indi*idual or a defina#le group of creatures9 to others.
his form of #ardic music creates the effect of the enthrall
spell, #ut at the end of the performance all creatures )ho
failed to sa*e shift their attitude to)ard the target of the
oration #y one step 7in the direction of the Pathfinder
chroniclerCs choice9 for 1 day per class le*el.
-n#pire .ction /'u0B "s a special use of #ardic music, a 0th.
le*el Pathfinder chronicler can exhort any one ally )ithin
hearing to a sudden surge of action, allo)ing her ally to
immediately take an extra mo*e action. his does not count
against the allyCs num#er of actions on his o)n turn.
"t 2th le*el, she can ena#le an ally to immediately take a
standard action instead.
Call Do6n the 1egend# /'u0B "t !th le*el, once per )eek as
a full.round action, a Pathfinder chronicler can summon &d/
/th.le*el human #ar#arians, as if she used a #ronze horn of
2alhalla8 these summoned #ar#arians ser*e her )ith
complete loyalty. he #ar#arians are constructs, not actual
people 7although they seem to #e9. hey arri*e )ith the
normal starting e6uipment for #ar#arians and attack anyone
the chronicler designates.
Greater 2pic ,ale# /'u0B "t %th le*el, the Pathfinder
chroniclerCs )ritten )ord gains po)er. his a#ility functions
like the chroniclerCs epic tales a#ility, except that if read
aloud, the #ardic music takes effect as if the author had used
the a#ility, #ut the effects are targeted #y the reader and use
the readerCs Charisma score )here applica#le.
1ay of the 23alted Dead /'u0B Once per )eek as a full.
Page ,20
round action, a 1;th.le*el Pathfinder chronicler can summon
1d/G1 5th.le*el human #ar#arians, as if she used an iron
horn of 2alhalla$ he summoned #ar#arians ser*e her )ith
complete and un6uestioning loyalty. hey are constructs,
)ith the incorporeal su#type 7they take 5;I of the damage
from corporeal sources, and no damage from nonmagical
sources9. hey arri*e )earing K2 studded leather and
)ielding K1 host touch reata,es 7allo)ing them to deal
full damage to corporeal creatures9 and attack anyone the
chronicler designates. o the chronicler and their allies, these
exalted dead appear like a no#le troop of spectral )arriors.
-er enemies, ho)e*er, #ehold the terri#le )rath of the
ancient heroes and must succeed at 4ill sa*es or #ecome
shaken for 1 round per summoned #ar#arian 7(C 15 G the
Pathfinder chroniclerCs Charisma modifier9.
Shadodancer
Ci*ilized folk ha*e al)ays feared the night, #arring
themsel*es #ehind doors or comforting themsel*es )ith
#onfires )hen the shado)s gro) long, rightfully )ary of the
creatures that pro)l the darkness. Jet long ago, some learned
that the #est )ay to con6uer an enemy is to em#race it. hese
)ere the first shado)dancers.
$hado)dancers exist in the #oundary #et)een light and
darkness, )here they )ea*e together the shado)s to #ecome
half.seen artists of deception. 5n#ound #y any specified
morality or traditional code, shado)dancers encompass a
)ide *ariety of ad*enturing types )ho ha*e seen the *alue of
the dark. $pellcasters use their a#ilities to safely cast spells
from hiding and then mo*e 6uickly a)ay, )hile classes
de*oted to hand.to.hand com#at en?oy the a#ility to attack
foes )ith the element of surprise. $ome e*en take the name
of their kind 6uite literally, #ecoming eerie and mysterious
performers and dancers, though more often the temptation
presented #y their talents )ith deception and infiltration
causes shado)dancers to turn to li*es of thie*ery.
RoleB $hado)dancers ad*enture for a )ide *ariety of
reasons. Many ad*enturing parties find shado)dancers
*alua#le mem#ers of their teams due to their incredi#le
stealth and a#ility to surprise enemies )ith lightning.6uick
attacks )here theyCre least expected. 3or this reason, their
ser*ices are often sought out #y those groups in need of
scouts or spies.
.lignmentB 1ecause of their nature as *isually duplicitous
tricksters, shado)dancers do not fit comforta#ly into the
la)ful category, as many use their talents to a*oid the eyes of
legitimate authority. Jet though they are allies of darkness,
shado)dancers are neither inherently e*il nor predisposed to
good. o them, the darkness is simply the darkness, )ithout
any of the usual moral connotations made #y the
unenlightened.
5it DieB d%.
Re>uirement#
o 6ualify to #ecome a shado)dancer, a character must
fulfill all the follo)ing criteria.
'"ill#B $tealth 5 ranks, Perform 7dance9 & ranks.
&eat#B Com#at 'eflexes, (odge, Mo#ility.
Cla## '"ill#
he shado)dancerCs class skills 7and the key a#ility for each
Page ,2!
Table 11-11: Shado#dancer
1evel a#e .ttac" onu# &ort 'ave Ref 'ave Aill 'ave 'pecial
1st G; G; G1 G; -ide in plain sight
&nd G1 G1 G1 G1 +*asion, dark*ision, uncanny dodge
,rd G& G1 G& G1 'ogue talent, shado) illusion, summon shado)
/th G, G1 G& G1 $hado) call, shado) ?ump /; ft.
5th G, G& G, G& (efensi*e roll, impro*ed uncanny dodge
0th G/ G& G, G& 'ogue talent, shado) ?ump %; ft.
!th G5 G& G/ G& $lippery mind
%th G0 G, G/ G, shado) ?ump 10; ft., shado) po)er
2th G0 G, G5 G, 'ogue talent
1;th G! G, G5 G, :mpro*ed e*asion, shado) ?ump ,&; ft., shado) master
skill9 are "cro#atics 7(ex9, 1luff 7Cha9, (iplomacy 7Cha9,
(isguise 7Cha9, +scape "rtist 7(ex9, Perception 74is9,
Perform 7Cha9, $leight of -and 7(ex9, and $tealth 7(ex9.
'"ill Ran"# at 2ach 1evelB 0 G :nt modifier.
Cla## &eature#
"ll of the follo)ing are features of the shado)dancer
prestige class.
Aeapon and .rmor ProficiencyB $hado)dancers are
proficient )ith the clu#, cross#o) 7hand, light, or hea*y9,
dagger 7any type9, dart, mace, morningstar, 6uarterstaff,
rapier, sap, short#o) 7normal and composite9, and short
s)ord. $hado)dancers are proficient )ith light armor #ut not
)ith shields.
5ide in Plain 'ight /'u0B " shado)dancer can use the
$tealth skill e*en )hile #eing o#ser*ed. "s long as she is
)ithin 1; feet of an area of dim light, a shado)dancer can
hide herself from *ie) in the open )ithout anything to
actually hide #ehind. $he cannot, ho)e*er, hide in her o)n
shado).
2va#ion /230B "t &nd le*el, a shado)dancer gains e*asion. :f
exposed to any effect that normally allo)s her to attempt a
'eflex sa*ing thro) for half damage, she takes no damage
)ith a successful sa*ing thro). he e*asion a#ility can only
#e used if the shado)dancer is )earing light armor or no
armor.
Dar"vi#ion /230B "t &nd le*el, a shado)dancer gains
dark*ision out to a range of 0; feet. :f she already has
dark*ision, the range increases #y ,; feet.
Hncanny Dodge /230B "t &nd le*el, a shado)dancer cannot
#e caught flat.footed, e*en if the attacker is in*isi#le. -e still
loses her (exterity #onus to "C if immo#ilized. "n
shado)dancer )ith this a#ility can still lose his (exterity
#onus to "C if an opponent successfully uses the feint action
against him.
:f a shado)dancer already has uncanny dodge from a
different class, he automatically gains impro*ed uncanny
dodge instead.
Rogue ,alentB "t ,rd le*el, and e*ery three le*els thereafter,
a shado)dancer gains a special a#ility that allo)s her to
confound her foes. his functions as the rogue talent class
feature. " shado)dancer cannot select an indi*idual talent
more than once. :f a shado)dancer has the ad*anced talents
rogue class feature, she can chose from the ad*anced talents
list instead.
'hado6 -llu#ion /'p0B 4hen a shado)dancer reaches ,rd
le*el, she can create *isual illusions. his a#ility functions as
silent i!ae, using the shado)dancerCs le*el as the caster
le*el. " shado)dancer can use this a#ility once per day for
e*ery t)o shado)dancer le*els she has attained. he (C for
this a#ility is Charisma.#ased.
'ummon 'hado6 /'u0B "t ,rd le*el, a shado)dancer can
summon a shado), an undead shade. 5nlike a normal
shado), this shado)Cs alignment matches that of the
shado)dancer, and the creature cannot create spa)n. he
summoned shado) recei*es a G/ #onus on 4ill sa*es made
to hal*e the damage from positi*e channeled energy and the
shado) cannot #e turned or commanded. his shado) ser*es
as a companion to the shado)dancer and can communicate
intelligi#ly )ith the shado)dancer. his shado) has a
num#er of hit points e6ual to half the shado)dancerCs total.
he shado) uses the shado)dancerCs #ase attack #onus and
#ase sa*e #onuses.
:f a shado) companion is destroyed, or the shado)dancer
chooses to dismiss it, the shado)dancer must attempt a (C
15 3ortitude sa*e. :f the sa*ing thro) fails, the
shado)dancer gains one permanent negati*e le*el. "
successful sa*ing thro) a*oids this negati*e le*el. "
destroyed or dismissed shado) companion cannot #e
replaced for ,; days.
'hado6 Call /'p0B "t /th le*el, a shado)dancer can create
creatures and effects out of ra) shado). his a#ility
functions as shado# con:uration, using the shado)dancerCs
le*el as the caster le*el. " shado)dancer can use this a#ility
once per day at /th le*el, plus one additional time per day for
e*ery t)o le*els attained #eyond /th 7&@day at 0th le*el,
,@day at %th le*el, and /@day at 1;th le*el9. 5pon reaching
1;th le*el, this a#ility functions as reater shado#
con:uration. he (C for this a#ility is Charisma.#ased.
'hado6 Iump /'u0B "t /th le*el, a shado)dancer gains the
a#ility to tra*el #et)een shado)s as if #y means of a
di!ension door spell. he limitation is that the magical
transport must #egin and end in an area )ith at least some
dim light. " shado)dancer can ?ump up to a total of /; feet
each day in this )ay8 this may #e a single ?ump of /; feet or
four ?umps of 1; feet each. +*ery t)o le*els higher than /th,
the distance a shado)dancer can ?ump each day dou#les 7%;
feet at 0th, 10; feet at %th, and ,&; feet at 1;th9. his amount
can #e split among many ?umps, #ut each one, no matter ho)
small, counts as a 1;.foot increment.
Defen#ive Roll /230B $tarting at 5th le*el, once per day, a
shado)dancer can attempt to a*oid a lethal #lo). his
functions as the rogueCs ad*anced talent of the same name.
-mproved Hncanny Dodge /230B "t 5th le*el and higher,
shado)dancer can no longer #e flanked. his defense denies
a rogue the a#ility to sneak attack the assassin #y flanking
him, unless the attacker has at least four more rogue le*els
than the target has assassin le*els.
:f a character already has uncanny dodge from another class,
the le*els from the classes that grant uncanny dodge stack to
determine the minimum rogue le*el re6uired to flank the
Page ,2%
character.
'lippery !ind /230B "t !th le*el, a shado)dancer #ecomes
resilient to enchantment spells. his functions as the rogueCs
ad*anced talent of the same name.
'hado6 Po6er /'p0B "t %th le*el, a shado)dancer can use
ra) shado) to damage her foes. his a#ility functions as
shado# e%ocation, using the shado)dancerCs le*el as the
caster le*el. " shado)dancer can use this a#ility once per
day at %th le*el, and one additional time per day upon
reaching 1;th le*el. he (C for this a#ility is Charisma.
#ased.
-mproved 2va#ion /230B his a#ility, gained at 1;th le*el,
)orks like e*asion 7see a#o*e9. " shado)dancer takes no
damage at all on successful sa*ing thro)s against attacks that
allo) a 'eflex sa*ing thro) for half damage. 4hatCs more,
she takes only half damage e*en if she fails her sa*ing thro).
'hado6 !a#ter /'u0B "t 1;th le*el, )hene*er a
shado)dancer is in an area of dim light, she gains (' 1;@K
and a G& luck #onus on all sa*ing thro)s. :n addition,
)hene*er she successfully scores a critical hit against a foe
)ho is in an area of dim light, that foe is #linded for 1d0
rounds.
Page ,22
12. Gamemastering
Designing "nco%nters
he heart of any ad*enture is its encounters. "n encounter is
any e*ent that puts a specific pro#lem #efore the PCs that
they must sol*e. Most encounters present com#at )ith
monsters or hostile APCs, #ut there are many other typesKa
trapped corridor, a political interaction )ith a suspicious
king, a dangerous passage o*er a rickety rope #ridge, an
a)k)ard argument )ith a friendly APC )ho suspects a PC
has #etrayed him, or anything that adds drama to the game.
1rain.teasing puzzles, roleplaying challenges, and skill
checks are all classic methods for resol*ing encounters, #ut
the most complex encounters to #uild are the most common
onesKcom#at encounters.
4hen designing a com#at encounter, you first decide )hat
le*el of challenge you )ant your PCs to face, then follo) the
steps outlined #elo).
'tep 89Determine .P1( (etermine the a*erage le*el of
your player charactersKthis is their "*erage Party =e*el
7"P= for short9. Jou should round this *alue to the nearest
)hole num#er 7this is one of the fe) exceptions to the round
do)n rule9. Aote that these encounter creation guidelines
assume a group of four or fi*e PCs. :f your group contains
six or more players, add one to their a*erage le*el. :f your
group contains three or fe)er players, su#tract one from their
a*erage le*el. 3or example, if your group consists of six
players, t)o of )hich are /th le*el and four of )hich are 5th
le*el, their "P= is 0th 7&% total le*els, di*ided #y six players,
rounding up, and adding one to the final result9.
Table 12-1: +ncounter 'esin
Difficulty Challenge Rating 2>ual#N
+asy "P= H1
"*erage "P=
Challenging "P= G1
-ard "P= G&
+pic "P= G,
Table 12-2: C. +>ui%alencies
Number of Creature# 2>ual toN
1 Creature C'
& Creatures C' G&
, Creatures C' G,
/ Creatures C' G/
0 Creatures C' G5
Number of Creature# 2>ual toN
% Creatures C' G0
1& Creatures C' G!
10 Creatures C' G%
Table 12-3: +,perience Point A#ards
CR ,otal 4P
-ndividual 4P
87; <7= 6B
1@% 5; 15 15 1;
1@0 05 &; 15 1;
1@/ 1;; ,5 &5 15
1@, 1,5 /5 ,5 &5
1@& &;; 05 5; ,5
1 /;; 1,5 1;; 05
& 0;; &;; 15; 1;;
, %;; &05 &;; 1,5
/ 1,&;; /;; ,;; &;;
5 1,0;; 5,5 /;; &05
0 &,/;; %;; 0;; /;;
! ,,&;; 1,;!; %;; 5,5
% /,%;; 1,0;; 1,&;; %;;
2 0,/;; &,1,; 1,0;; 1,;!;
1; 2,0;; ,,&;; &,/;; 1,0;;
11 1&,%;; /,&!; ,,&;; &,1,;
1& 12,&;; 0,/;; /,%;; ,,&;;
1, &5,0;; %,5,; 0,/;; /,&!;
1/ ,%,/;; 1&,%;; 2,0;; 0,/;;
15 51,&;; 1!,1;; 1&,%;; %,5,;
10 !0,%;; &5,0;; 12,&;; 1&,%;;
1! 1;&,/;; ,/,1;; &5,0;; 1!,1;;
1% 15,,0;; 51,&;; ,%,/;; &5,0;;
12 &;/,%;; 0%,,;; 51,&;; ,/,1;;
&; ,;!,&;; 1;&,;;; !0,%;; 51,&;;
&1 /;2,0;; 1,!,;;; 1;&,/;; 0%,,;;
&& 01/,/;; &;5,;;; 15,,0;; 1;&,/;;
&, %12,&;; &!,,;;; &;/,%;; 1,!,;;;
&/ 1,&&%,%;; /1;,;;; ,;!,&;; &;/,%;;
&5 1,0,%,/;; 5/0,;;; /;2,0;; &!,,;;;
'tep 29Determine CR( Challenge 'ating 7or C'9 is a
con*enient num#er used to indicate the relati*e danger
presented #y a monster, trap, hazard, or other encounterKthe
higher the C', the more dangerous the encounter. 'efer to
a#leB +ncounter (esign to determine the Challenge 'ating
your group should face, depending on the difficulty of the
Page /;;
challenge you )ant and the groupCs "P=.
'tep ;9uild the 2ncounter( (etermine the total NP
a)ard for the encounter #y looking it up #y its C' on a#leB
+xperience Point ")ards. his gi*es you an DNP #udgetF for
the encounter. +*ery creature, trap, and hazard is )orth an
amount of NP determined #y its C', as noted on a#leB
+xperience Point ")ards. o #uild your encounter, simply
add creatures, traps, and hazards )hose com#ined NP does
not exceed the total NP #udget for your encounter. :tCs easiest
to add the highest C' challenges to the encounter first, filling
out the remaining total )ith lesser challenges.
3or example, letCs say you )ant your group of six %th.le*el
PCs to face a challenging encounter against a group of
gargoyles 7each C' /9 and their stone giant #oss 7C' %9. he
PCs ha*e an "P= of 2, and ta#le 1&H1 tells you that a
challenging encounter for your "P= 2 group is a C' 1;
encounterK)orth 2,0;; NP according to a#leB +xperience
Point ")ards. "t C' %, the stone giant is )orth /,%;; NP,
lea*ing you )ith another /,%;; points in your NP #udget for
the gargoyles. Gargoyles are C' / each, and thus )orth
1,&;; NP apiece, meaning that the encounter can support
four gargoyles in its NP #udget. Jou could further refine the
encounter #y including only three gargoyles, lea*ing you
)ith 1,&;; NP to spend on a trio of $mall earth elemental
ser*ants 7at C' 1, each is )orth /;; NP9 to further aid the
stone giant.
.dding NPC#( Creatures )hose -it (ice are solely a factor
of their class le*els and not a feature of their race, such as all
of the PC races detailed in 'aces, are factored into com#ats a
little differently than normal monsters or monsters )ith class
le*els. " creature that possesses class le*els, #ut does not
ha*e any racial -it (ice, is factored in as a creature )ith a
C' e6ual to its class le*els H1. " creature that only possesses
non.player class le*els 7such as a )arrior or adept9 is
factored in as a creature )ith a C' e6ual to its class le*els H
&. :f this reduction )ould reduce a creatureCs C' to #elo) 1,
its C' drops one step on the follo)ing progression for each
step #elo) 1 this reduction )ould makeB 1@&, 1@,, 1@/, 1@0,
1@%.
5igh CR 2ncounter#( he NP *alues for high.C'
encounters can seem 6uite daunting. a#leB C'
+6ui*alencies pro*ides some simple formulas to help you
manage these large num#ers. 4hen using a large num#er of
identical creatures, this chart can help simplify the math #y
com#ining them into one C', making it easier to find their
total NP *alue. 3or example, using this chart, four C' %
creatures 7)orth /,%;; NP each9 are e6ui*alent to a C' 1&
creature 7)orth 12,&;; NP9.
.d 5oc CR .dKu#tment#( 4hile you can ad?ust a specific
monsterCs C' #y ad*ancing it, applying templates, or gi*ing
it class le*els, you can also ad?ust an encounterCs difficulty #y
applying ad hoc ad?ustments to the encounter or creature
itself. =isted here are three additional )ays you can alter an
encounterCs difficulty.
)a%orable Terrain for the PCs: "n encounter against a
monster thatCs out of its fa*ored element 7like a yeti
encountered in a s)eltering ca*e )ith la*a, or an enormous
dragon encountered in a tiny room9 gi*es the PCs an
ad*antage. 1uild the encounter as normal, #ut )hen you
a)ard experience for the encounter, do so as if the encounter
)ere one C' lo)er than its actual C'.
6nfa%orable Terrain for the PCs: Monsters are designed
)ith the assumption that they are encountered in their
fa*ored terrainKencountering a )ater.#reathing a#oleth in
an under)ater area does not increase the C' for that
encounter, e*en though none of the PCs #reathe )ater. :f, on
the other hand, the terrain impacts the encounter significantly
7such as an encounter against a creature )ith #lindsight in an
area that suppresses all light9, you can, at your option,
increase the effecti*e NP a)ard as if the encounterCs C' )ere
one higher.
3PC /ear Ad:ust!ents: Jou can significantly increase or
decrease the po)er le*el of an APC )ith class le*els #y
ad?usting the APCCs gear. he com#ined *alue of an APCCs
gear is gi*en in Creating APCs on a#leB APC Gear. "
classed APC encountered )ith no gear should ha*e his C'
reduced #y 1 7pro*ided that loss of gear actually hampers the
APC9, )hile a classed APC that instead has gear e6ui*alent
to that of a PC 7as listed on a#leB Character 4ealth #y
=e*el9 has a C' of 1 higher than his actual C'. 1e careful
a)arding APCs this extra gear, thoughKespecially at high
le*els, )here you can #lo) out your entire ad*entureCs
treasure #udget in one fell s)oopZ
.6arding 23perience
Pathfinder 'oleplaying Game characters ad*ance in le*el #y
defeating monsters, o*ercoming challenges, and completing
ad*enturesKin so doing, they earn experience points 7NP for
short9. "lthough you can a)ard experience points as soon as
a challenge is o*ercome, this can 6uickly disrupt the flo) of
game play. :tCs easier to simply a)ard experience points at
the end of a game sessionKthat )ay, if a character earns
enough NP to gain a le*el, he )onCt disrupt the game )hile
he le*els up his character. -e can instead take the time
#et)een game sessions to do that.
<eep a list of the C's of all the monsters, traps, o#stacles,
and roleplaying encounters the PCs o*ercome. "t the end of
each session, a)ard NP to each PC that participated. +ach
monster, trap, and o#stacle a)ards a set amount of NP, as
determined #y its C', regardless of the le*el of the party in
relation to the challenge, although you should ne*er #other
a)arding NP for challenges that ha*e a C' of 1; or more
lo)er than the "P=. Pure roleplaying encounters generally
ha*e a C' e6ual to the a*erage le*el of the party 7although
particularly easy or difficult roleplaying encounters might #e
Page /;1
one higher or lo)er9. here are t)o methods for a)arding
NP. 4hile one is more exact, it re6uires a calculator for ease
of use. he other is slightly more a#stract.
23act 4P( Once the game session is o*er, take your list of
defeated C' num#ers and look up the *alue of each C' on
a#leB +xperience Point ")ards under the Dotal NPF
column. "dd up the NP *alues for each C' and then di*ide
this total #y the num#er of charactersKeach character earns
an amount of NP e6ual to this num#er.
.b#tract 4P( $imply add up the indi*idual NP a)ards listed
for a group of the appropriate size. :n this case, the di*ision
is done for youKyou need only total up all the a)ards to
determine ho) many NP to a)ard to each PC.
'tory .6ard#( 3eel free to a)ard $tory ")ards )hen
players conclude a ma?or storyline or make an important
accomplishment. hese a)ards should #e )orth dou#le the
amount of experience points for a C' e6ual to the "P=.
Particularly long or difficult story arcs might a)ard e*en
more, at your discretion as GM.
Placing ,rea#ure
Table 12-7: Character 9ealth by &e%el
PC 1evelL Aealth
& 1,;;; gp
, ,,;;; gp
/ 0,;;; gp
5 1;,5;; gp
0 10,;;; gp
! &,,5;; gp
% ,,,;;; gp
2 /0,;;; gp
1; 0&,;;; gp
11 %&,;;; gp
1& 1;%,;;; gp
1, 1/;,;;; gp
1/ 1%5,;;; gp
15 &/;,;;; gp
10 ,15,;;; gp
1! /1;,;;; gp
1% 5,;,;;; gp
12 0%5,;;; gp
&; %%;,;;; gp
P 3or 1st.le*el PCs, see ta#le 0H1 in +6uipment.
"s PCs gain le*els, the amount of treasure they carry and use
increases as )ell. he Pathfinder 'oleplaying Game assumes
that all PCs of e6ui*alent le*el ha*e roughly e6ual amounts
of treasure and magic items. $ince the primary income for a
PC deri*es from treasure and loot gained from ad*enturing,
itCs important to moderate the )ealth and hoards you place in
your ad*entures. o aid in placing treasure, the amount of
treasure and magic items the PCs recei*e for their ad*entures
is tied to the Challenge 'ating of the encounters they faceK
the higher an encounterCs C', the more treasure it can a)ard.
a#leB Character 4ealth #y =e*el lists the amount of treasure
each PC is expected to ha*e at a specific le*el. Aote that this
ta#le assumes a standard fantasy game. =o).fantasy games
might a)ard only half this *alue, )hile high.fantasy games
might dou#le the *alue. :t is assumed that some of this
treasure is consumed in the course of an ad*enture 7such as
potions and scrolls9, and that some of the less useful items
are sold for half *alue so more useful gear can #e purchased.
a#leB Character 4ealth #y =e*el can also #e used to #udget
gear for characters starting a#o*e 1st le*el, such as a ne)
character created to replace a dead one. Characters should
spend no more than half their total )ealth on any single item.
3or a #alanced approach, PCs that are #uilt after 1st le*el
should spend no more than &5I of their )ealth on )eapons,
&5I on armor and protecti*e de*ices, &5I on other magic
items, 15I on disposa#le items like potions, scrolls, and
)ands, and 1;I on ordinary gear and coins. (ifferent
character types might spend their )ealth differently than
these percentages suggest8 for example, arcane casters might
spend *ery little on )eapons #ut a great deal more on other
magic items and disposa#le items.
a#leB reasure >alues per +ncounter lists the amount of
treasure each encounter should a)ard #ased on the a*erage
le*el of the PCs and the speed of the campaignCs NP
progression 7slo), medium, or fast9. +asy encounters should
a)ard treasure one le*el lo)er than the PCsC a*erage le*el.
Challenging, hard, and epic encounters should a)ard treasure
one, t)o, or three le*els higher than the PCsC a*erage le*el,
respecti*ely. :f you are running a lo).fantasy game, cut these
*alues in half. :f you are running a high.fantasy game,
dou#le these *alues.
+ncounters against APCs typically a)ard three times the
treasure a monster.#ased encounter a)ards, due to APC gear.
o compensate, make sure the PCs face off against a pair of
additional encounters that a)ard little in the )ay of treasure.
"nimals, plants, constructs, mindless undead, oozes, and
traps are great Dlo) treasureF encounters. "lternati*ely, if the
PCs face a num#er of creatures )ith little or no treasure, they
should ha*e the opportunity to ac6uire a num#er of
significantly more *alua#le o#?ects sometime in the near
future to make up for the im#alance. "s a general rule, PCs
should not o)n any magic item )orth more than half their
total character )ealth, so make sure to check #efore
a)arding expensi*e magic items.
Page /;&
Table 12-8: Treasure 2alues per +ncounter
.verage Party
1evel
,rea#ure per 2ncounter
'lo6 !edium &a#t
1 1!; gp &0; gp /;; gp
& ,5; gp 55; gp %;; gp
, 55; gp %;; gp 1,&;; gp
/ !5; gp 1,15; gp 1,!;; gp
5 1,;;; gp 1,55; gp &,,;; gp
0 1,,5; gp &,;;; gp ,,;;; gp
! 1,!5; gp &,0;; gp ,,2;; gp
% &,&;; gp ,,,5; gp 5,;;; gp
2 &,%5; gp /,&5; gp 0,/;; gp
1; ,,05; gp 5,/5; gp %,&;; gp
11 /,05; gp !,;;; gp 1;,5;; gp
1& 0,;;; gp 2,;;; gp 1,,5;; gp
1, !,!5; gp 11,0;; gp 1!,5;; gp
1/ 1;,;;; gp 15,;;; gp &&,;;; gp
15 1,,;;; gp 12,5;; gp &2,;;; gp
10 10,5;; gp &5,;;; gp ,%,;;; gp
1! &&,;;; gp ,&,;;; gp /%,;;; gp
1% &%,;;; gp /1,;;; gp 0&,;;; gp
12 ,5,;;; gp 5,,;;; gp !2,;;; gp
&; //,;;; gp 0!,;;; gp 1;;,;;; gp
uilding a ,rea#ure 5oard
4hile itCs often enough to simply tell your players theyC*e
found 5,;;; gp in gems and 1;,;;; gp in ?e)elry, itCs
generally more interesting to gi*e details. Gi*ing treasure a
personality can not only help the *erisimilitude of your
game, #ut can sometimes trigger ne) ad*entures. he
information on the #elo) can help you randomly determine
types of additional treasureKsuggested *alues are gi*en for
many of the o#?ects, #ut feel free to assign *alues to the
o#?ects as you see fit. :tCs easiest to place the expensi*e items
firstKif you )ish, you can e*en randomly roll magic items,
using the ta#les in Magic :tems, to determine )hat sort of
items are present in the hoard. Once youC*e consumed a
siza#le portion of the hoardCs *alue, the remainder can simply
#e loose coins or nonmagical treasure )ith *alues ar#itrarily
assigned as you see fit.
Coin#( Coins in a treasure hoard can consist of copper, sil*er,
gold, and platinum piecesKsil*er and gold are the most
common, #ut you can di*ide the coinage as you )ish. Coins
and their *alue relati*e to each other are descri#ed at the start
of +6uipment.
Gem#( "lthough you can assign any *alue to a gemstone,
some are inherently more *alua#le than others. 5se the *alue
categories #elo) 7and their associated gemstones9 as
guidelines )hen assigning *alues to gemstones.
&o#-4uality /e!s *1D p-: agates8 azurite8 #lue 6uartz8
hematite8 lapis lazuli8 malachite8 o#sidian8 rhodochrosite8
tigereye8 tur6uoise8 fresh)ater 7irregular9 pearl
Se!i-Precious /e!s *8D p-: #loodstone8 carnelian8
chalcedony8 chrysoprase8 citrine8 ?asper8 moonstone8 onyx8
peridot8 rock crystal 7clear 6uartz98 sard8 sardonyx8 rose,
smoky, or star rose 6uartz8 zircon
Mediu! 4uality /e!stones *1DD p-: am#er8 amethyst8
chryso#eryl8 coral8 red or #ro)n.green garnet8 ?ade8 ?et8
)hite, golden, pink, or sil*er pearl8 red, red.#ro)n, or deep
green spinel8 tourmaline
5ih 4uality /e!stones *8DD p-: alexandrite8 a6uamarine8
*iolet garnet8 #lack pearl8 deep #lue spinel8 golden yello)
topaz
Me#els *1,DDD p-: emerald8 )hite, #lack, or fire opal8 #lue
sapphire8 fiery yello) or rich purple corundum8 #lue or #lack
star sapphire
/rand Me#els *8,DDD p or !ore-: clearest #right green
emerald8 diamond8 ?acinth8 ru#y
Nonmagical ,rea#ure#( his expansi*e category includes
?e)elry, fine clothing, trade goods, alchemical items,
master)ork o#?ects, and more. 5nlike gemstones, many of
these o#?ects ha*e set *alues, #ut you can al)ays increase an
o#?ectCs *alue #y ha*ing it #e #e?e)eled or of particularly
fine craftsmanship. his increase in cost doesnCt grant
additional a#ilitiesKa gem.encrusted master)ork cold iron
scimitar )orth /;,;;; gp functions the same as a typical
master)ork cold iron scimitar )orth the #ase price of ,,;
gp. =isted #elo) are numerous examples of se*eral types of
nonmagical treasures, along )ith typical *alues.
)ine Art#or" *1DD p or !ore-: "lthough some art)ork is
composed of precious materials, the *alue of most paintings,
sculptures, )orks of literature, fine clothing, and the like
come from their skill and craftsmanship. "rt)ork is often
#ulky or cum#ersome to mo*e and fragile to #oot, making
sal*age an ad*enture in and of itself.
Me#elry, Minor *8D p-: his category includes relati*ely
small pieces of ?e)elry crafted from materials like #rass,
#ronze, copper, i*ory, or e*en exotic )oods, sometimes set
)ith tiny or fla)ed lo).6uality gems. Minor ?e)elry
includes rings, #racelets, and earrings.
Me#elry, 3or!al *1DDH8DD p-: Most ?e)elry is made of
sil*er, gold, ?ade, or coral, often ornamented )ith semi.
precious or e*en medium.6uality gemstones. Aormal ?e)elry
includes all types of minor ?e)elry plus arm#ands, necklaces,
and #rooches.
Me#elry, Precious *8DD p or !ore-: ruly precious ?e)elry
is crafted from gold, mithral, platinum, or similar rare metals.
$uch o#?ects include normal ?e)elry types plus cro)ns,
Page /;,
scepters, pendants, and other large items.
Master#or" Tools *1DDH3DD p-: his category includes
master)ork )eapons, armor, and skill kitsKsee +6uipment
for more details and costs for these items.
Mundane /ear *up to 1,DDD p-: here are many *alua#le
items of mundane or alchemical nature detailed in
+6uipment that can #e utilized as treasure. Most of the
alchemical items are porta#le and *alua#le, #ut other o#?ects
like locks, holy sym#ols, spyglasses, fine )ine, or fine
clothing )ork )ell as interesting #its of treasure. rade
goods can e*en ser*e as treasureK1; pounds of saffron, for
example, is )orth 15; gp.
Treasure Maps and ?ther 0ntellience *%ariable-: :tems like
treasure maps, deeds to ships and homes, lists of informants
or guard rosters, pass)ords, and the like can also make fun
items of treasureKyou can set the *alue of such items at any
amount you )ish, and often they can ser*e dou#le.duty as
ad*enture seeds.
!agic -tem#( Of course, the disco*ery of a magic item is the
true prize for any ad*enturer. Jou should take care )ith the
placement of magic items in a hoardKitCs generally more
satisfying for many players to find a magic item rather than
purchase it, so thereCs no crime in placing items that happen
to #e those your players can useZ "n extensi*e list of magic
items 7and their costs9 is gi*en in Magic :tems.
!agic -tem Category .verage Dalue
Minor :tem 1,;;; gp
Medium :tem 1;,;;; gp
Ma?or :tem /;,;;; gp
"lthough you should generally place items )ith careful
consideration of their likely effects on your campaign, it can
#e fun and sa*e time to generate magic items in a treasure
hoard randomly. Jou can DpurchaseF random die rolls of
magic items for a treasure hoard at the follo)ing prices,
su#tracting the indicated amount from your treasure #udget
and then rolling on the appropriate column on ta#le 15H& in
Magic :tems to determine )hat item is in the treasure hoard.
ake care )ith this approach, thoughZ :tCs easy, through the
luck 7or unluck9 of the dice to #loat your game )ith too
much treasure or depri*e it of the same. 'andom magic item
placement should al)ays #e tempered )ith good common
sense #y the GM.
Cost of 6i!ing
"n ad*enturerCs primary source of income is treasure, and his
primary purchases are tools and items he needs to continue
ad*enturingKspell components, )eapons, magic items,
potions, and the like. Jet )hat a#out things like foodM 'entM
axesM 1ri#esM :dle purchasesM
Jou can certainly handle these minor expenditures in detail
during play, #ut tracking e*ery time a PC pays for a room,
#uys )ater, or pays a gate tax can s)iftly #ecome o#noxious
and tiresome. :f youCre not really into tracking these minor
costs of li*ing, you can choose to simply ignore these small
payments. " more realistic and easier.to.use method is to
ha*e PCs pay a recurring cost of li*ing tax. "t the start of
e*ery game month, a PC must pay an amount of gold e6ual
to the lifestyle #racket he )ishes to li*e inKif he canCt afford
his desired #racket, he drops do)n to the first one he can
afford.
De#titute /0 gp)month0( he PC is homeless and li*es in the
)ilderness or on the streets. " destitute character must track
e*ery purchase, and may need to resort to $ur*i*al checks or
theft to feed himself.
Poor /; gp)month0( he PC li*es in common rooms of
ta*erns, )ith his parents, or in some other communal
situationKthis is the lifestyle of most untrained la#orers and
commoners. -e need not track purchases of meals or taxes
that cost 1 sp or less.
.verage /80 gp)month0( he PC li*es in his o)n apartment,
small house, or similar locationKthis is the lifestyle of most
trained or skilled experts or )arriors. -e can secure any
nonmagical item )orth 1 gp or less from his home in 1d1;
minutes, and need not track purchases of common meals or
taxes that cost 1 gp or less.
Aealthy /800 gp)month0( he PC has a siza#le home or a
nice suite of rooms in a fine inn. -e can secure any
nonmagical item )orth 5 gp or less from his #elongings in
his home in 1d1; minutes, and need only track purchases of
meals or taxes in excess of 1; gp.
23travagant /8,000 gp)month0( he PC li*es in a mansion,
castle, or other extra*agant homeKhe might e*en o)n the
#uilding in 6uestion. his is the lifestyle of most aristocrats.
-e can secure any nonmagical item )orth &5 gp or less from
his #elongings in his home in 1d1; minutes. -e need only
track purchases of meals or taxes in excess of 1;; gp.
'eyond 2?th 6e!el
"lthough Classes doesnCt descri#e )hat happens after &;th
le*el, this isnCt to say that there are no resources a*aila#le to
you should you )ish to continue your campaign on to &1st
le*el and #eyond. 'ules for epic.le*el play like this exist in
numerous products that are compati#le )ith the Pathfinder
'oleplaying Game, although in many cases these alternati*e
rules can pro*ide unanticipated pro#lems. 3or example, if
your campaign )orld is populated #y creatures and *illains
)ho, at the upper limit of po)er, can challenge a &;th.le*el
character, )here )ill epic.le*el PCs go for challengesM Jou
might #e looking at creating an entirely ne) campaign
setting, one set on different planes, planets, or dimensions
Page /;/
from the one )here your players spent their first &; le*els,
and thatCs a lot of )ork.
Paizo Pu#lishing may e*entually pu#lish rules to take your
game into these epic realms, #ut if you canCt )ait and )ould
rather not use existing open content rules for epic.le*el play,
you can use the follo)ing #rief guidelines to continue
#eyond &;th le*el. Aote that these guidelines arenCt ro#ust
enough to keep the game *i#rant and interesting on their o)n
for much longer past &;th le*el, #ut they should do in a pinch
for a campaign that needs, say, && or &, experience le*els to
)rap up. =ike)ise, you can use these rules to create super.
po)erful APCs for &;th.le*el characters to face.
23perience Point#( o gain a le*el #eyond &;th, a character
must dou#le the experience points needed to achie*e the
pre*ious le*el. hus, assuming the medium NP progression,
a &;th.le*el character needs &,1;;,;;; NP to #ecome &1st
le*el, since he needed 1,;5;,;;; NP to reach &;th le*el from
12th. -eCd then need /,&;;,;;; NP to reach &&nd le*el,
%,/;;,;;; NP to reach &,rd, and so on.
'caling Po6er#( -it dice, #ase attack #onuses, and sa*ing
thro)s continue to increase at the same rate #eyond &;th
le*el, as appropriate for the class in 6uestion. Aote that no
character can ha*e more than / attacks #ased on its #ase
attack #onus. Aote also that, #efore long, the difference
#et)een good sa*ing thro)s and poor sa*ing thro)s
#ecomes a)k)ardly largeKthe further you get from &;th
le*el, the more noticea#le this difference gro)s, and for
high.le*el characters, #olstering their poor sa*ing thro)s
should #ecome increasingly important. Class a#ilities that
ha*e a set, increasing rate, such as a #ar#arianCs damage
reduction, a fighterCs #onus feats and )eapon training, a
paladinCs smite e*il, or a rogueCs sneak attack continue to
progress at the appropriate rate.
'pell#( " spellcasterCs caster le*el continues to increase #y
one for each le*el #eyond &;th le*el. +*ery odd.num#ered
le*el, a spellcaster gains access to a ne) le*el of spell one
a#o*e his pre*ious maximum le*el, gaining one spell slot in
that ne) le*el. hese spell slots can #e used to prepare or
cast spells ad?usted #y metamagic feats or any kno)n spell
of lo)er le*els. +*ery e*en.num#ered le*el, a spellcaster
gains additional spell slots e6ual to the highest le*el spell he
can currently cast. -e can split these ne) slots any )ay he
)ants among the slots he currently has access to.
3or example, a &1st.le*el )izard gains a single 1;th.le*el
spell slot, in )hich he can prepare any spell of le*el 1st
through 2th, or in )hich he can prepare a metamagic spell
that results in an effecti*e spell le*el of 1; 7such as extended
summon monster :N, or 6uickened disintegrate9. "t &&nd
le*el he gains 1; spell.le*elsC )orth of ne) spell slots, and
can gain 1; 1st.le*el spells per day, t)o 5th.le*el spells per
day, one !th.le*el and one ,rd.le*el spell per day, or one
more 1;th.le*el spell per day. "t &,rd le*el, he gains a single
11th.le*el spell slot, and so on.
$pellcasters )ho ha*e a limited num#er of spells kno)n
7such as #ards and sorcerers9 can opt out of the #enefits they
gain 7either a ne) le*el of spells or a num#er of spell slots9
for that le*el and in exchange learn t)o more spells of any
le*el they can currently cast.
Jou might )ant to further ad?ust the rate of spell le*el gain
for classes 7like paladins and rangers9 )ho gain spells more
slo)ly than more dedicated spellcaster classes.
!ulticla##ing)Pre#tige Cla##e#( he simplest )ay to
progress #eyond &;th le*el is to simply multiclass or take
le*els in a prestige class, in )hich case you gain all of the
a#ilities of the ne) class le*el normally. his effecti*ely
treats &;th le*el as a hard limit for class le*el, #ut not as a
hard limit for total character le*el.
Page /;5
1&. "n!ironment
D%ngeons
Of all the strange places that an ad*enturer might explore,
none is deadlier than the dungeon. hese la#yrinths, full of
deadly traps, hungry monsters, and priceless treasure, test
e*ery skill a character possesses. hese rules can apply to
dungeons of any type, from the )reck of a sunken ship to a
*ast ca*e complex.
,ype# of Dungeon#
he four #asic dungeon types are defined #y their current
status. Many dungeons are *ariations on these #asic types or
com#inations of more than one of them. $ometimes old
dungeons are used again and again #y different inha#itants
for different purposes.
Ruined 'tructureB Once occupied, this place is no)
a#andoned 7completely or in part9 #y its original creator or
creators, and other creatures ha*e )andered in. Many
su#terranean creatures look for a#andoned underground
constructions in )hich to make their lairs. "ny traps that
might exist ha*e pro#a#ly #een set off, #ut )andering #easts
might *ery )ell #e common.
Fccupied 'tructureB his type of dungeon is still in use.
Creatures 7usually intelligent9 li*e there, although they might
not #e the dungeonCs creators. "n occupied structure might
#e a home, a fortress, a temple, an acti*e mine, a prison, or a
head6uarters. his type of dungeon is less likely to ha*e
traps or )andering #easts, and more likely to ha*e organized
guardsK#oth on )atch and on patrol. raps or )andering
#easts that might #e encountered are usually under the
control of the occupants. Occupied structures ha*e
furnishings to suit the inha#itants, as )ell as decorations,
supplies, and the a#ility for occupants to mo*e around. he
inha#itants might ha*e a communication system, and they
almost certainly control an exit to the outside.
$ome dungeons are partially occupied and partially empty or
in ruins. :n such cases, the occupants are typically not the
original #uilders, #ut instead a group of intelligent creatures
that ha*e set up their #ase, lair, or fortification )ithin an
a#andoned dungeon.
'afe 'torageB 4hen people )ant to protect something, they
sometimes #ury it underground. 4hether the item they )ant
to protect is a fa#ulous treasure, a for#idden artifact, or the
dead #ody of an important figure, these *alua#le o#?ects are
placed )ithin a dungeon and surrounded #y #arriers, traps,
and guardians.
he safe storage dungeon is the most likely to ha*e traps #ut
the least likely to ha*e )andering #easts. his type of
dungeon is normally #uilt for function rather than
appearance, #ut sometimes it has ornamentation in the form
of statuary or painted )alls. his is particularly true of the
tom#s of important people.
$ometimes, ho)e*er, a *ault or a crypt is constructed in such
a )ay as to house li*ing guardians. he pro#lem )ith this
strategy is that something must #e done to keep the creatures
ali*e #et)een intrusion attempts. Magic is usually the #est
solution to pro*ide food and )ater for these creatures.
1uilders of *aults or tom#s often use undead creatures or
constructs, #oth of )hich ha*e no need for sustenance or
rest, to guard their dungeons. Magic traps can attack
intruders #y summoning monsters into the dungeon that
disappear )hen their task is done.
Natural Cavern Comple3B 5nderground ca*es pro*ide
homes for all sorts of su#terranean monsters. Created
naturally and connected #y la#yrinthine tunnel systems, these
ca*erns lack any sort of pattern, order, or decoration. 4ith no
intelligent force #ehind its construction, this type of dungeon
is the least likely to ha*e traps or e*en doors.
3ungi of all sorts thri*e in ca*es, sometimes gro)ing in huge
forests of mushrooms and puff#alls. $u#terranean predators
pro)l these forests, looking for )eaker creatures feeding
upon the fungi. $ome *arieties of fungus gi*e off a
phosphorescent glo), pro*iding a natural ca*ern complex
)ith its o)n limited light source. :n other areas, a dayliht
spell or similar magical effect can pro*ide enough light for
green plants to gro).
Aatural ca*ern complexes often connect )ith other types of
dungeons, the ca*es ha*ing #een disco*ered )hen the
manufactured dungeons )ere del*ed. " ca*ern complex can
connect t)o other)ise unrelated dungeons, sometimes
creating a strange mixed en*ironment. " natural ca*ern
complex ?oined )ith another dungeon often pro*ides a route
#y )hich su#terranean creatures find their )ay into a
manufactured dungeon and populate it.
Dungeon ,errain
he follo)ing rules co*er the #asics of terrain that can #e
found in a dungeon.
Aall#
Masonry )allsKstones piled on top of each other, usually
#ut not al)ays held in place )ith mortarKoften di*ide
dungeons into corridors and cham#ers. (ungeon )alls can
also #e he)n from solid rock, lea*ing them )ith a rough,
chiseled look. $till other dungeon )alls can #e the smooth,
un#lemished stone of a naturally occurring ca*e. (ungeon
Page /;0
)alls are difficult to #reak do)n or through, #ut theyCre
generally easy to clim#.
!a#onry Aall#B he most common kind of dungeon )all,
masonry )alls are usually at least 1 foot thick. Often, these
ancient )alls sport cracks and cre*ices, and sometimes
dangerous slimes or small monsters li*e in these areas and
)ait for prey. Masonry )alls stop all #ut the loudest noises.
:t takes a (C &; Clim# check to tra*el along a masonry )all.
'uperior !a#onry Aall#B $ometimes masonry )alls are
#etter #uilt 7smoother, )ith tighter.fitting stones and less
cracking9, and occasionally these superior )alls are co*ered
)ith plaster or stucco. Co*ered )alls often #ear paintings,
car*ed reliefs, or other decoration. $uperior masonry )alls
are no more difficult to destroy than regular masonry )alls
#ut are more difficult to clim# 7(C &59.
Reinforced !a#onry Aall#B hese are masonry )alls )ith
iron #ars on one or #oth sides of the )all, or placed )ithin
the )all to strengthen it. he hardness of a reinforced )all
remains the same, #ut its hit points are dou#led and the
$trength check (C to #reak through it is increased #y 1;.
5e6n 'tone Aall#B $uch )alls usually result )hen a
cham#er or passage is tunneled out from solid rock. he
rough surface of a he)n )all fre6uently pro*ides minuscule
ledges )here fungus gro)s and fissures )here *ermin, #ats,
and su#terranean snakes li*e. 4hen such a )all has an Dother
sideF 7meaning it separates t)o cham#ers in the dungeon9,
the )all is usually at least , feet thick8 anything thinner risks
collapsing from the )eight of all the stone o*erhead. :t takes
a (C &5 Clim# check to clim# a he)n stone )all.
Hn6or"ed 'tone Aall#B hese surfaces are une*en and
rarely flat. hey are smooth to the touch #ut filled )ith tiny
holes, hidden alco*es, and ledges at *arious heights. heyCre
also usually )et or at least damp, since itCs )ater that most
fre6uently creates natural ca*es. 4hen such a )all has an
Dother side,F the )all is usually
at least 5 feet thick. :t takes a
(C 15 Clim# check to mo*e
along an un)orked stone )all.
-ron Aall#B hese )alls are
placed )ithin dungeons around
important places, such as
*aults.
Paper Aall#B Paper )alls are
placed as screens to #lock line
of sight, #ut nothing more.
Aooden Aall#B 4ooden )alls
often exist as recent additions
to older dungeons, used to
create animal pens, storage
#ins, and temporary structures,
or ?ust to make a num#er of
smaller rooms out of a larger
one.
!agically ,reated Aall#B
hese )alls are stronger than a*erage, )ith a greater
hardness, more hit points, and a higher #reak (C. Magic can
usually dou#le the hardness and hit points of a )all and add
up to &; to the #reak (C. " magically treated )all also gains
a sa*ing thro) against spells that could affect it, )ith the
sa*e #onus e6ualing & G 1@& the caster le*el of the magic
reinforcing the )all. Creating a magic )all re6uires the Craft
4ondrous :tem feat and the expenditure of 1,5;; gp for each
1;.foot.#y.1;.foot )all section.
Aall# 6ith .rro6 'lit#B 4alls )ith arro) slits can #e made
of any dura#le material #ut are most commonly masonry,
he)n stone, or )ood. $uch a )all allo)s defenders to fire
arro)s or cross#o) #olts at intruders from #ehind the safety
of the )all. "rchers #ehind arro) slits ha*e impro*ed co*er
that gi*es them a G% #onus to "rmor Class, a G/ #onus on
'eflex sa*es, and the #enefits of the impro*ed e*asion class
feature.
&loor#
"s )ith )alls, dungeon floors come in many types.
&lag#toneB =ike masonry )alls, flagstone floors are made of
fitted stones. hey are usually cracked and only some)hat
le*el. $lime and mold gro)s in the cracks. $ometimes )ater
runs in ri*ulets #et)een the stones or sits in stagnant
puddles. 3lagstone is the most common dungeon floor.
Hneven &lag#toneB O*er time, some floors can #ecome so
une*en that a (C 1; "cro#atics check is re6uired to run or
charge across the surface. 3ailure means the character canCt
mo*e that round. 3loors as treacherous as this should #e the
Page /;!
Table 13-1: 9alls
Aall ,ype ,ypical ,hic"ne## rea" DC 5ardne## 5it Point#
8
Climb DC
Masonry 1 ft. ,5 % 2; hp &;
$uperior masonry 1 ft. ,5 % 2; hp &5
'einforced masonry 1 ft. /5 % 1%; hp &;
-e)n stone , ft. 5; % 5/; hp &5
5n)orked stone 5 ft. 05 % 2;; hp 15
:ron , in. ,; 1; 2; hp &5
Paper Paper.thin 1 K 1 hp ,;
4ooden 0 in. &; 5 0; hp &1
Magically treated
&
K G&; L& L&
,
K
1 Per 1;.foot.#y.1;.foot section.
& his modifier can #e applied to any of the other )all types.
, Or an additional 5; hit points, )hiche*er is greater.
exception, not the rule.
5e6n 'tone &loor#B 'ough and une*en, he)n floors are
usually co*ered )ith loose stones, gra*el, dirt, or other
de#ris. " (C 1; "cro#atics check is re6uired to run or charge
across such a floor. 3ailure means the character can still act,
#ut canCt run or charge in this round.
1ight RubbleB $mall chunks of de#ris litter the ground.
=ight ru##le adds & to the (C of "cro#atics checks.
Den#e RubbleB he ground is co*ered )ith de#ris of all
sizes. :t costs & s6uares of mo*ement to enter a s6uare )ith
dense ru##le. (ense ru##le adds 5 to the (C of "cro#atics
checks, and it adds & to the (C of $tealth checks.
'mooth 'tone &loor#B 3inished and sometimes e*en
polished, smooth floors are found only in dungeons made #y
capa#le and careful #uilders.
Natural 'tone &loor#B he floor of a natural ca*e is as
une*en as the )alls. Ca*es rarely ha*e flat surfaces of any
great size. 'ather, their floors ha*e many le*els. $ome
ad?acent floor surfaces might *ary in ele*ation #y only a
foot, so that mo*ing from one to the other is no more
difficult than negotiating a stair step, #ut in other places the
floor might suddenly drop off or rise up se*eral feet or more,
re6uiring Clim# checks to get from one surface to the other.
5nless a path has #een )orn and )ell marked in the floor of
a natural ca*e, it takes & s6uares of mo*ement to enter a
s6uare )ith a natural stone floor, and the (C of "cro#atics
checks increases #y 5. 'unning and charging are impossi#le,
except along paths.
'lipperyB 4ater, ice, slime, or #lood can make any of the
dungeon floors descri#ed in this section more treacherous.
$lippery floors increase the (C of "cro#atics checks #y 5.
GrateB " grate often co*ers a pit or an area lo)er than the
main floor. Grates are usually made from iron, #ut large ones
can also #e made from iron.#ound tim#ers. Many grates ha*e
hinges to allo) access to )hat lies #elo) 7such grates can #e
locked like any door9, )hile others are permanent and
designed to not mo*e. " typical 1.inch.thick iron grate has
&5 hit points, hardness 1;, and a (C of &! for $trength
checks to #reak through it or tear it loose.
1edgeB =edges allo) creatures to )alk a#o*e some lo)er
area. hey often circle around pits, run along underground
streams, form #alconies around large rooms, or pro*ide a
place for archers to stand )hile firing upon enemies #elo).
Aarro) ledges 71& inches )ide or less9 re6uire those mo*ing
along them to make "cro#atics checks. 3ailure results in the
mo*ing character falling off the ledge. =edges sometimes
ha*e railings along the )all. :n such a case, characters gain a
G5 circumstance #onus on "cro#atics checks to mo*e along
the ledge. " character )ho is next to a railing gains a G&
circumstance #onus on his opposed $trength check to a*oid
#eing #ull rushed off the edge.
=edges can also ha*e lo) )alls & to , feet high along their
edges. $uch )alls pro*ide co*er against attackers )ithin ,;
feet on the other side of the )all, as long as the target is
closer to the lo) )all than the attacker is.
,ran#parent &loorB ransparent floors, made of reinforced
glass or magic materials 7e*en a #all of force9, allo) a
dangerous setting to #e *ie)ed safely from a#o*e.
ransparent floors are sometimes placed o*er la*a pools,
arenas, monster dens, and torture cham#ers. hey can #e
used #y defenders to )atch key areas for intruders.
'liding &loor#B " sliding floor is a type of trap door,
designed to #e mo*ed and thus re*eal something that lies
#eneath it. " typical sliding floor mo*es so slo)ly that
anyone standing on one can a*oid falling into the gap it
creates, assuming thereCs some)here else to go. :f such a
floor slides 6uickly enough that thereCs a chance of a
character falling into )hate*er lies #eneathKa spiked pit, a
*at of #urning oil, or a pool filled )ith sharksKthen itCs a
trap.
,rap &loor#B $ome floors are designed to #ecome suddenly
dangerous. 4ith the application of ?ust the right amount of
)eight, or the pull of a le*er some)here near#y, spikes
protrude from the floor, gouts of steam or flame shoot up
from hidden holes, or the entire floor tilts. hese strange
floors are sometimes found in arenas, designed to make
com#ats more exciting and deadly. Construct these floors as
you )ould any other trap.
Door#
(oors in dungeons are much more than mere entrances and
exits. Often they can #e encounters all #y themsel*es.
(ungeon doors come in three #asic typesB )ooden, stone,
and iron.
Aooden Door#B Constructed of thick planks nailed together,
sometimes #ound )ith iron for strength 7and to reduce
s)elling from dungeon dampness9, )ooden doors are the
most common type. 4ooden doors come in *arying
strengthsB simple, good, and strong. $imple doors 7#reak (C
159 are not meant to keep out moti*ated attackers. Good
doors 7#reak (C 1%9, )hile sturdy and long.lasting, are still
not meant to take much punishment. $trong doors 7#reak (C
&59 are #ound in iron and are a sturdy #arrier to those
attempting to get past them. :ron hinges fasten the door to its
frame, and typically a circular pull.ring in the center is there
to help open it. $ometimes, instead of a pull.ring, a door has
an iron pull.#ar on one or #oth sides of the door to ser*e as a
handle. :n inha#ited dungeons, these doors are usually )ell.
maintained 7not stuck9 and unlocked, although important
areas are locked up if possi#le.
Page /;%
'toneB Car*ed from solid #locks of stone, these hea*y,
un)ieldy doors are often #uilt so that they pi*ot )hen
opened, although d)ar*es and other skilled craftsfolk are
a#le to fashion hinges strong enough to hold up a stone door.
$ecret doors concealed )ithin a stone )all are usually stone
doors. Other)ise, such doors stand as tough #arriers
protecting something important #eyond. hus, they are often
locked or #arred.
-ronB 'usted #ut sturdy, iron doors in a dungeon are hinged
like )ooden doors. hese doors are the toughest form of
nonmagical door. hey are usually locked or #arred.
rea"ing Door#B (ungeon doors might #e locked, trapped,
reinforced, #arred, magically sealed, or sometimes ?ust stuck.
"ll #ut the )eakest characters can e*entually knock do)n a
door )ith a hea*y tool such as a sledgehammer, and a
num#er of spells and magic items gi*e characters an easy
)ay around a locked door.
"ttempts to literally chop do)n a door )ith a slashing or
#ludgeoning )eapon use the hardness and hit points gi*en in
a#leB (oors. 4hen assigning a (C to an attempt to knock a
door do)n, use the follo)ing as guidelines.
'C 1D or &o#erB a door ?ust a#out anyone can #reak open.
'C 11H18B a door that a strong person could #reak )ith one
try and an a*erage person might #e a#le to #reak )ith one
try.
'C 1@H2DB a door that almost anyone could #reak, gi*en
time.
'C 21H28B a door that only a strong or *ery strong person
has a hope of #reaking, pro#a#ly not on the first try.
'C 2@ or 5iherB a door that only an exceptionally strong
person has a hope of #reaking.
1oc"#B (ungeon doors are often locked, and thus the (isa#le
(e*ice skill comes in *ery handy. =ocks
are usually #uilt into the door, either on
the edge opposite the hinges or right in
the middle of the door. 1uilt.in locks
either control an iron #ar that ?uts out of
the door and into the )all of its frame, or
else a sliding iron #ar or hea*y )ooden
#ar that rests #ehind the entire door. 1y
contrast, padlocks are not #uilt.in #ut
usually run through t)o rings, one on the
door and the other on the )all. More
complex locks, such as com#ination
locks and puzzle locks, are usually #uilt
into the door itself. 1ecause such keyless
locks are larger and more complex, they
are typically only found in sturdy doors
7strong )ooden, stone, or iron doors9.
he (isa#le (e*ice (C to pick a lock
often falls )ithin the range of &; to ,;,
although locks )ith lo)er or higher (Cs can exist. " door
can ha*e more than one lock, each of )hich must #e
unlocked separately. =ocks are often trapped, usually )ith
poison needles that extend out to prick a rogueCs finger.
1reaking a lock is sometimes 6uicker than #reaking the
)hole door. :f a PC )ants to )hack at a lock )ith a )eapon,
treat the typical lock as ha*ing hardness 15 and ,; hit points.
" lock can only #e #roken if it can #e attacked separately
from the door, )hich means that a #uilt.in lock is immune to
this sort of treatment. :n an occupied dungeon, e*ery locked
door should ha*e a key some)here.
" special door might ha*e a lock )ith no key, instead
re6uiring that the right com#ination of near#y le*ers must #e
manipulated or the right sym#ols must #e pressed on a
keypad in the correct se6uence to open the door.
'tuc" Door#B (ungeons are often damp, and sometimes
doors get stuck, particularly )ooden doors. "ssume that
a#out 1;I of )ooden doors and 5I of non.)ooden doors
are stuck. hese num#ers can #e dou#led 7to &;I and 1;I,
respecti*ely9 for long.a#andoned or neglected dungeons.
arred Door#B 4hen characters try to #ash do)n a #arred
door, itCs the 6uality of the #ar that matters, not the material
the door is made of. :t takes a (C &5 $trength check to #reak
through a door )ith a )ooden #ar, and a (C ,; $trength
check if the #ar is made of iron. Characters can attack the
door and destroy it instead, lea*ing the #ar hanging in the
no).open door)ay.
!agic 'eal#B $pells such as arcane loc" can discourage
passage through a door. " door )ith an arcane loc" spell on
it is considered locked e*en if it doesnCt ha*e a physical lock.
:t takes a "noc" spell, a dispel !aic spell, or a successful
$trength check to open such a door.
5inge#B Most doors ha*e hinges, #ut sliding doors do not.
Page /;2
Table 13-2: 'oors
Door ,ype ,ypical ,hic"ne## 5ardne## 5it Point#
rea" DC
'tuc" 1oc"ed
$imple )ooden 1 in. 5 1; hp 1, 15
Good )ooden 1.1@& in. 5 15 hp 10 1%
$trong )ooden & in. 5 &; hp &, &5
$tone / in. % 0; hp &% &%
:ron & in. 1; 0; hp &% &%
Portcullis, )ooden , in 5 ,; hp &5P &5P
Portcullis, iron & in. 1; 0; hp &5P &5P
=ock K 15 ,; hp K K
-inge K 1; ,; hp K K
P (C to lift. 5se appropriate door figure for #reaking.
hey usually ha*e tracks or groo*es instead, allo)ing them
to slide easily to one side.
Standard 5inesB hese hinges are metal, ?oining one edge
of the door to the door frame or )all. 'emem#er that the
door s)ings open to)ard the side )ith the hinges. 7$o, if the
hinges are on the PCsC side, the door opens to)ard them8
other)ise it opens a)ay from them.9 "d*enturers can take
the hinges apart one at a time )ith successful (isa#le (e*ice
checks 7assuming the hinges are on their side of the door, of
course9. $uch a task has a (C of &; #ecause most hinges are
rusted or stuck. 1reaking a hinge is difficult. Most ha*e
hardness 1; and ,; hit points. he #reak (C for a hinge is
the same as for #reaking do)n the door.
3ested 5inesB hese hinges are much more complex than
ordinary hinges, and are found only in areas of excellent
construction. hese hinges are #uilt into the )all and allo)
the door to s)ing open in either direction. PCs canCt get at the
hinges to fool )ith them unless they #reak through the door
frame or )all. Aested hinges are typically found on stone
doors #ut sometimes on )ooden or iron doors as )ell.
Pi%otsB Pi*ots arenCt really hinges at all, #ut simple kno#s
?utting from the top and #ottom of the door that fit into holes
in the door frame, allo)ing the door to spin. he ad*antages
of pi*ots are that they canCt #e dismantled like hinges and
theyCre simple to make. he disad*antage is that since the
door pi*ots on its center of gra*ity 7typically in the middle9,
nothing larger than half the doorCs )idth can fit through
)ithout s6ueezing. (oors )ith pi*ots are usually stone and
often 6uite )ide to o*ercome this disad*antage. "nother
solution is to place the pi*ot to)ard one side and ha*e the
door #e thicker at that end and thinner to)ard the other end
so that it opens more like a normal door. $ecret doors in
)alls often turn on pi*ots, since the lack of hinges makes it
easier to hide the doorCs presence. Pi*ots also allo) o#?ects
such as #ookcases to #e used as secret doors.
'ecret Door#B (isguised as a #are patch of )all 7or floor or
ceiling9, a #ookcase, a fireplace, or a fountain, a secret door
leads to a secret passage or room. $omeone examining the
area finds a secret door, if one exists, on a successful
Perception check 7(C &; for a typical secret door to (C ,;
for a )ell.hidden secret door9. +l*es ha*e a chance to detect
a secret door ?ust #y casually looking at an area.
Many secret doors re6uire special methods of opening, such
as hidden #uttons or pressure plates. $ecret doors can open
like normal doors, or they might pi*ot, slide, sink, rise, or
e*en lo)er like a dra)#ridge to permit access. 1uilders
might put a secret door lo) near the floor or high in a )all,
making it difficult to find or reach. 4izards and sorcerers
ha*e a spell, phase door, that allo)s them to create a magic
secret door that only they can use.
!agic Door#B +nchanted #y the original #uilders, a door
might speak to explorers, )arning them a)ay. :t might #e
protected from harm, increasing its hardness or gi*ing it
more hit points as )ell as an impro*ed sa*ing thro) #onus
against disinterate and similar spells. " magic door might
not lead into the space #ehind it, #ut instead might #e a portal
to a fara)ay place or e*en another plane of existence. Other
magic doors might re6uire pass)ords or special keys to open
them.
Portculli#e#B hese special doors consist of iron or thick,
iron#ound )ooden shafts that descend from recesses in the
ceilings a#o*e arch)ays. $ometimes a portcullis has
cross#ars that create a grid, sometimes not. ypically raised
#y means of a )inch or a capstan, a portcullis can #e dropped
6uickly, and the shafts end in spikes to discourage anyone
from standing underneath 7or from attempting to di*e under
it as it drops9. Once it is dropped, a portcullis locks, unless it
is so large that no normal person could lift it any)ay. :n any
e*ent, lifting a typical portcullis re6uires a (C &5 $trength
check.
Aall#, Door#, and Detect 'pell#
$tone )alls, iron )alls, and iron doors are usually thick
enough to #lock most detect spells, such as detect thouhts$
4ooden )alls, )ooden doors, and stone doors are usually
not thick enough to do so. " secret stone door #uilt into a
)all and as thick as the )all itself 7at least 1 foot9 does #lock
most detect spells.
'tair#
$tairs are the most common means of tra*eling up and do)n
)ithin a dungeon. " character can mo*e up or do)n stairs as
part of their mo*ement )ithout penalty, #ut they cannot run
on them. :ncrease the (C of any "cro#atics skill check made
on stairs #y /. $ome stairs are particularly steep and are
treated as difficult terrain.
Cave7-n# and Collap#e# /CR @0
Ca*e.ins and collapsing tunnels are extremely dangerous.
Aot only do dungeon explorers face the danger of #eing
crushed #y tons of falling rock, #ut e*en if they sur*i*e they
might #e #uried #eneath a pile of ru##le or cut off from the
only kno)n exit. " ca*e.in #uries anyone in the middle of
the collapsing area, and then sliding de#ris damages anyone
in the periphery of the collapse. " typical corridor su#?ect to
a ca*e.in might ha*e a #ury zone )ith a 15.foot radius and a
1;.foot.)ide slide zone extending #eyond the #ury zone. "
)eakened ceiling can #e spotted )ith a (C &; <no)ledge
7engineering9 or (C &; Craft 7stonemasonry9 check.
'emem#er that Craft checks can #e made untrained as
:ntelligence checks. " d)arf can make such a check if he
simply passes )ithin 1; feet of a )eakened ceiling.
" )eakened ceiling might collapse )hen su#?ected to a
Page /1;
ma?or impact or concussion. " character can cause a ca*e.in
#y destroying half the pillars holding up the ceiling.
Characters in the #ury zone of a ca*e.in take %d0 points of
damage, or half that amount if they make a (C 15 'eflex
sa*e. hey are su#se6uently #uried. Characters in the slide
zone take ,d0 points of damage, or no damage at all if they
make a (C 15 'eflex sa*e. Characters in the slide zone )ho
fail their sa*es are #uried.
Characters take 1d0 points of nonlethal damage per minute
)hile #uried. :f such a character falls unconscious, he must
make a (C 15 Constitution check each minute. :f it fails, he
takes 1d0 points of lethal damage each minute until freed or
dead.
Characters )ho arenCt #uried can dig out their friends. :n 1
minute, using only her hands, a character can clear rocks and
de#ris e6ual to fi*e times her hea*y load limit. he amount
of loose stone that fills a 5.foot.#y.5.foot area )eighs 1 ton
7&,;;; pounds9. "rmed )ith an appropriate tool, such as a
pick, cro)#ar, or sho*el, a digger can clear loose stone t)ice
as 6uickly as #y hand. " #uried character can attempt to free
himself )ith a (C &5 $trength check.
'lime#, !old#, and &ungi
:n a dungeonCs damp, dark recesses, molds and fungi thri*e.
3or purposes of spells and other special effects, all slimes,
molds, and fungi are treated as plants. =ike traps, dangerous
slimes and molds ha*e C's, and characters earn NP for
encountering them.
" form of glistening organic sludge coats almost anything
that remains in the damp and dark for too long. his kind of
slime, though it might #e repulsi*e, is not dangerous. Molds
and fungi flourish in dark, cool, damp places. 4hile some
are as inoffensi*e as the normal dungeon slime, others are
6uite dangerous. Mushrooms, puff#alls, yeasts, milde), and
other sorts of #ul#ous, fi#rous, or flat patches of fungi can #e
found throughout most dungeons. hey are usually
inoffensi*e, and some are e*en edi#le 7although most are
unappealing or odd.tasting9.
ro6n !old /CR 20B 1ro)n mold feeds on )armth,
dra)ing heat from anything around it. :t normally comes in
patches 5 feet in diameter, and the temperature is al)ays cold
in a ,;.foot radius around it. =i*ing creatures )ithin 5 feet of
it take ,d0 points of nonlethal cold damage. 3ire #rought
)ithin 5 feet of #ro)n mold causes the mold to instantly
dou#le in size. Cold damage, such as from a cone of cold,
instantly destroys it.
Green 'lime /CR <0B his dungeon peril is a dangerous
*ariety of normal slime. Green slime de*ours flesh and
organic materials on contact and is e*en capa#le of
dissol*ing metal. 1right green, )et, and sticky, it clings to
)alls, floors, and ceilings in patches, reproducing as it
consumes organic matter. :t drops from )alls and ceilings
)hen it detects mo*ement 7and possi#le food9 #elo).
" single 5.foot s6uare of green slime deals 1d0 points of
Constitution damage per round )hile it de*ours flesh. On the
first round of contact, the slime can #e scraped off a creature
7destroying the scraping de*ice9, #ut after that it must #e
frozen, #urned, or cut a)ay 7dealing damage to the *ictim as
)ell9. "nything that deals cold or fire damage, sunlight, or a
re!o%e disease spell destroys a patch of green slime. "gainst
)ood or metal, green slime deals &d0 points of damage per
round, ignoring metalCs hardness #ut not that of )ood. :t does
not harm stone.
Pho#phore#cent &ungu#B his strange underground fungus
gi*es off a soft *iolet glo) that illuminates underground
ca*erns and passages as )ell as a candle does. 'are patches
of fungus illuminate as )ell as a torch does.
'hrie"erB his human.sized purple mushroom emits a
piercing sound that lasts for 1d, rounds )hene*er there is
mo*ement or a light source )ithin 1; feet. his shriek makes
it impossi#le to hear any other sound )ithin 5; feet. he
sound attracts near#y creatures that are disposed to
in*estigate it. $ome creatures that li*e near shriekers learn
that this noise means there is food or an intruder near#y.
:ello6 !old /CR 60B :f distur#ed, a 5.foot s6uare of this
mold #ursts forth )ith a cloud of poisonous spores. "ll
)ithin 1; feet of the mold must make a (C 15 3ortitude sa*e
or take 1d, points of Constitution damage. "nother (C 15
3ortitude sa*e is re6uired once per round for the next 5
rounds, to a*oid taking 1d, points of Constitution damage
each round. " successful 3ortitude sa*e ends this effect. 3ire
destroys yello) mold, and sunlight renders it dormant.
Tra0s
raps are a common danger in dungeon en*ironments. 3rom
gouts of )hite.hot flame to hails of poisoned darts, traps can
ser*e to protect *alua#le treasure or stop intruders from
proceeding.
2lement# of a ,rap
"ll trapsKmechanical or magicalKha*e the follo)ing
elementsB C', type, Perception (C, (isa#le (e*ice (C,
trigger, reset, and effect. $ome traps might also include
optional elements, such as poison or a #ypass. hese
characteristics are descri#ed #elo).
,ype
" trap can #e either mechanical or magical in nature.
!echanicalB (ungeons are fre6uently e6uipped )ith deadly
Page /11
mechanical 7nonmagical9 traps. " trap typically is defined #y
its location and triggering conditions, ho) hard it is to spot
#efore it goes off, ho) much damage it deals, and )hether or
not the characters recei*e a sa*ing thro) to mitigate its
effects. raps that attack )ith arro)s, s)eeping #lades, and
other types of )eaponry make normal attack rolls, )ith
specific attack #onuses dictated #y the trapCs design. "
mechanical trap can #e constructed #y a PC through
successful use of the Craft 7traps9 skill 7see (esigning a rap
and the Craft skill description9.
Creatures that succeed on a Perception check detect a trap
#efore it is triggered. he (C of this check depends on the
trap itself. $uccess generally indicates that the creature has
detected the mechanism that acti*ates the trap, such as a
pressure plate, odd gears attached to a door handle, and the
like. 1eating this check #y 5 or more also gi*es some
indication of )hat the trap is designed to do.
!agicB Many spells can #e used to create dangerous traps.
5nless the spell or item description states other)ise, assume
the follo)ing to #e true.
" successful Perception check 7(C &5 G spell le*el9
detects a magic trap #efore it goes off.
Magic traps permit a sa*ing thro) in order to a*oid
the effect 7(C 1; G spell le*el L 1.59.
Magic traps may #e disarmed #y a character )ith
the trapfinding class feature )ith a successful
(isa#le (e*ice skill check 7(C &5 G spell le*el9.
Other characters ha*e no chance to disarm a magic
trap )ith a (isa#le (e*ice check.
Magic traps are further di*ided into spell traps and magic
de*ice traps. Magic de*ice traps initiate spell effects )hen
acti*ated, ?ust as )ands, rods, rings, and other magic items
do. Creating a magic de*ice trap re6uires the Craft 4ondrous
:tem feat.
$pell traps are simply spells that themsel*es function as
traps$ Creating a spell trap re6uires the ser*ices of a character
)ho can cast the needed spell or spells, )ho is usually either
the character creating the trap or an APC spellcaster hired for
that purpose.
Perception and Di#able Device DC#
he #uilder sets the Perception and (isa#le (e*ice (Cs for a
mechanical trap. 3or a magic trap, the *alues depend on the
highest.le*el spell used.
!echanical ,rapB he #ase (C for #oth Perception and
(isa#le (e*ice checks is &;. 'aising or lo)ering either of
these (Cs affects the C' 7a#leB C' Modifiers for
Mechanical raps9.
!agic ,rapB he (C for #oth Perception and (isa#le
(e*ice checks is e6ual to &5 G the spell le*el of the highest.
le*el spell used. Only characters )ith the trapfinding class
feature can attempt a (isa#le (e*ice check in*ol*ing a
magic trap.
,rigger
" trapCs trigger determines ho) it is sprung.
1ocationB " location trigger springs a trap )hen someone
stands in a particular s6uare.
Pro3imityB his trigger acti*ates the trap )hen a creature
approaches )ithin a certain distance of it. " proximity trigger
differs from a location trigger in that the creature need not #e
standing in a particular s6uare. Creatures that are flying can
spring a trap )ith a proximity trigger #ut not one )ith a
location trigger. Mechanical proximity triggers are extremely
sensiti*e to the slightest change in the air. his makes them
useful only in places such as crypts, )here the air is
unusually still.
he proximity trigger used most often for magic de*ice traps
is the alar! spell. 5nlike )hen the spell is cast, an alar!
spell used as a trigger can ha*e an area thatCs no larger than
the area the trap is meant to protect.
$ome magic de*ice traps ha*e special proximity triggers that
acti*ate only )hen certain kinds of creatures approach. 3or
example, a detect ood spell can ser*e as a proximity trigger
on an e*il altar, springing the attached trap only )hen
someone of good alignment gets close enough to it.
'oundB his trigger springs a magic trap )hen it detects any
sound. " sound trigger functions like an ear and has a G15
#onus on Perception checks. " successful $tealth check,
magical silence, and other effects that )ould negate hearing
defeat it. " trap )ith a sound trigger re6uires the casting of
clairaudience during its construction.
Di#ualB his trigger for magic traps )orks like an actual eye,
springing the trap )hene*er it DseesF something. " trap )ith
a *isual trigger re6uires the casting of arcane eye,
clair%oyance, or true seein during its construction. $ight
range and the Perception #onus conferred on the trap depend
on the spell chosen, as sho)n.
'pell 'ight Range
Perception
onu#
arcane eye =ine of sight 7unlimited range9 G&;
clair%oyance One preselected location G15
true seein =ine of sight 7up to 1&; ft.9 G,;
:f you )ant the trap to see in the dark, you must either
choose the true seein option or add dar"%ision to the trap as
)ell. 7'ar"%ision limits the trapCs sight range in the dark to
0; feet.9 :f in*isi#ility, disguises, or illusions can fool the
spell #eing used, they can fool the *isual trigger as )ell.
Page /1&
,ouchB " touch trigger, )hich springs the trap )hen touched,
is one of the simplest kinds of trigger to construct. his
trigger may #e physically attached to the part of the
mechanism that deals the damage or it may not. Jou can
make a magic touch trigger #y adding alar! to the trap and
reducing the area of the effect to co*er only the trigger spot.
,imedB his trigger periodically springs the trap after a
certain duration has passed.
'pellB "ll spell traps ha*e this kind of trigger. he
appropriate spell descriptions explain the trigger conditions
for traps that contain spell triggers.
Duration
5nless other)ise stated, most traps ha*e a duration of
instantaneous8 once triggered, they ha*e their effect and then
stop functioning. $ome traps ha*e a duration measured in
rounds. $uch traps continue to ha*e their listed effect each
round at the top of the initiati*e order 7or )hene*er they
)ere acti*ated, if they )ere triggered during com#at9.
Re#et
" reset element is the set of conditions under )hich a trap
#ecomes ready to trigger again. 'esetting a trap usually takes
only a minute or so. 3or a trap )ith a more difficult reset
method, you should set the time and la#or re6uired.
No Re#etB $hort of completely re#uilding the trap, thereCs no
)ay to trigger it more than once. $pell traps ha*e no reset
element.
RepairB o get the trap functioning again, you must repair it.
'epairing a mechanical trap re6uires a Craft 7traps9 check
against a (C e6ual to the one for #uilding it. he cost for ra)
materials is one.fifth of the trapCs original market price. o
calculate ho) long it takes to fix a trap, use the same
calculations you )ould for #uilding it, #ut use the cost of the
ra) materials re6uired for repair in place of the market price.
!anualB 'esetting the trap re6uires someone to mo*e the
parts #ack into place. his is the kind of reset element most
mechanical traps ha*e.
.utomaticB he trap resets itself, either immediately or after
a timed inter*al.
ypa## /Fptional 2lement0
:f the #uilder of a trap )ants to #e a#le to mo*e past the trap
after it is created or placed, itCs a good idea to #uild in a
#ypass mechanismB something that temporarily disarms the
trap. 1ypass elements are typically used only )ith
mechanical traps8 spell traps usually ha*e #uilt.in allo)ances
for the caster to #ypass them.
1oc"B " lock #ypass re6uires a (C ,; (isa#le (e*ice check
to open.
5idden '6itchB " hidden s)itch re6uires a (C &5
Perception check to locate.
5idden 1oc"B " hidden lock com#ines the features a#o*e,
re6uiring a (C &5 Perception check to locate and a (C ,;
(isa#le (e*ice check to open.
2ffect
he effect of a trap is )hat happens to those )ho spring it.
his often takes the form of either damage or a spell effect,
#ut some traps ha*e special effects. " trap usually either
makes an attack roll or forces a sa*ing thro) to a*oid it.
Occasionally a trap uses #oth of these options, or neither 7see
Ae*er Miss9.
Pit#B hese are holes 7co*ered or not9 that characters can fall
into, causing them to take damage. " pit needs no attack roll,
#ut a successful 'eflex sa*e 7(C set #y the #uilder9 a*oids
it. Other sa*e.dependent mechanical traps also fall into this
category. 3alling into a pit deals 1d0 points of damage per 1;
feet of depth.
Pits in dungeons come in three #asic *arietiesB unco*ered,
co*ered, and chasms. Pits and chasms can #e defeated #y
?udicious application of the "cro#atics skill, the Clim# skill,
or *arious mechanical or magical means.
5nco*ered pits and natural chasms ser*e mainly to
discourage intruders from going a certain )ay, although they
cause much grief to characters )ho stum#le into them in the
dark, and they can greatly complicate near#y melee.
Co*ered pits are much more dangerous. hey can #e detected
)ith a (C &; Perception check, #ut only if the character is
taking the time to carefully examine the area #efore )alking
across it. " character )ho fails to detect a co*ered pit is still
entitled to a (C &; 'eflex sa*e to a*oid falling into it. :f she
)as running or mo*ing recklessly at the time, ho)e*er, she
gets no sa*ing thro) and falls automatically.
rap co*erings can #e as simple as piled refuse 7stra),
lea*es, sticks, gar#age9, a large rug, or an actual trap door
concealed to appear as a normal part of the floor. $uch a trap
door usually s)ings open )hen enough )eight 7usually
a#out 5; to %; pounds9 is placed upon it. (e*ious trap
#uilders sometimes design trap doors so they spring #ack
shut after they open. he trap door might lock once itCs #ack
in place, lea*ing the stranded character )ell and truly
trapped. Opening such a trap door is ?ust as difficult as
opening a regular door 7assuming the trapped character can
reach it9, and a (C 1, $trength check is needed to keep a
spring.loaded door open.
Pit traps often ha*e something nastier than ?ust a hard floor at
the #ottom. " trap designer might put spikes, monsters, or a
Page /1,
pool of acid, la*a, or e*en )ater at the #ottom. 3or rules on
pit spikes and other such add.ons, see the Miscellaneous
rap 3eatures section.
Monsters sometimes li*e in pits. "ny monster that can fit
into the pit might ha*e #een placed there #y the dungeonCs
designer, or might simply ha*e fallen in and not #een a#le to
clim# #ack out.
" secondary trap, mechanical or magical, at the #ottom of a
pit can #e particularly deadly. "cti*ated #y a falling *ictim,
the secondary trap attacks the already in?ured character )hen
sheCs least ready for it.
Ranged .ttac" ,rap#B hese traps fling darts, arro)s,
spears, or the like at )home*er acti*ated the trap. he
#uilder sets the attack #onus. " ranged attack trap can #e
configured to simulate the effect of a composite #o) )ith a
high $trength rating, )hich pro*ides the trap )ith a #onus on
damage e6ual to its $trength rating. hese traps deal
)hate*er damage their ammunition normally does. :f a trap
is constructed )ith a high $trength rating, it has a
corresponding #onus on damage.
!elee .ttac" ,rap#B hese traps feature such o#stacles as
sharp #lades that emerge from )alls and stone #locks that
fall from ceilings. Once again, the #uilder sets the attack
#onus. hese traps deal the same damage as the melee
)eapons they D)ield.F :n the case of a falling stone #lock,
you can assign any amount of #ludgeoning damage you like,
#ut remem#er that )hoe*er resets the trap has to lift that
stone #ack into place.
" melee attack trap can #e constructed )ith a #uilt.in #onus
on damage rolls, ?ust as if the trap itself had a high $trength
score.
'pell ,rap#B $pell traps produce the spellCs effect$ =ike all
spells, a spell trap that allo)s a sa*ing thro) has a sa*e (C
of 1; G spell le*el G casterCs rele*ant a#ility modifier.
!agic Device ,rap#B hese traps produce the effects of any
spells included in their construction, as descri#ed in the
appropriate entries$ :f the spell in a magic de*ice trap allo)s
a sa*ing thro), its sa*e (C is 71; G spell le*el9 L 1.5. $ome
spells make attack rolls instead.
'pecialB $ome traps ha*e miscellaneous features that
produce special effects, such as dro)ning for a )ater trap or
a#ility damage for poison. $a*ing thro)s and damage
depend on the poison or are set #y the #uilder, as appropriate.
!i#cellaneou# ,rap &eature#
$ome traps include optional features that can make them
considera#ly more deadly. he most common features are
discussed #elo).
.lchemical -temB Mechanical traps might incorporate
alchemical de*ices or other special su#stances or items, such
as tanglefoot #ags, alchemistCs fire, thunderstones, and the
like. $ome such items mimic spell effects. :f the item mimics
a spell effect, it increases the C' as sho)n on a#leB C'
Modifiers for Mechanical rapsB C' Modifiers for
Mechanical raps.
Ga#B 4ith a gas trap, the danger is in the inhaled poison it
deli*ers. raps employing gas usually ha*e the ne*er miss
and onset delay features.
1i>uidB "ny trap that in*ol*es a danger of dro)ning is in
this category. raps employing li6uid usually ha*e the ne*er
miss and onset delay features.
!ultiple ,arget#B raps )ith this feature can affect more
than one character.
Never !i##B 4hen the entire dungeon )all mo*es to crush
you, your 6uick reflexes )onCt help, since the )all canCt
possi#ly miss. " trap )ith this feature has neither an attack
#onus nor a sa*ing thro) to a*oid, #ut it does ha*e an onset
delay. Most traps in*ol*ing li6uid or gas are of the ne*er
miss *ariety.
Fn#et DelayB "n onset delay is the amount of time #et)een
)hen the trap is sprung and )hen it deals damage. " ne*er
miss trap al)ays has an onset delay.
Poi#onB raps that employ poison are deadlier than their
nonpoisonous counterparts, so they ha*e correspondingly
higher C's. o determine the C' modifier for a gi*en
poison, consult a#leB C' Modifiers for Mechanical raps.
Only in?ury, contact, and inhaled poisons are suita#le for
traps8 ingested types are not. $ome traps simply deal the
poisonCs damage. Others deal damage )ith ranged or melee
attacks as )ell.
Pit 'pi"e#B reat spikes at the #ottom of a pit as daggers,
each )ith a G1; attack #onus. he damage #onus for each
spike is G1 per 1; feet of pit depth 7to a maximum of G59.
+ach character )ho falls into the pit is attacked #y 1d/
spikes. his damage is in addition to any damage from the
fall itself, and the statistics presented a#o*e are merely the
most common *ariantKsome traps might ha*e far more
dangerous spikes at their #ottom. Pit spikes add to the
a*erage damage of the trap 7see "*erage (amage, #elo)9.
Pit ottomB :f something other than spikes )aits at the
#ottom of a pit, itCs #est to treat that as a separate trap 7see
Multiple raps9 )ith a location trigger that acti*ates on any
significant impact, such as a falling character.
,ouch .ttac"B his feature applies to any trap that needs
only a successful touch attack 7melee or ranged9 to hit.
Sam0le Tra0s
he follo)ing sample traps represent ?ust some of the
possi#ilities )hen constructing traps to challenge the player
Page /1/
characters.
.rro6 ,rap CR 8
,ype mechanical8 Perception (C &;8 Di#able Device (C &;
2ffect#
,rigger touch8 Re#et none
2ffect "tk G15 ranged 71d%G1@L,9
Pit ,rap CR 8
,ype mechanical8 Perception (C &;8 Di#able Device (C &;
2ffect#
,rigger location8 Re#et manual
2ffect &;.ft..deep pit 7&d0 falling damage98 (C &; 'eflex
a*oids8 multiple targets 7all targets in a 1;.ft..s6uare area9
Poi#oned Dart ,rap CR 8
,ype mechanical8 Perception (C &;8 Di#able Device (C &;
2ffect#
,rigger touch8 Re#et none
2ffect "tk G1; ranged 71d, plus green#lood oil9
'6inging .3e ,rap CR 8
,ype mechanical8 Perception (C &;8 Di#able Device (C &;
2ffect#
,rigger location8 Re#et manual
2ffect "tk G1; melee 71d%G1@L,98 multiple targets 7all
targets in a 1;.ft. line9
urning 5and# ,rap CR 2
,ype magic8 Perception (C &08 Di#able Device (C &0
2ffect#
,rigger proximity 7alar!98 Re#et none
2ffect spell effect 7burnin hands, &d/ fire damage, (C 11
'eflex sa*e for half damage98 multiple targets 7all targets in a
15.ft. cone9
Iavelin ,rap CR 2
,ype mechanical8 Perception (C &;8 Di#able Device (C &;
2ffect#
,rigger location8 Re#et none
2ffect "tk G15 ranged 71d0G09
'pi"ed Pit ,rap CR 2
,ype mechanical8 Perception (C &;8 Di#able Device (C &;
2ffect#
,rigger location8 Re#et manual
2ffect 1;.ft..deep pit 71d0 falling damage98 pit spikes 7"tk
G1; melee, 1d/ spikes per target for 1d/G& damage each98
(C &; 'eflex a*oids8 multiple targets 7all targets in a 1;.ft..
s6uare area9
.cid .rro6 ,rap CR ;
,ype magic8 Perception (C &!8 Di#able Device (C &!
2ffect#
,rigger proximity 7alar!98 Re#et none
2ffect spell effect 7acid arro#, "tk G& ranged touch, &d/
acid damage for / rounds9
Camouflaged Pit ,rap CR ;
,ype mechanical8 Perception (C &58 Di#able Device (C &;
2ffect#
,rigger location8 Re#et manual
2ffect ,;.ft..deep pit 7,d0 falling damage98 (C &; 'eflex
a*oids8 multiple targets 7all targets in a 1;.ft..s6uare area9
2lectricity .rc ,rap CR <
,ype mechanical8 Perception (C &58 Di#able Device (C &;
2ffect#
,rigger touch8 Re#et none
2ffect electricity arc 7/d0 electricity damage, (C &; 'eflex
sa*e for half damage98 multiple targets 7all targets in a ,;.ft.
line9
Aall 'cythe ,rap CR <
,ype mechanical8 Perception (C &;8 Di#able Device (C &;
2ffect#
,rigger location8 Re#et automatic reset
2ffect "tk G&; melee 7&d/G0@L/9
&alling loc" ,rap CR =
,ype mechanical8 Perception (C &;8 Di#able Device (C &;
2ffect#
,rigger location8 Re#et manual
2ffect "tk G15 melee 70d098 multiple targets 7all targets in a
1;.ft. s6uare9
Page /15
&ireball ,rap CR =
,ype magic8 Perception (C &%8 Di#able Device (C &%
2ffect#
,rigger proximity 7alar!98 Re#et none
2ffect spell effect 7fireball, 0d0 fire damage, (C 1/ 'eflex
sa*e for half damage98 multiple targets 7all targets in a &;.ft..
radius #urst9
&lame 'tri"e ,rap CR 6
,ype magic8 Perception (C ,;8 Di#able Device (C ,;
2ffect#
,rigger proximity 7alar!98 Re#et none
2ffect spell effect 7fla!e stri"e, %d0 fire damage, (C 1!
'eflex sa*e for half damage98 multiple targets 7all targets in a
1;.ft..radius cylinder9
Ayvern .rro6 ,rap CR 6
,ype mechanical8 Perception (C &;8 Di#able Device (C &;
2ffect#
,rigger location8 Re#et none
2ffect "tk G15 ranged 71d0 plus )y*ern poison@L,9
&ro#t &ang# ,rap CR ?
,ype mechanical8 Perception (C &58 Di#able Device (C &;
2ffect#
,rigger location8 Duration , rounds8 Re#et none
2ffect ?ets of freezing )ater 7,d0 cold damage, (C &;
'eflex sa*e for half damage98 multiple targets 7all targets in a
/;.ft..s6uare cham#er9
'ummon !on#ter D- ,rap CR ?
,ype magic8 Perception (C ,18 Di#able Device (C ,1
2ffect#
,rigger proximity 7alar!98 Re#et none
2ffect spell effect 7su!!on !onster 20, summons 1 =arge
elemental9
Camouflaged 'pi"ed Pit ,rap CR @
,ype mechanical8 Perception (C &58 Di#able Device (C &;
2ffect#
,rigger location8 Re#et manual
2ffect 5;.ft..deep pit 75d0 falling damage98 pit spikes 7"tk
G15 melee, 1d/ spikes per target for 1d0G5 damage each98
(C &; 'eflex a*oids8 multiple targets 7all targets in a 1;.ft..
s6uare area9
-n#anity !i#t ,rap CR @
,ype mechanical8 Perception (C &58 Di#able Device (C &;
2ffect#
,rigger location8 Re#et repair
2ffect poison gas 7insanity mist98 ne*er miss8 onset delay 71
round98 multiple targets 7all targets in a 1;.ft..#y.1;.ft. room9
5ail of .rro6# ,rap CR 9
,ype mechanical8 Perception (C &58 Di#able Device (C &5
2ffect#
,rigger *isual 7arcane eye98 Re#et repair
2ffect "tk G&; ranged 70d098 multiple targets 7all targets in a
&;.ft. line9
'hoc"ing &loor ,rap CR 9
,ype magic8 Perception (C &08 Di#able Device (C &0
2ffect#
,rigger proximity 7alar!98 Duration 1d0 rounds8 Re#et
none
2ffect spell effect 7shoc"in rasp, "tk G2 melee touch T/d0
electricity damageU98 multiple targets 7all targets in a /;.ft..
s6uare room9
2nergy Drain ,rap CR 80
,ype magic8 Perception (C ,/8 Di#able Device (C ,/
2ffect#
,rigger *isual 7true seein98 Re#et none
2ffect spell effect 7enery drain, "tk G1; ranged touch, &d/
temporary negati*e le*els, (C &, 3ortitude negates after &/
hours9
Chamber of lade# ,rap CR 80
,ype mechanical8 Perception (C &58 Di#able Device (C &;
2ffect#
,rigger location8 Duration 1d/ rounds8 Re#et repair
2ffect "tk G&; melee 7,d%G,98 multiple targets 7all targets in
a &;.ft..s6uare cham#er9
Cone of Cold ,rap CR 88
,ype magic8 Perception (C ,;8 Di#able Device (C ,;
Page /10
2ffect#
,rigger proximity 7alar!98 Re#et none
2ffect spell effect 7cone of cold, 15d0 cold damage, (C 1!
'eflex sa*e for half damage98 multiple targets 7all targets in a
0;.ft. cone9
Poi#oned Pit ,rap CR 82
,ype mechanical8 Perception (C &58 Di#able Device (C &;
2ffect#
,rigger location8 Re#et manual
2ffect 5;.ft..deep pit 75d0 falling damage98 pit spikes 7"tk
G15 melee, 1d/ spikes per target for 1d0G5 damage each plus
poison Tshado) essenceU98 (C &5 'eflex a*oids8 multiple
targets 7all targets in a 1;.ft..s6uare area9
!a3imi$ed &ireball ,rap CR 8;
,ype magic8 Perception (C ,18 Di#able Device (C ,1
2ffect#
,rigger proximity 7alar!98 Re#et none
2ffect spell effect 7fireball, 0; fire damage, (C 1/ 'eflex
sa*e for half damage98 multiple targets 7all targets in a &;.ft..
radius #urst9
5arm ,rap CR 8<
,ype magic8 Perception (C ,18 Di#able Device (C ,1
2ffect#
,rigger touch8 Re#et none
2ffect spell effect 7har!, G0 melee touch, 1,; damage, (C
12 4ill sa*e for half, cannot #e reduced to less than 1 hit
point9
Cru#hing 'tone ,rap CR 8=
,ype mechanical8 Perception (C ,;8 Di#able Device (C &;
2ffect#
,rigger location8 Re#et manual
2ffect "tk G15 melee 710d098 multiple targets 7all targets in a
1;.ft. s6uare9
2mpo6ered Di#integrate ,rap CR 86
,ype magic8 Perception (C ,,8 Di#able Device (C ,,
2ffect#
,rigger sight 7true seein98 Re#et none
2ffect spell effect 7empo)ered disinterate, G2 ranged
touch, ,;d0 damage plus 5;I, (C 12 3ort sa*e reduces the
damage to 5d0 plus 5;I9
1ightning olt Gallery ,rap CR 8?
,ype magic8 Perception (C &28 Di#able Device (C &2
2ffect#
,rigger proximity 7alar!98 Duration 1d0 rounds8 Re#et
none
2ffect spell effect 7heightened lihtin bolt, %d0 electricity
damage, (C 10 'eflex sa*e for half98 multiple targets 7all
targets in a 0;.ft..s6uare cham#er9
Deadly 'pear ,rap CR 8@
,ype mechanical8 Perception (C ,;8 Di#able Device (C ,;
2ffect#
,rigger sight 7true seein98 Re#et manual
2ffect "tk G&; ranged 71d%G0 plus #lack lotus extract9
!eteor '6arm ,rap CR 89
,ype magic8 Perception (C ,/8 Di#able Device (C ,/
2ffect#
,rigger sight 7true seein98 Re#et none
2ffect spell effect 7meteor s)arm, / meteors at separate
targets, G2 ranged touch, &d0 plus 0d0 fire TH/ sa*e on a hitU,
(C &, 'eflex sa*e for half fire damage, 1%d0 fire damage
from other meteors, (C &, 'eflex sa*e for half damage98
multiple targets 7four targets, no t)o of )hich can #e more
than /; ft. apart9
De#truction ,rap CR 20
,ype magic8 Perception (C ,/8 Di#able Device (C ,/
2ffect#
,rigger proximity 7alar!98 Re#et none
2ffect spell effect 7heightened destruction, 12; damage, (C
&, 3ortitude sa*e reduces damage to 1;d09
De#igning a ,rap
(esigning ne) traps is a simple process. $tart #y deciding
)hat type of trap you )ant to create.
Table 13-3: C. Modifiers for Mechanical Traps
&eature CR !odifier
Perception 'C
15 or lo)er H1
10H&; K
Page /1!
&eature CR !odifier
&1H&5 G1
&0H&2 G&
,; or higher G,
'isable 'e%ice 'C
15 or lo)er H1
10H&; K
&1H&5 G1
&0H&2 G&
,; or higher G,
.efle, Sa%e 'C *Pit or ?ther Sa%e-'ependent Trap-
15 or lo)er H1
10H&; K
&1H&5 G1
&0H&2 G&
,; or higher G,
Attac" Bonus *Melee or .aned Attac" Trap-
G; or lo)er H&
G1 to G5 H1
G0 to G1; K
G11 to G15 G1
G10 to G&; G&
ouch attack G1
'a!ae=+ffect
"*erage damage
G1 per 1; points of a*erage
damage
Miscellaneous )eatures
"lchemical de*ice =e*el of spell mimicked
"utomatic reset G1
=i6uid G5
Multiple targets 7non.damage9 G1
Ae*er miss G&
Proximity or *isual trigger G1
Poi#on
CR of
Poi#on
Poi#on
CR of
Poi#on
1lack adder *enom G1 Malyass root paste G,
1lack lotus extract G% Medium spider *enom G&
1loodroot G1 Aitharit G/
1lue )hinnis G1 Purple )orm poison G/
1urnt othur fumes G0 $assone leaf residue G,
(eath#lade G5 $hado) essence G,
(ragon #ile G0 $mall centipede poison G1
Giant )asp poison G, erina* root G5
Green#lood oil G1 5ngol dust G,
Poi#on
CR of
Poi#on
Poi#on
CR of
Poi#on
:nsanity mist G/ 4y*ern poison G5
=arge scorpion
*enom
G,
Table 13-7: C. Modifiers for Maic Traps
&eature CR !odifier
-ighest.le*el spell
effect
G $pell le*el
(amaging spell effect G1 per 1; points of a*erage damage
Table 13-8: Cost Modifiers for Maic 'e%ice
Traps
&eature Co#t !odifier
Alar! spell used in
trigger
K
?ne-Shot Trap
+ach spell used G5; gp L caster le*el L spell le*el
Material components GMaterial component costs
Auto!atic .eset Trap
+ach spell used G5;; gp L caster le*el L spell le*el
Material components GMaterial component costs L 1;;
Table 13-@: Craft *Traps- 'Cs
,rap CR a#e Craft /,rap#0 DC
1H5 &;
0H1; &5
11H15 ,;
10G ,5
.dditional Component# !odifier to Craft /,rap#0 DC
Proximity trigger G5
"utomatic reset G5
!echanical ,rap#B $imply select the elements you )ant the
trap to ha*e and add up the ad?ustments to the trapCs
Challenge 'ating that those elements re6uire 7see a#leB C'
Modifiers for Mechanical raps9 to arri*e at the trapCs final
C'. 3rom the C' you can deri*e the (C of the Craft 7traps9
checks a character must make to construct the trap.
!agic ,rap#B "s )ith mechanical traps, decide )hat
elements you )ant and then determine the C' of the
resulting trap 7see C' Modifiers for Magic raps9. :f a player
character )ants to design and construct a magic trap, he, or
an ally, must ha*e the Craft 4ondrous :tem feat. :n addition,
he must #e a#le to cast the spell or spells that the trap
re6uiresKor he must #e a#le to hire an APC to cast the spells
for him.
Page /1%
Challenge Rating of a ,rap
o calculate the Challenge 'ating of a trap, add all the C'
modifiers 7see a#leB C' Modifiers for Mechanical raps or
C' Modifiers for Magic raps9 to the #ase C' for the trap
type.
!echanical ,rapB he #ase C' for a mechanical trap is ;. :f
your final C' is ; or lo)er, add features until you get a C'
of 1 or higher.
!agic ,rapB 3or a spell trap or magic de*ice trap, the #ase
C' is 1. he highest.le*el spell used modifies the C' 7see
C' Modifiers for Magic raps9.
.verage DamageB :f a trap 7mechanical or magical9 does hit
point damage, calculate the a*erage damage for a successful
hit and round that *alue to the nearest multiple of 1;. :f the
trap is designed to hit more than one target, multiply this
*alue #y &. :f the trap is designed to deal damage o*er a
num#er of rounds, multiply this *alue #y the num#er of
rounds the trap )ill #e acti*e 7or the a*erage num#er of
rounds, if the duration is *aria#le9. 5se this *alue to ad?ust
the Challenge 'ating of the trap, as indicated on a#leB C'
Modifiers for Mechanical raps. (amage from poison does
not count to)ard this *alue, #ut extra damage from pit spikes
and multiple attacks does.
3or a magic trap, only one modifier applies to the C'K
either the le*el of the highest.le*el spell used in the trap, or
the a*erage damage figure, )hiche*er is larger.
!ultiple ,rap#B :f a trap is really t)o or more connected
traps that affect approximately the same area, determine the
C' of each one separately.
Multiple 'ependent TrapsB :f one trap depends on the
success of the other 7that is, you can a*oid the second trap #y
not falling *ictim to the first9, characters earn NP for #oth
traps #y defeating the first one, regardless if the second one
is also sprung.
Multiple 0ndependent TrapsB :f t)o or more traps act
independently 7they do not depend on one another to
acti*ate9, characters only earn NP for traps that they defeat.
!echanical ,rap Co#t
he cost of a mechanical trap is 1,;;; gp L the trapCs
Challenge 'ating. :f the trap uses spells in its trigger or reset,
add those costs separately. :f the trap cannot #e reset, di*ide
the cost in half. :f the trap has an automatic reset, increase
the cost #y half 7G5;I9. Particularly simple traps, such as pit
traps, might ha*e a greatly reduced cost, su#?ect to GM
discretion. $uch traps might cost as little as &5; gp L the
trapCs Challenge 'ating.
"fter youC*e determined the cost #y Challenge 'ating, add
the price of any alchemical items or poison you incorporated
into the trap. :f the trap uses one of these elements and has an
automatic reset, multiply the poison or alchemical item cost
#y &; to pro*ide an ade6uate supply of doses.
!ultiple ,rap#B :f a trap is really t)o or more connected
traps, determine the final cost of each separately, then add
those *alues together. his holds for #oth multiple dependent
and multiple independent traps.
!agic Device ,rap Co#t
1uilding a magic de*ice trap in*ol*es the expenditure of gp
and re6uires the ser*ices of a spellcaster. a#leB Cost
Modifiers for Magic (e*ice raps summarizes the cost
information for magic de*ice traps. :f the trap uses more than
one spell 7for instance, a sound or *isual trigger spell in
addition to the main spell effect9, the #uilder must pay for
them all 7except alar!, )hich is free unless it must #e cast
#y an APC9.
he costs deri*ed from a#leB Cost Modifiers for Magic
(e*ice raps assume that the #uilder is casting the necessary
spells himself 7or perhaps some other PC is pro*iding the
spells for free9. :f an APC spellcaster must #e hired to cast
them, those costs must #e factored in as )ell 7see
+6uipment9.
" magic de*ice trap takes 1 day to construct per 5;; gp of its
cost.
'pell ,rap Co#t
" spell trap has a cost only if the #uilder must hire an APC
spellcaster to cast it.
Craft DC# for !echanical ,rap#
Once you kno) the Challenge 'ating of a trap, determine the
Craft 7traps9 (C #y referring to the *alues and modifiers
gi*en on a#leB Craft 7raps9 (Cs.
!a"ing the Chec"#B o determine ho) much progress a
character makes on #uilding a trap each )eek, that character
makes a Craft 7traps9 check. $ee the Craft skill description
for details on Craft checks and the circumstances that can
affect them.
+ilderness
Outside the safety of city )alls, the )ilderness is a dangerous
place, and many ad*enturers ha*e gotten lost in its trackless
)ilds or fallen *ictim to deadly )eather. he follo)ing rules
gi*e you guidelines on running ad*entures in a )ilderness
setting.
Page /12
Getting 1o#t
here are many )ays to get lost in the )ilderness. 3ollo)ing
an o#*ious road, trail, or feature such as a stream or shoreline
pre*ents most from #ecoming lost, #ut tra*elers striking off
cross.country might #ecome disorientedKespecially in
conditions of poor *isi#ility or in difficult terrain.
Poor Di#ibilityB "nytime characters cannot see at least 0;
feet due to reduced *isi#ility conditions, they might #ecome
lost. Characters tra*eling through fog, sno), or a do)npour
might easily lose the a#ility to see any landmarks not in their
immediate *icinity. $imilarly, characters tra*eling at night
might #e at risk, too, depending on the 6uality of their light
sources, the amount of moonlight, and )hether they ha*e
dark*ision or lo).light *ision.
Difficult ,errainB "ny character in forest, moor, hill, or
mountain terrain might #ecome lost if he mo*es a)ay from a
trail, road, stream, or other o#*ious path or track. 3orests are
especially dangerous #ecause they o#scure far.off landmarks
and make it hard to see the sun or stars.
Chance to Get 1o#tB :f conditions exist that make getting
lost a possi#ility, the character leading the )ay must succeed
on a $ur*i*al check or #ecome lost. he difficulty of this
check *aries #ased on the terrain, the *isi#ility conditions,
and )hether or not the character has a map of the area #eing
tra*eled through. 'efer to the ta#le #elo) and use the highest
(C that applies.
,errain 'urvival DC
(esert or plains 1/
3orest 10
Moor or hill 1;
Mountain 1&
Open sea 1%
5r#an, ruins, or dungeon %
'ituation Chec" !odifier
Proper na*igational tools 7map, sextant9 G/
Poor *isi#ility H/
" character )ith at least 5 ranks in <no)ledge 7geography9
or <no)ledge 7local9 pertaining to the area #eing tra*eled
through gains a G& #onus on this check.
Check once per hour 7or portion of an hour9 spent in local or
o*erland mo*ement to see if tra*elers ha*e #ecome lost. :n
the case of a party mo*ing together, only the character
leading the )ay makes the check.
2ffect# of eing 1o#tB :f a party #ecomes lost, it is no longer
certain of mo*ing in the direction it intended to tra*el.
'andomly determine the direction in )hich the party actually
tra*els during each hour of local or o*erland mo*ement. he
charactersC mo*ement continues to #e random until they
#lunder into a landmark they canCt miss, or until they
recognize that they are lost and make an effort to regain their
#earings.
.econi<in Fou(re &ostB Once per hour of random tra*el,
each character in the party may attempt a $ur*i*al check
7(C &;, H1 per hour of random tra*el9 to recognize that he is
no longer certain of his direction of tra*el. $ome
circumstances might make it o#*ious that the characters are
lost.
Settin a 3e# CourseB (etermining the correct direction of
tra*el once a party has #ecome lost re6uires a $ur*i*al check
7(C 15, G& per hour of random tra*el9. :f a character fails
this check, he chooses a random direction as the DcorrectF
direction for resuming tra*el.
Once the characters are tra*eling along their ne) course,
correct or incorrect, they might get lost again. :f the
conditions still make it possi#le for tra*elers to #ecome lost,
check once per hour of tra*el as descri#ed a#o*e to see if the
party maintains its ne) course or #egins to mo*e at random
again.
Conflictin 'irectionsB :tCs possi#le that se*eral characters
may attempt to determine the right direction to proceed after
#ecoming lost. Make a $ur*i*al check for each character in
secret, then tell the players )hose characters succeeded the
correct direction in )hich to tra*el, and tell the players
)hose characters failed a random direction they think is
right, )ith no indication )ho is correct.
Regaining :our earing#B here are se*eral )ays for
characters to find their )ay after #ecoming lost. 3irst, if the
characters successfully set a ne) course and follo) it to the
destination theyCre trying to reach, theyCre not lost anymore.
$econd, the characters, through random mo*ement, might
run into an unmistaka#le landmark. hird, if conditions
suddenly impro*eKthe fog lifts or the sun comes upKlost
characters may attempt to set a ne) course, as descri#ed
a#o*e, )ith a G/ #onus on the $ur*i*al check.
&ore#t ,errain
3orest terrain can #e di*ided into three categoriesB sparse,
medium, and dense. "n immense forest could ha*e all three
categories )ithin its #orders, )ith more sparse terrain at the
outer edge of the forest and dense forest at its heart.
he ta#le #elo) descri#es in general terms ho) likely it is
that a gi*en s6uare has a terrain element in it.
Page /&;
Category of &ore#t
'par#e !edium Den#e
ypical trees 5;I !;I %;I
Massi*e trees K 1;I &;I
=ight undergro)th 5;I !;I 5;I
-ea*y undergro)th K &;I 5;I
,ree#B he most important terrain element in a forest is the
trees, o#*iously. " creature standing in the same s6uare as a
tree gains partial co*er, )hich grants a G& #onus to "rmor
Class and a G1 #onus on 'eflex sa*es. he presence of a tree
doesnCt other)ise affect a creatureCs fighting space, #ecause
itCs assumed that the creature is using the tree to its ad*antage
)hen it can. he trunk of a typical tree has "C /, hardness 5,
and 15; hp. " (C 15 Clim# check is sufficient to clim# a
tree. Medium and dense forests ha*e massi*e trees as )ell.
hese trees take up an entire s6uare and pro*ide co*er to
anyone #ehind them. hey ha*e "C ,, hardness 5, and 0;;
hp. =ike their smaller counterparts, it takes a (C 15 Clim#
check to clim# them.
Hndergro6thB >ines, roots, and short #ushes co*er much of
the ground in a forest. " space co*ered )ith light
undergro)th costs & s6uares of mo*ement to mo*e into, and
pro*ides concealment. 5ndergro)th increases the (C of
"cro#atics and $tealth checks #y & #ecause the lea*es and
#ranches get in the )ay. -ea*y undergro)th costs / s6uares
of mo*ement to mo*e into and pro*ides concealment )ith a
,;I miss chance 7instead of the usual &;I9. :t increases the
(C of "cro#atics checks #y 5. -ea*y undergro)th is easy to
hide in, granting a G5 circumstance #onus on $tealth checks.
'unning and charging are impossi#le. $6uares )ith
undergro)th are often clustered together. 5ndergro)th and
trees arenCt mutually exclusi*e8 itCs common for a 5.foot
s6uare to ha*e #oth a tree and undergro)th.
&ore#t CanopyB :tCs common for el*es and other forest
d)ellers to li*e on raised platforms far a#o*e the surface
floor. hese )ooden platforms often ha*e rope #ridges
#et)een them. o get to the treehouses, characters ascend the
treesC #ranches 7Clim# (C 159, use rope ladders 7Clim# (C
;9, or take pulley ele*ators 7)hich can #e made to rise a
num#er of feet e6ual to a $trength check, made each round
as a full.round action9. Creatures on platforms or #ranches in
a forest canopy are considered to ha*e co*er )hen fighting
creatures on the ground, and in medium or dense forests they
ha*e concealment as )ell.
Fther &ore#t ,errain 2lement#B 3allen logs generally stand
a#out , feet high and pro*ide co*er ?ust as lo) )alls do.
hey cost 5 feet of mo*ement to cross. 3orest streams
a*erage 5 to 1; feet )ide and no more than 5 feet deep.
Path)ays )ind through most forests, allo)ing normal
mo*ement and pro*iding neither co*er nor concealment.
hese paths are less common in dense forests, #ut e*en
unexplored forests ha*e occasional game trails.
'tealth and Detection in a &ore#tB :n a sparse forest, the
maximum distance at )hich a Perception check for detecting
the near#y presence of others can succeed is ,d0 L 1; feet. :n
a medium forest, this distance is &d% L 1; feet, and in a dense
forest it is &d0 L 1; feet.
1ecause any s6uare )ith undergro)th pro*ides concealment,
itCs usually easy for a creature to use the $tealth skill in the
forest. =ogs and massi*e trees pro*ide co*er, )hich also
makes hiding possi#le.
he #ackground noise in the forest makes Perception checks
that rely on sound more difficult, increasing the (C of the
check #y & per 1; feet, not 1.
&ore#t &ire# /CR 60
Most campfire sparks ignite nothing, #ut if conditions are
dry, )inds are strong, or the forest floor is dried out and
flamma#le, a forest fire can result. =ightning strikes often set
trees a#laze and start forest fires in this )ay. 4hate*er the
cause of the fire, tra*elers can get caught in the
conflagration.
" forest fire can #e spotted from as far a)ay as &d0 L 1;;
feet #y a character )ho makes a Perception check, treating
the fire as a Colossal creature 7reducing the (C #y 109. :f all
characters fail their Perception checks, the fire mo*es closer
to them. hey automatically see it )hen it closes to half the
original distance. 4ith proper ele*ation, the smoke from a
forest fire can #e spotted as far as 1; miles a)ay.
Characters )ho are #linded or other)ise una#le to make
Perception checks can feel the heat of the fire 7and thus
automatically DspotF it9 )hen it is 1;; feet a)ay.
he leading edge of a fire 7the do)n)ind side9 can ad*ance
faster than a human can run 7assume 1&; feet per round for
)inds of moderate strength9. Once a particular portion of the
forest is a#laze, it remains so for &d/ L 1; minutes #efore
dying to a smoking )asteland. Characters o*ertaken #y a
forest fire might find the leading edge of the fire ad*ancing
a)ay from them faster than they can keep up, trapping them
deeper and deeper )ithin its grasp.
4ithin the #ounds of a forest fire, a character faces three
dangersB heat damage, catching on fire, and smoke
inhalation.
5eat DamageB Getting caught )ithin a forest fire is e*en
)orse than #eing exposed to extreme heat 7see -eat
(angers9. 1reathing the air causes a character to take 1d0
points of fire damage per round 7no sa*e9. :n addition, a
character must make a 3ortitude sa*e e*ery 5 rounds 7(C 15,
G1 per pre*ious check9 or take 1d/ points of nonlethal
damage. " character )ho holds his #reath can a*oid the
lethal damage, #ut not the nonlethal damage. hose )earing
Page /&1
hea*y clothing or any sort of armor take a H/ penalty on their
sa*ing thro)s. hose )earing metal armor or )ho come into
contact )ith *ery hot metal are affected as if #y a heat !etal
spell.
Catching on &ireB Characters engulfed in a forest fire are at
risk of catching on fire )hen the leading edge of the fire
o*ertakes them, and continue to #e at risk once per minute
thereafter.
'mo"e -nhalationB 3orest fires naturally produce a great
deal of smoke. " character )ho #reathes hea*y smoke must
make a 3ortitude sa*e each round 7(C 15, G1 per pre*ious
check9 or spend that round choking and coughing. "
character )ho chokes for & consecuti*e rounds takes 1d0
points of nonlethal damage. $moke also pro*ides
concealment to characters )ithin it.
!ar#h ,errain
)o categories of marsh existB relati*ely dry moors and
)atery s)amps. 1oth are often #ordered #y lakes 7descri#ed
in "6uatic errain9, )hich are effecti*ely a third category of
terrain found in marshes.
!ar#h Category
!oor '6amp
$hallo) #og &;I /;I
(eep #og 5I &;I
=ight undergro)th ,;I &;I
-ea*y undergro)th 1;I &;I
og#B :f a s6uare is part of a shallo) #og, it has deep mud or
standing )ater of a#out 1 foot in depth. :t costs & s6uares of
mo*ement to mo*e into a s6uare )ith a shallo) #og, and the
(C of "cro#atics checks in such a s6uare increases #y &.
" s6uare that is part of a deep #og has roughly / feet of
standing )ater. :t costs Medium or larger creatures / s6uares
of mo*ement to mo*e into a s6uare )ith a deep #og, or
characters can s)im if they )ish. $mall or smaller creatures
must s)im to mo*e through a deep #og. um#ling is
impossi#le in a deep #og.
he )ater in a deep #og pro*ides co*er for Medium or larger
creatures. $maller creatures gain impro*ed co*er 7G% #onus
to "C, G/ #onus on 'eflex sa*es9. Medium or larger
creatures can crouch as a mo*e action to gain this impro*ed
co*er. Creatures )ith this impro*ed co*er take a H1; penalty
on attacks against creatures that arenCt under)ater.
(eep #og s6uares are usually clustered together and
surrounded #y an irregular ring of shallo) #og s6uares.
1oth shallo) and deep #ogs increase the (C of $tealth
checks #y &.
Hndergro6thB he #ushes, rushes, and other tall grasses in
marshes function as undergro)th does in a forest. " s6uare
that is part of a #og does not also ha*e undergro)th.
Juic"#andB Patches of 6uicksand present a decepti*ely solid
appearance 7appearing as undergro)th or open land9 that
might trap careless characters. " character approaching a
patch of 6uicksand at a normal pace is entitled to a (C %
$ur*i*al check to spot the danger #efore stepping in, #ut
charging or running characters donCt ha*e a chance to detect
a hidden patch #efore #lundering into it. " typical patch of
6uicksand is &; feet in diameter8 the momentum of a
charging or running character carries him 1d& L 5 feet into
the 6uicksand.
+ffects of 4uic"sandB Characters in 6uicksand must make a
(C 1; $)im check e*ery round to simply tread )ater in
place, or a (C 15 $)im check to mo*e 5 feet in )hate*er
direction is desired. :f a trapped character fails this check #y
5 or more, he sinks #elo) the surface and #egins to dro)n
)hene*er he can no longer hold his #reath 7see the $)im
skill description in 5sing $kills9$
Characters #elo) the surface of 6uicksand may s)im #ack to
the surface )ith a successful $)im check 7(C 15, G1 per
consecuti*e round of #eing under the surface9.
.escueB Pulling out a character trapped in 6uicksand can #e
difficult. " rescuer needs a #ranch, spear haft, rope, or
similar tool that ena#les him to reach the *ictim )ith one end
of it. hen he must make a (C 15 $trength check to
successfully pull the *ictim, and the *ictim must make a (C
1; $trength check to hold onto the #ranch, pole, or rope. :f
#oth checks succeed, the *ictim is pulled 5 feet closer to
safety. :f the *ictim fails to hold on, he must make a (C 15
$)im check immediately to stay a#o*e the surface.
5edgero6#B Common in moors, hedgero)s are tangles of
stones, soil, and thorny #ushes. Aarro) hedgero)s function
as lo) )alls, and it takes , s6uares of mo*ement to cross
them. 4ide hedgero)s are more than 5 feet tall and take up
entire s6uares. hey pro*ide total co*er, ?ust as a )all does.
:t takes / s6uares of mo*ement to mo*e through a s6uare
)ith a )ide hedgero)8 creatures that succeed on a (C 1;
Clim# check need only & s6uares of mo*ement to mo*e
through the s6uare.
Fther !ar#h ,errain 2lement#B $ome marshes,
particularly s)amps, ha*e trees ?ust as forests do, usually
clustered in small stands. Paths lead across many marshes,
)inding to a*oid #og areas. "s in forests, paths allo) normal
mo*ement and donCt pro*ide the concealment that
undergro)th does.
'tealth and Detection in a !ar#hB :n a marsh, the
maximum distance at )hich a Perception check for detecting
the near#y presence of others can succeed is 0d0 L 1; feet. :n
a s)amp, this distance is &d% L 1; feet.
5ndergro)th and deep #ogs pro*ide plentiful concealment,
Page /&&
so itCs easy to use $tealth in a marsh.
5ill# ,errain
" hill can exist in most other types of terrain, #ut hills can
also dominate the landscape. -ills terrain is di*ided into t)o
categoriesB gentle hills and rugged hills. -ills terrain often
ser*es as a transition zone #et)een rugged terrain such as
mountains and flat terrain such as plains.
5ill# Category
Gentle 5ill# Rugged 5ill#
Gradual slope !5I /;I
$teep slope &;I 5;I
Cliff 5I 1;I
=ight undergro)th 15I 15I
Gradual 'lopeB his incline isnCt steep enough to affect
mo*ement, #ut characters gain a G1 #onus on melee attacks
against foes do)nhill from them.
'teep 'lopeB Characters mo*ing uphill 7to an ad?acent s6uare
of higher ele*ation9 must spend & s6uares of mo*ement to
enter each s6uare of steep slope. Characters running or
charging do)nhill 7mo*ing to an ad?acent s6uare of lo)er
ele*ation9 must succeed on a (C 1; "cro#atics check upon
entering the first steep slope s6uare. Mounted characters
make a (C 1; 'ide check instead. Characters )ho fail this
check stum#le and must end their mo*ement 1d& L 5 feet
later. Characters )ho fail #y 5 or more fall prone in the
s6uare )here they end their mo*ement. " steep slope
increases the (C of "cro#atics checks #y &.
CliffB " cliff typically re6uires a (C 15 Clim# check to scale
and is 1d/ L 1; feet tall, although the needs of your map
might mandate a taller cliff. " cliff isnCt perfectly *ertical,
taking up 5.foot s6uares if itCs less than ,; feet tall and 1;.
foot s6uares if itCs ,; feet or taller.
1ight Hndergro6thB $age#rush and other scru##y #ushes
gro) on hills, although they rarely co*er the landscape. =ight
undergro)th pro*ides concealment and increases the (C of
"cro#atics and $tealth checks #y &.
Fther 5ill# ,errain 2lement#B rees arenCt out of place in
hills terrain, and *alleys often ha*e acti*e streams 75 to 1;
feet )ide and no more than 5 feet deep9 or dry stream#eds
7treat as a trench 5 to 1; feet across9 in them. :f you add a
stream or stream#ed, remem#er that )ater al)ays flo)s
do)nhill.
'tealth and Detection in 5ill#B :n gentle hills, the maximum
distance at )hich a Perception check for detecting the near#y
presence of others can succeed is &d1; L 1; feet. :n rugged
hills, this distance is &d0 L 1; feet.
-iding in hills terrain can #e difficult if there isnCt
undergro)th around. " hilltop or ridge pro*ides enough
co*er to hide from anyone #elo) the hilltop or ridge.
!ountain ,errain
he three mountain terrain categories are alpine meado)s,
rugged mountains, and for#idding mountains. "s characters
ascend into a mountainous area, theyCre likely to face each
terrain category in turn, #eginning )ith alpine meado)s,
extending through rugged mountains, and reaching
for#idding mountains near the summit.
Mountains ha*e an important terrain element, the rock )all,
that is marked on the #order #et)een s6uares rather than
taking up s6uares itself.
!ountain Category
.lpine
!eado6
Rugged &orbidding
Gradual slope 5;I &5I 15I
$teep slope /;I 55I 55I
Cliff 1;I 15I &;I
Chasm K 5I 1;I
=ight undergro)th &;I 1;I K
$cree K &;I ,;I
(ense ru##le K &;I ,;I
Gradual and 'teep 'lope#B hese function as descri#ed in
-ills errain.
CliffB hese terrain elements also function like their hills
terrain counterparts, #ut theyCre typically &d0 L 1; feet tall.
Cliffs taller than %; feet take up &; feet of horizontal space.
Cha#mB 5sually formed #y natural geological processes,
chasms function like pits in a dungeon setting. Chasms arenCt
hidden, so characters )onCt fall into them #y accident
7although #ull rushes are another story9. " typical chasm is
&d/ L 1; feet deep, at least &; feet long, and any)here from
5 feet to &; feet )ide. :t takes a (C 15 Clim# check to clim#
out of a chasm. :n for#idding mountain terrain, chasms are
typically &d% L 1; feet deep.
1ight Hndergro6thB his functions as descri#ed in 3orest
errain.
'creeB " field of shifting gra*el, scree doesnCt affect speed,
#ut it can #e treacherous on a slope. he (C of "cro#atics
checks increases #y & if thereCs scree on a gradual slope and
#y 5 if thereCs scree on a steep slope. he (C of $tealth
checks increases #y & if the scree is on a slope of any kind.
Den#e RubbleB he ground is co*ered )ith rocks of all sizes.
:t costs & s6uares of mo*ement to enter a s6uare )ith dense
ru##le. he (C of "cro#atics checks on dense ru##le
increases #y 5, and the (C of $tealth checks increases #y &.
Page /&,
Roc" AallB " *ertical plane of stone, rock )alls re6uire (C
&5 Clim# checks to ascend. " typical rock )all is &d/ L 1;
feet tall in rugged mountains and &d% L 1; feet tall in
for#idding mountains. 'ock )alls are dra)n on the edges of
s6uares, not in the s6uares themsel*es.
Cave 2ntranceB 3ound in cliff and steep slope s6uares and
next to rock )alls, ca*e entrances are typically #et)een 5
and &; feet )ide and 5 feet deep. " ca*e could #e anything
from a simple cham#er to the entrance to an ela#orate
dungeon. Ca*es used as monster lairs typically ha*e 1d,
rooms that are 1d/ L 1; feet across.
Fther !ountain ,errain &eature#B Most alpine meado)s
#egin a#o*e the treeline, so trees and other forest elements
are rare in the mountains. Mountain terrain can include
acti*e streams 75 to 1; feet )ide and no more than 5 feet
deep9 and dry stream#eds 7treat as a trench 5 to 1; feet
across9. Particularly high.altitude areas tend to #e colder than
the lo)land areas that surround them, so they might #e
co*ered in ice sheets 7descri#ed in (esert errain9.
'tealth and Detection in !ountain#B "s a guideline, the
maximum distance in mountain terrain at )hich a Perception
check for detecting the near#y presence of others can
succeed is /d1; L 1; feet. Certain peaks and ridgelines
afford much #etter *antage points, of course, and t)isting
*alleys and canyons ha*e much shorter spotting distances.
1ecause thereCs little *egetation to o#struct line of sight, the
specifics on your map are your #est guide for the range at
)hich an encounter could #egin. "s in hills terrain, a ridge or
peak pro*ides enough co*er to hide from anyone #elo) the
high point.
:tCs easier to hear fara)ay sounds in the mountains. he (C
of Perception checks that rely on sound increase #y 1 per &;
feet #et)een listener and source, not per 1; feet.
.valanche# /CR ?0
he com#ination of high peaks and hea*y sno)falls means
that a*alanches are a deadly peril in many mountainous
areas. 4hile a*alanches of sno) and ice are common, itCs
also possi#le to ha*e an a*alanche of rock and soil.
"n a*alanche can #e spotted from as far a)ay as 1d1; L 5;;
feet #y a character )ho makes a (C &; Perception check,
treating the a*alanche as a Colossal creature. :f all characters
fail their Perception checks to determine the encounter
distance, the a*alanche mo*es closer to them, and they
automatically #ecome a)are of it )hen it closes to half the
original distance. :tCs possi#le to hear an a*alanche coming
e*en if you canCt see it. 5nder optimum conditions 7no other
loud noises occurring9, a character )ho makes a (C 15
Perception check can hear the a*alanche or landslide )hen it
is 1d0 L 5;; feet a)ay. his check might ha*e a (C of &;,
&5, or higher in conditions )here hearing is difficult 7such as
in the middle of a thunderstorm9.
" landslide or a*alanche consists of t)o distinct areasB the
#ury zone 7in the direct path of the falling de#ris9 and the
slide zone 7the area the de#ris spreads out to encompass9.
Characters in the #ury zone al)ays take damage from the
a*alanche8 characters in the slide zone might #e a#le to get
out of the )ay. Characters in the #ury zone take %d0 points of
damage, or half that amount if they make a (C 15 'eflex
sa*e. hey are su#se6uently #uried. Characters in the slide
zone take ,d0 points of damage, or no damage if they make a
(C 15 'eflex sa*e. hose )ho fail their sa*es are #uried.
1uried characters take 1d0 points of nonlethal damage per
minute. :f a #uried character falls unconscious, he must make
a (C 15 Constitution check or take 1d0 points of lethal
damage each minute thereafter until freed or dead.
he typical a*alanche has a )idth of 1d0 L 1;; feet, from
one edge of the slide zone to the opposite edge. he #ury
zone in the center of the a*alanche is half as )ide as the
a*alancheCs full )idth.
o determine the precise location of characters in the path of
an a*alanche, roll 1d0 L &;8 the result is the num#er of feet
from the center of the path taken #y the #ury zone to the
center of the partyCs location. "*alanches of sno) and ice
ad*ance at a speed of 5;; feet per round, )hile rock and soil
a*alanches tra*el at a speed of &5; feet per round.
!ountain ,ravel
-igh altitude tra*el can #e extremely fatiguingKand
sometimes deadlyKto creatures that arenCt used to it. Cold
#ecomes extreme, and the lack of oxygen in the air can )ear
do)n e*en the most hardy of )arriors.
.cclimated Character#B Creatures accustomed to high
altitude generally fare #etter than lo)landers. "ny creature
)ith an +n*ironment entry that includes mountains is
considered nati*e to the area and acclimated to the high
altitude. Characters can also acclimate themsel*es #y li*ing
at high altitude for a month. Characters )ho spend more than
t)o months a)ay from the mountains must reacclimate
themsel*es )hen they return. 5ndead, constructs, and other
creatures that do not #reathe are immune to altitude effects.
.ltitude Rone#B :n general, mountains present three possi#le
altitude #andsB lo) pass, lo) peak@high pass, and high peak.
&o# Pass *lo#er than 8,DDD feet-B Most tra*el in lo)
mountains takes place in lo) passes, a zone consisting
largely of alpine meado)s and forests. ra*elers might find
the going difficult 7)hich is reflected in the mo*ement
modifiers for tra*eling through mountains9, #ut the altitude
itself has no game effect.
&o# Pea" or 5ih Pass *8,DDD to 18,DDD feet-B "scending to
the highest slopes of lo) mountains, or most normal tra*el
through high mountains, falls into this category. "ll non.
acclimated creatures la#or to #reathe in the thin air at this
Page /&/
altitude. Characters must succeed on a 3ortitude sa*e each
hour 7(C 15, G1 per pre*ious check9 or #e fatigued. he
fatigue ends )hen the character descends to an altitude )ith
more air. "cclimated characters do not ha*e to attempt the
3ortitude sa*e.
5ih Pea" *!ore than 18,DDD feet-B he highest mountains
exceed 15,;;; feet in height. "t these ele*ations, creatures
are su#?ect to #oth high altitude fatigue 7as descri#ed a#o*e9
and altitude sickness, )hether or not theyCre acclimated to
high altitudes$ "ltitude sickness represents long.term oxygen
depri*ation, and affects mental and physical a#ility scores.
"fter each 0.hour period a character spends at an altitude of
o*er 15,;;; feet, he must succeed on a 3ortitude sa*e 7(C
15, G1 per pre*ious check9 or take 1 point of damage to all
a#ility scores. Creatures acclimated to high altitude recei*e a
G/ competence #onus on their sa*ing thro)s to resist high
altitude effects and altitude sickness, #ut e*entually e*en
seasoned mountaineers must a#andon these dangerous
ele*ations.
De#ert ,errain
(esert terrain exists in )arm, temperate, and cold climates,
#ut all deserts share one common traitB little rain. he three
categories of desert terrain are tundra 7cold desert9, rocky
deserts 7often temperate9, and sandy deserts 7often )arm9.
undra differs from the other desert categories in t)o
important )ays. 1ecause sno) and ice co*er much of the
landscape, itCs easy to find )ater. (uring the height of
summer, the permafrost tha)s to a depth of a foot or so,
turning the landscape into a *ast field of mud. he muddy
tundra affects mo*ement and skill use as the shallo) #ogs
descri#ed in Marsh errain, although thereCs little standing
)ater.
he ta#le #elo) descri#es terrain elements found in each of
the three desert categories. he terrain elements on this ta#le
are mutually exclusi*e8 for instance, a s6uare of tundra might
contain either light undergro)th or an ice sheet, #ut not #oth.
De#ert Category
,undra Roc"y 'andy
=ight undergro)th 15I 5I 5I
:ce sheet &5I K K
=ight ru##le 5I ,;I 1;I
(ense ru##le K ,;I 5I
$and dunes K K 5;I
1ight Hndergro6thB Consisting of scru##y, hardy #ushes
and cacti, light undergro)th functions as descri#ed for other
terrain types.
-ce 'heetB he ground is co*ered )ith slippery ice. :t costs &
s6uares of mo*ement to enter a s6uare co*ered #y an ice
sheet, and the (C of "cro#atics checks there increases #y 5.
" (C 1; "cro#atics check is re6uired to run or charge across
an ice sheet.
1ight RubbleB $mall rocks are stre)n across the ground,
making nim#le mo*ement more difficult. he (C of
"cro#atics checks increases #y &.
Den#e RubbleB his terrain feature consists of more and
larger stones. :t costs & s6uares of mo*ement to enter a
s6uare )ith dense ru##le. he (C of "cro#atics checks
increases #y 5, and the (C of $tealth checks increases #y &.
'and Dune#B Created #y the action of )ind on sand, dunes
function as hills that mo*e. :f the )ind is strong and
consistent, a sand dune can mo*e se*eral hundred feet in a
)eekCs time. $and dunes can co*er hundreds of s6uares.
hey al)ays ha*e a gentle slope pointing in the direction of
the pre*ailing )ind and a steep slope on the lee)ard side.
Fther De#ert ,errain &eature#B undra is sometimes
#ordered #y forests, and the occasional tree isnCt out of place
in the cold )astes. 'ocky deserts ha*e to)ers and mesas
consisting of flat ground surrounded on all sides #y cliffs and
steep slopes 7as descri#ed in Mountain errain9. $andy
deserts sometimes ha*e 6uicksand8 this functions as
descri#ed in Marsh errain, although desert 6uicksand is a
)aterless mixture of fine sand and dust. "ll desert terrain is
crisscrossed )ith dry stream#eds 7treat as trenches 5 to 15
feet )ide9 that fill )ith )ater on the rare occasions )hen rain
falls.
'tealth and Detection in the De#ertB :n general, the
maximum distance in desert terrain at )hich a Perception
check for detecting the near#y presence of others can
succeed is 0d0 L &; feet8 #eyond this distance, ele*ation
changes and heat distortion in )arm deserts makes sight.
#ased Perception impossi#le. he presence of dunes in sandy
deserts limits spotting distance to 0d0 L 1; feet. he scarcity
of undergro)th or other elements that offer concealment or
co*er makes using $tealth more difficult.
'and#torm#
" sandstorm reduces *isi#ility to 1d1; L 5 feet and pro*ides
a H/ penalty on Perception checks. " sandstorm deals 1d,
points of nonlethal damage per hour to any creatures caught
in the open, and lea*es a thin coating of sand in its )ake.
(ri*ing sand creeps in through all #ut the most secure seals
and seams, chafing skin and contaminating carried gear.
Plain# ,errain
Plains come in three categoriesB farms, grasslands, and
#attlefields. 3arms are common in settled areas, )hile
grasslands represent untamed plains. he #attlefields )here
Page /&5
large armies clash are temporary places, usually reclaimed #y
natural *egetation or the farmerCs plo). 1attlefields represent
a third terrain category #ecause ad*enturers tend to spend a
lot of time there, not #ecause theyCre particularly pre*alent.
he ta#le #elo) sho)s the proportions of terrain elements in
the different categories of plains. On a farm, light
undergro)th represents most mature grain crops, so farms
gro)ing *egeta#le crops )ill ha*e less light undergro)th, as
)ill all farms during the time #et)een har*est and a fe)
months after planting.
he terrain elements in the ta#le #elo) are mutually
exclusi*e.
Plain# Category
&arm Gra##land attlefield
=ight undergro)th /;I &;I 1;I
-ea*y undergro)th K 1;I K
=ight ru##le K K 1;I
rench 5I K 5I
1erm K K 5I
Hndergro6thB 4hether theyCre crops or natural *egetation,
the tall grasses of the plains function like light undergro)th
in a forest. Particularly thick #ushes form patches of hea*y
undergro)th that dot the landscape in grasslands.
1ight RubbleB On the #attlefield, light ru##le usually
represents something that )as destroyedB the ruins of a
#uilding or the scattered remnants of a stone )all, for
example. :t functions as descri#ed in the (esert errain
section.
,renchB Often dug #efore a #attle to protect soldiers, a
trench functions as a lo) )all, except that it pro*ides no
co*er against ad?acent foes. :t costs & s6uares of mo*ement
to lea*e a trench, #ut it costs nothing extra to enter one.
Creatures outside a trench )ho make a melee attack against a
creature inside the trench gain a G1 #onus on melee attacks
#ecause they ha*e higher ground. :n farm terrain, trenches
are generally irrigation ditches.
ermB " common defensi*e structure, a #erm is a lo),
earthen )all that slo)s mo*ement and pro*ides a measure of
co*er. Put a #erm on the map #y dra)ing t)o ad?acent ro)s
of steep slope 7descri#ed in -ills errain9, )ith the edges of
the #erm on the do)nhill side. hus, a character crossing a &.
s6uare #erm )ill tra*el uphill for 1 s6uare, then do)nhill for
1 s6uare. )o s6uare #erms pro*ide co*er as lo) )alls for
anyone standing #ehind them. =arger #erms pro*ide the lo)
)all #enefit for anyone standing 1 s6uare do)nhill from the
top of the #erm.
&ence#B 4ooden fences are generally used to contain
li*estock or impede oncoming soldiers. :t costs an extra
s6uare of mo*ement to cross a )ooden fence. " stone fence
pro*ides a measure of co*er as )ell, functioning as lo)
)alls. Mounted characters can cross a fence )ithout slo)ing
their mo*ement if they succeed on a (C 15 'ide check. :f
the check fails, the steed crosses the fence, #ut the rider falls
out of the saddle.
Fther Plain# ,errain &eature#B Occasional trees dot the
landscape in many plains, although on #attlefields theyCre
often felled to pro*ide ra) material for siege engines
7descri#ed in 5r#an 3eatures9. -edgero)s 7descri#ed in
Marsh errain9 are found in plains as )ell. $treams,
generally 5 to &; feet )ide and 5 to 1; feet deep, are
commonplace.
'tealth and Detection in Plain#B :n plains terrain, the
maximum distance at )hich a Perception check for detecting
the near#y presence of others can succeed is 0d0 L /; feet,
although the specifics of your map might restrict line of
sight. Co*er and concealment are not uncommon, so a good
place of refuge is often near#y, if not right at hand.
.>uatic ,errain
"6uatic terrain is the least hospita#le to most PCs, #ecause
they canCt #reathe there. "6uatic terrain doesnCt offer the
*ariety that land terrain does. he ocean floor holds many
mar*els, including undersea analogues of any of the terrain
elements descri#ed earlier in this section, #ut if characters
find themsel*es in the )ater #ecause they )ere #ull rushed
off the deck of a pirate ship, the tall kelp #eds hundreds of
feet #elo) them donCt matter. "ccordingly, these rules simply
di*ide a6uatic terrain into t)o categoriesB flo)ing )ater
7such as streams and ri*ers9 and non.flo)ing )ater 7such as
lakes and oceans9.
&lo6ing AaterB =arge, placid ri*ers mo*e at only a fe)
miles per hour, so they function as still )ater for most
purposes. 1ut some ri*ers and streams are s)ifter8 anything
floating in them mo*es do)nstream at a speed of 1; to /;
feet per round. he fastest rapids send s)immers #o##ing
do)nstream at 0; to 2; feet per round. 3ast ri*ers are al)ays
at least rough )ater 7$)im (C 159, and )hite)ater rapids
are stormy )ater 7$)im (C &;9. :f a character is in mo*ing
)ater, mo*e her do)nstream the indicated distance at the end
of her turn. " character trying to maintain her position
relati*e to the ri*er#ank can spend some or all of her turn
s)imming upstream.
S#ept A#ayB Characters s)ept a)ay #y a ri*er mo*ing 0;
feet per round or faster must make (C &; $)im checks
e*ery round to a*oid going under. :f a character gets a check
result of 5 or more o*er the minimum necessary, she arrests
her motion #y catching a rock, tree lim#, or #ottom snagK
she is no longer #eing carried along #y the flo) of the )ater.
+scaping the rapids #y reaching the #ank re6uires three (C
&; $)im checks in a ro). Characters arrested #y a rock,
lim#, or snag canCt escape under their o)n po)er unless they
Page /&0
strike out into the )ater and attempt to s)im their )ay clear.
Other characters can rescue them as if they )ere trapped in
6uicksand 7descri#ed in Marsh errain9.
Non7&lo6ing AaterB =akes and oceans simply re6uire a
s)im speed or successful $)im checks to mo*e through 7(C
1; in calm )ater, (C 15 in rough )ater, (C &; in stormy
)ater9. Characters need a )ay to #reathe if theyCre
under)ater8 failing that, they risk dro)ning. 4hen
under)ater, characters can mo*e in any direction.
'tealth and Detection Hnder6aterB -o) far you can see
under)ater depends on the )aterCs clarity. "s a guideline,
creatures can see /d% L 1; feet if the )ater is clear, and 1d%
L 1; feet if itCs murky. Mo*ing )ater is al)ays murky, unless
itCs in a particularly large, slo).mo*ing ri*er.
:tCs hard to find co*er or concealment to hide under)ater
7except along the sea floor9.
0n%isibilityB "n in*isi#le creature displaces )ater and lea*es
a *isi#le, #ody.shaped D#u##leF )here the )ater )as
displaced. he creature still has concealment 7&;I miss
chance9, #ut not total concealment 75;I miss chance9.
Hnder6ater Combat
=and.#ased creatures can ha*e considera#le difficulty )hen
fighting in )ater. 4ater affects a creatureCs attack rolls,
damage, and mo*ement. :n some cases a creatureCs
opponents might get a #onus on attacks. he effects are
summarized on a#leB Com#at "d?ustments 5nder)ater.
hey apply )hene*er a character is s)imming, )alking in
chest.deep )ater, or )alking along the #ottom of a #ody of
)ater.
Ranged .ttac"# Hnder6aterB hro)n )eapons are
ineffecti*e under)ater, e*en )hen launched from land.
"ttacks )ith other ranged )eapons take a H& penalty on
attack rolls for e*ery 5 feet of )ater they pass through, in
addition to the normal penalties for range.
.ttac"# from 1andB Characters s)imming, floating, or
treading )ater on the surface, or )ading in )ater at least
chest deep, ha*e impro*ed co*er 7G% #onus to "C, G/ #onus
on 'eflex sa*es9 from opponents on land. =and.#ound
opponents )ho ha*e freedo! of !o%e!ent effects ignore this
co*er )hen making melee attacks against targets in the
)ater. " completely su#merged creature has total co*er
against opponents on land unless those opponents ha*e
freedo! of !o%e!ent effects. Magical effects are unaffected
except for those that re6uire attack rolls 7)hich are treated
like any other effects9 and fire effects.
&ireB Aonmagical fire 7including alchemistCs fire9 does not
#urn under)ater. $pells or spell.like effects )ith the fire
descriptor are ineffecti*e under)ater unless the caster makes
a caster le*el check 7(C &; G spell le*el9. :f the check
succeeds, the spell creates a #u##le of steam instead of its
usual fiery effect, #ut other)ise the spell )orks as descri#ed.
" supernatural fire effect is ineffecti*e under)ater unless its
description states other)ise. he surface of a #ody of )ater
#locks line of effect for any fire spell. :f the caster has made
the caster le*el check to make the fire spell usa#le
under)ater, the surface still #locks the spellCs line of effect.
Page /&!
Table 13-A: Co!bat Ad:ust!ents 6nder#ater
Condition
.ttac")Damage
!ovement Fff alanceT
8
'la#hing or ludgeoning Piercing
)reedo! of !o%e!ent normal@normal normal@normal normal Ao
-as a s)im speed H&@half normal normal Ao
$uccessful $)im check H&@half
&
normal 6uarter or half
,
Ao
3irm footing
/
H&@half
&
normal half Ao
Aone of the a#o*e H&@half
&
H&@half normal Jes
1 Creatures flailing a#out in the )ater 7usually #ecause they failed their $)im checks9 ha*e a hard time fighting
effecti*ely. "n off.#alance creature loses its (exterity #onus to "rmor Class, and opponents gain a G& #onus on attacks
against it.
& " creature )ithout freedo! of !o%e!ent effects or a s)im speed makes grapple checks under)ater at a H& penalty, #ut
deals damage normally )hen grappling.
, " successful $)im check lets a creature mo*e one.6uarter its speed as a mo*e action or one.half its speed as a full.round
action.
/ Creatures ha*e firm footing )hen )alking along the #ottom, #raced against a shipCs hull, or the like. " creature can only
)alk along the #ottom if it )ears or carries enough gear to )eigh itself do)nB at least 10 pounds for Medium creatures,
t)ice that for each size category larger than Medium, and half that for each size category smaller than Medium.
'pellca#ting Hnder6aterB Casting spells )hile su#merged
can #e difficult for those )ho cannot #reathe under)ater. "
creature that cannot #reathe )ater must make a concentration
check 7(C 15 G spell le*el9 to cast a spell under)ater 7this is
in addition to the caster le*el check to successfully cast a fire
spell under)ater9. Creatures that can #reathe )ater are
unaffected and can cast spells normally. $ome spells might
function differently under)ater, su#?ect to GM discretion.
&lood#
:n many )ilderness areas, ri*er floods are a common
occurrence.
:n spring, an enormous sno)melt can engorge the streams
and ri*ers it feeds. Other catastrophic e*ents such as massi*e
rainstorms or the destruction of a dam can create floods as
)ell.
(uring a flood, ri*ers #ecome )ider, deeper, and s)ifter.
"ssume that a ri*er rises #y 1d1;G1; feet during the spring
flood, and its )idth increases #y a factor of 1d/ L 5;I.
3ords might disappear for days, #ridges might #e s)ept
a)ay, and e*en ferries might not #e a#le to manage the
crossing of a flooded ri*er. " ri*er in flood makes $)im
checks one category harder 7calm )ater #ecomes rough, and
rough )ater #ecomes stormy9. 'i*ers also #ecome 5;I
s)ifter.
.rban Ad!ent%res
"t first glance, a city is much like a dungeon, made up of
)alls, doors, rooms, and corridors. "d*entures that take
place in cities ha*e t)o salient differences from their
dungeon counterparts, ho)e*er. Characters ha*e greater
access to resources, and they must contend )ith la)
enforcement.
.cce## to Re#ource#B 5nlike in dungeons and the
)ilderness, characters can #uy and sell gear 6uickly in a city.
" large city or metropolis pro#a#ly has high.le*el APCs and
experts in o#scure fields of kno)ledge )ho can pro*ide
assistance and decipher clues. "nd )hen the PCs are #attered
and #ruised, they can retreat to the comfort of a room at an
inn.
he freedom to retreat and ready access to the marketplace
means that the players ha*e a greater degree of control o*er
the pacing of an ur#an ad*enture.
1a6 2nforcementB he other key distinctions #et)een
ad*enturing in a city and del*ing into a dungeon is that a
dungeon is, almost #y definition, a la)less place )here the
only la) is that of the ?ungleB kill or #e killed. " city, on the
other hand, is held together #y a code of la)s, many of
)hich are explicitly designed to pre*ent the sort of killing
and looting that ad*enturers engage in all the time. +*en so,
most citiesC la)s recognize monsters as a threat to the
sta#ility the city relies on, and prohi#itions a#out murder
rarely apply to monsters such as a#errations or e*il outsiders.
Most e*il humanoids, ho)e*er, are typically protected #y the
same la)s that protect all the citizens of the city. -a*ing an
e*il alignment is not a crime 7except in some se*erely
theocratic cities, perhaps, )ith the magical po)er to #ack up
the la)98 only e*il deeds are against the la). +*en )hen
ad*enturers encounter an e*ildoer in the act of perpetrating
some heinous e*il upon the populace of the city, the la)
tends to fro)n on the sort of *igilante ?ustice that lea*es the
e*ildoer dead or other)ise una#le to testify at a trial.
Aeapon and 'pell Re#triction#
(ifferent cities ha*e different la)s a#out such issues as
carrying )eapons in pu#lic and restricting spellcasters.
he cityCs la)s might not affect all characters e6ually. "
monk isnCt hampered at all #y a la) a#out peace.#onding
)eapons, #ut a cleric is reduced to a fraction of his po)er if
all holy sym#ols are confiscated at the cityCs gates.
Hrban &eature#
4alls, doors, poor lighting, and une*en footingB in many
)ays a city is much like a dungeon. $ome special
considerations for an ur#an setting are co*ered #elo).
Aall# and Gate#
Many cities are surrounded #y )alls. " typical small city
)all is a fortified stone )all 5 feet thick and &; feet high.
$uch a )all is fairly smooth, re6uiring a (C ,; Clim# check
to scale. he )alls are crenellated on one side to pro*ide a
lo) )all for the guards atop it, and there is ?ust #arely room
for guards to )alk along the top of the )all. " typical small
city )all has "C ,, hardness %, and /5; hp per 1;.foot
section.
" typical large city )all is 1; feet thick and ,; feet high,
)ith crenellations on #oth sides for the guards on top of the
)all. :t is like)ise smooth, re6uiring a (C ,; Clim# check to
scale. $uch a )all has "C ,, hardness %, and !&; hp per 1;.
foot section.
" typical metropolis )all is 15 feet thick and /; feet tall. :t
has crenellations on #oth sides and often has a tunnel and
small rooms running through its interior. Metropolis )alls
ha*e "C ,, hardness %, and 1,1!; hp per 1;.foot section.
5nlike smaller cities, metropolises often ha*e interior )alls
as )ell as surrounding )allsKeither old )alls that the city
has outgro)n, or )alls di*iding indi*idual districts from
each other. $ometimes these )alls are as large and thick as
the outer )alls, #ut more often they ha*e the characteristics
Page /&%
of a large cityCs or small cityCs )alls.
Aatchto6er#B $ome city )alls are adorned )ith
)atchto)ers set at irregular inter*als. 3e) cities ha*e
enough guards to keep someone constantly stationed at e*ery
to)er, unless the city is expecting attack from outside. he
to)ers pro*ide a superior *ie) of the surrounding
countryside as )ell as a point of defense against in*aders.
4atchto)ers are typically 1; feet higher than the )all they
ad?oin, and their diameter is 5 times the thickness of the )all.
"rro) slits line the outer sides of the upper stories of a
to)er, and the top is crenellated like the surrounding )alls
are. :n a small to)er 7&5 feet in diameter ad?oining a 5.foot.
thick )all9, a simple ladder typically connects the to)erCs
stories and its roof. :n a larger to)er, stairs ser*e that
purpose.
-ea*y )ooden doors, reinforced )ith iron and #earing good
locks 7(isa#le (e*ice (C ,;9, #lock entry to a to)er, unless
the to)er is in regular use. "s a rule, the captain of the guard
keeps the keys to the to)ers secured on her person, and
second copies are in the cityCs inner fortress or #arracks.
Gate#B " typical city gate is a gatehouse )ith t)o
portcullises and murder holes a#o*e the space #et)een them.
:n to)ns and some small cities, the primary entry is through
iron dou#le doors set into the city )all.
Gates are usually open during the day and locked or #arred at
night. 5sually, one gate lets in tra*elers after sunset and is
staffed #y guards )ho )ill open it for someone )ho seems
honest, presents proper papers, or offers a large enough #ri#e
7depending on the city and the guards9.
Guard# and 'oldier#
" city typically has full.time military personnel e6ual to 1I
of its adult population, in addition to militia or conscript
soldiers e6ual to 5I of the population. he full.time soldiers
are city guards responsi#le for maintaining order )ithin the
city, similar to the role of modern police, and 7to a lesser
extent9 for defending the city from outside assault. Conscript
soldiers are called up to ser*e in case of an attack on the city.
" typical city guard force )orks on three %.hour shifts, )ith
,;I of the force on a day shift 7% a.m. to / p.m.9, ,5I on an
e*ening shift 7/ p.m. to 1& a.m.9, and ,5I on a night shift
71& a.m. to % a.m.9. "t any gi*en time, %;I of the guards on
duty are on the streets patrolling, )hile the remaining &;I
are stationed at *arious posts throughout the city )here they
can respond to near#y alarms. "t least one such guard post is
present )ithin each neigh#orhood of a city 7each
neigh#orhood consisting of se*eral districts9.
he ma?ority of a city guard force is made up of )arriors,
mostly 1st le*el. Officers include higher.le*el )arriors,
fighters, a fair num#er of clerics, and )izards or sorcerers, as
)ell as multiclass fighter@spellcasters.
'iege 2ngine#
$iege engines are large )eapons, temporary structures, or
pieces of e6uipment traditionally used in #esieging castles or
fortresses.
$iege engines are treated as difficult de*ices if someone tries
to disa#le them using (isa#le (e*ice. his takes &d/ rounds
and re6uires a (C &; (isa#le (e*ice check. $iege engines
are typically made out of )ood and ha*e an "C of , 7H5
(ex, H& size9, a -ardness of 5, and %; hit points. $iege
engines made up of a different material might ha*e different
*alues. $ome siege engines are armored as )ell. reat the
siege engine as a -uge creature to determine the cost of such
armor. $iege engines can #e crafted as master)ork and
enchanted as magic )eapons, adding #onuses on attack rolls
to the checks made to hit )ith the siege engine. "
master)ork siege engine costs ,;; gp more than the listed
price. +nchanting a siege engine costs t)ice the normal
amount. 3or example, a K1 fla!in hea%y catapult, armored
)ith full plate, )ould ha*e an "C of 11 and )ould cost
&,,1;; gp 7%;; gp #ase G 0,;;; gp for the armor G ,;; gp
master)ork G 10,;;; gp for the enhancements9.
Catapult, 5eavyB " hea*y catapult is a massi*e engine
capa#le of thro)ing rocks or hea*y o#?ects )ith great force.
1ecause the catapult thro)s its payload in a high arc, it can
hit s6uares out of its line of sight. o fire a hea*y catapult,
the cre) chief makes a special check against (C 15 using
Page /&2
Table 13-B: Siee +nines
-tem Co#t Damage Critical Range -ncrement ,ypical Cre6
Catapult, hea*y %;; gp 0d0 K &;; ft. 71;; ft. minimum9 /
Catapult, light 55; gp /d0 K 15; ft. 71;; ft. minimum9 &
1allista 5;; gp ,d% 12H&; 1&; ft. 1
'am 1,;;; gp ,d0P K K 1;
$iege to)er &,;;; gp K K K &;
P $ee description for special rules.
only his #ase attack #onus, :ntelligence modifier, range
increment penalty, and the appropriate modifiers from the
lo)er section of a#leB $iege +ngines. :f the check succeeds,
the catapult stone hits the s6uare the catapult )as aimed at,
dealing the indicated damage to any o#?ect or character in the
s6uare. Characters )ho succeed on a (C 15 'eflex sa*e take
half damage. Once a catapult stone hits a s6uare, su#se6uent
shots hit the same s6uare unless the catapult is reaimed or the
)ind changes direction or speed.
:f a catapult stone misses, roll 1d% to determine )here it
lands. his determines the misdirection of the thro), )ith 1
#eing #ack to)ard the catapult and & through % counting
clock)ise around the target s6uare. 3inally, count 1d/
s6uares a)ay from the target s6uare for e*ery range
increment of the attack.
=oading a catapult re6uires a series of full.round actions. :t
takes a (C 15 $trength check to )inch the thro)ing arm
do)n8 most catapults ha*e )heels to allo) up to t)o cre)
mem#ers to use the aid another action, assisting the main
)inch operator. " (C 15 Profession 7siege engineer9 check
latches the arm into place, and then another (C 15
Profession 7siege engineer9 check loads the catapult
ammunition. :t takes four full.round actions to re.aim a
hea*y catapult 7multiple cre) mem#ers can perform these
full.round actions in the same round, so it )ould take a cre)
of four only 1 round to re.aim the catapult9.
" hea*y catapult takes up a space 15 feet across.
Catapult, 1ightB his is a smaller, lighter *ersion of the
hea*y catapult. :t functions as the hea*y catapult, except that
it takes a (C 1; $trength check to )inch the arm into place,
and only t)o full.round actions are re6uired to re.aim the
catapult.
" light catapult takes up a space 1; feet across.
alli#taB " #allista is essentially a -uge hea*y cross#o)
fixed in place. :ts size makes it hard for most creatures to aim
it$ hus, a Medium creature takes a H/ penalty on attack rolls
)hen using a #allista, and a $mall creature takes a H0
penalty. :t takes a creature smaller than =arge t)o full.round
actions to reload the #allista after firing.
" #allista takes up a space 5 feet across.
RamB his hea*y pole is sometimes suspended from a
mo*a#le scaffold that allo)s the cre) to s)ing it #ack and
forth against o#?ects. "s a full.round action, the character
closest to the front of the ram makes an attack roll against the
"C of the construction, applying the H/ penalty for lack of
proficiency. :tCs not possi#le to #e proficient )ith this de*ice.
:n addition to the damage gi*en on a#leB $iege +ngines, up
to nine other characters holding the ram can add their
$trength modifiers to the ramCs damage, if they de*ote an
attack action to doing so. :t takes at least one -uge or larger
creature, t)o =arge creatures, four Medium creatures, or
eight $mall creatures to s)ing a ram.
" ram is typically ,; feet long. :n a #attle, the creatures
)ielding the ram stand in t)o ad?acent columns of e6ual
length, )ith the ram #et)een them.
'iege ,o6erB his de*ice is a massi*e )ooden to)er on
)heels or rollers that can #e rolled up against a )all to allo)
attackers to scale the to)er and thus get to the top of the )all
)ith co*er. he )ooden )alls are usually 1 foot thick.
" typical siege to)er takes up a space 15 feet across. he
creatures inside push it at a #ase land speed of 1; feet 7and a
siege to)er canCt run9. he eight creatures pushing on the
ground floor ha*e total co*er, and those on higher floors get
impro*ed co*er and can fire through arro) slits.
City 'treet#
ypical city streets are narro) and t)isting. Most streets
a*erage 15 to &; feet )ide, )hile alleys range from 1; feet
)ide to only 5 feet. Co##lestones in good condition allo)
normal mo*ement, #ut roads in poor repair and hea*ily
rutted dirt streets are considered light ru##le, increasing the
(C of "cro#atics checks #y &.
$ome cities ha*e no larger thoroughfares, particularly cities
that gradually gre) from small settlements to larger cities.
Cities that are planned, or perhaps ha*e suffered a ma?or fire
that allo)ed authorities to construct ne) roads through
formerly inha#ited areas, might ha*e a fe) larger streets
through to)n. hese main roads are &5 feet )ideKoffering
room for )agons to pass each otherK)ith 5.foot.)ide
side)alks on either side.
Cro6d#B 5r#an streets are often full of people going a#out
Page /,;
Table 13-C: Catapult Attac" Modifiers
Condition !odifier
Ao line of sight to target s6uare H0
$uccessi*e shots 7cre) can see )here most recent misses landed9
Cumulati*e G& per pre*ious miss
7maximum G1;9
$uccessi*e shots 7cre) canCt see )here most recent misses landed, #ut o#ser*er is
pro*iding feed#ack9
Cumulati*e G1 per pre*ious miss
7maximum G59
their daily li*es. :n most cases, it isnCt necessary to put e*ery
1st.le*el commoner on the map )hen a fight #reaks out on
the cityCs main thoroughfare. :nstead, ?ust indicate )hich
s6uares on the map contain cro)ds. :f cro)ds see something
o#*iously dangerous, theyCll mo*e a)ay at ,; feet per round
at initiati*e count ;. :t takes & s6uares of mo*ement to enter
a s6uare )ith cro)ds. he cro)ds pro*ide co*er for anyone
)ho does so, ena#ling a $tealth check and pro*iding a #onus
to "rmor Class and on 'eflex sa*es.
'irectin Cro#dsB :t takes a (C 15 (iplomacy check or (C
&; :ntimidate check to con*ince a cro)d to mo*e in a
particular direction, and the cro)d must #e a#le to hear or
see the character making the attempt. :t takes a full.round
action to make the (iplomacy check, #ut only a free action
to make the :ntimidate check.
:f t)o or more characters are trying to direct a cro)d in
different directions, they make opposed (iplomacy or
:ntimidate checks to determine to )hom the cro)d listens.
he cro)d ignores e*eryone if none of the charactersC check
results #eat the (Cs gi*en a#o*e.
.bove and eneath the 'treet#
Rooftop#B Getting to a roof usually re6uires clim#ing a )all,
unless the character can reach a roof #y ?umping do)n from
a higher )indo), #alcony, or #ridge. 3lat roofs, common
only in )arm climates 7as accumulated sno) can cause a flat
roof to collapse9, are easy to run across. Mo*ing along the
peak of a pitched roof re6uires a (C &; "cro#atics check.
Mo*ing on an angled roof surface )ithout changing altitude
7mo*ing parallel to the peak, in other )ords9 re6uires a (C
15 "cro#atics check. Mo*ing up and do)n across the peak of
a roof re6uires a (C 1; "cro#atics check.
+*entually a character runs out of roof, re6uiring a long ?ump
across to the next roof or do)n to the ground. he distance to
the closest roof is usually 1d, L 5 feet horizontally, #ut the
next roof is e6ually likely to #e 5 feet higher, 5 feet lo)er, or
the same height. 5se the guidelines in the "cro#atics skill 7a
horizontal ?umpCs peak height is one.fourth of the horizontal
distance9 to determine )hether a character can make a ?ump.
'e6er#B o get into the se)ers, most characters open a grate
7a full.round action9 and ?ump do)n 1; feet. $e)ers are #uilt
exactly like dungeons, except that theyCre much more likely
to ha*e floors that are slippery or co*ered )ith )ater. $e)ers
are also similar to dungeons in terms of creatures lia#le to #e
encountered therein. $ome cities )ere #uilt atop the ruins of
older ci*ilizations, so their se)ers sometimes lead to
treasures and dangers from a #ygone age.
City uilding#
Most city #uildings fall into three categories. he ma?ority of
#uildings in the city are t)o to fi*e stories high, #uilt side.
#y.side to form long ro)s separated #y secondary or main
streets. hese ro) houses usually ha*e #usinesses on the
ground floor, )ith offices or apartments a#o*e.
:nns, successful #usinesses, and large )arehousesKas )ell
as millers, tanners, and other #usinesses that re6uire extra
spaceKare generally large, free.standing #uildings )ith up
to fi*e stories.
3inally, small residences, shops, )arehouses, or storage
sheds are simple, one.story )ooden #uildings, especially if
theyCre in poorer neigh#orhoods.
Most city #uildings are made of a com#ination of stone or
clay #rick 7on the lo)er one or t)o stories9 and tim#ers 7for
the upper stories, interior )alls, and floors9. 'oofs are a
mixture of #oards, thatch, and slates, sealed )ith pitch. "
typical lo)er.story )all is 1 foot thick, )ith "C ,, hardness
%, 2; hp, and a Clim# (C of &5. 5pper.story )alls are 0
inches thick, )ith "C ,, hardness 5, 0; hp, and a Clim# (C
of &1. +xterior doors on most #uildings are good )ooden
doors that are usually kept locked, except on pu#lic #uildings
such as shops and ta*erns.
City 1ight#
:f a city has main thoroughfares, they are lined )ith lanterns
hanging at a height of ! feet from #uilding a)nings. hese
lanterns are spaced 0; feet apart, so their illumination is all
#ut continuous. $econdary streets and alleys are not lit8 it is
common for citizens to hire lantern.#earers )hen going out
after dark.
"lleys can #e dark places e*en in daylight, thanks to the
shado)s of the tall #uildings that surround them. " dark alley
in daylight is rarely dark enough to afford true concealment,
#ut it can lend a G& circumstance #onus on $tealth checks.
+eather
4eather can play an important role in an ad*enture.
a#leB 'andom 4eather can #e used as a simple local
)eather ta#le. erms on that ta#le are defined as follo)s.
CalmB 4ind speeds are light 7; to 1; mph9.
ColdB 1et)een ;W and /;W 3ahrenheit during the day, 1; to
&; degrees colder at night.
Cold 'napB =o)ers temperature #y H1;W 3.
Do6npourB reat as rain 7see Precipitation, #elo)9, #ut
conceals as fog. Can create floods. " do)npour lasts for &d/
hours.
5eat AaveB 'aises temperature #y G1;W 3.
5otB 1et)een %5W and 11;W 3ahrenheit during the day, 1; to
&; degrees colder at night.
Page /,1
!oderateB 1et)een /;W and 0;W 3ahrenheit during the day,
1; to &; degrees colder at night.
Po6erful 'torm
/Aind#torm)li$$ard)5urricane),ornado0B 4ind speeds
are o*er 5; mph 7see a#leB 4ind +ffects9. :n addition,
#lizzards are accompanied #y hea*y sno) 71d, feet9, and
hurricanes are accompanied #y do)npours. 4indstorms last
for 1d0 hours. 1lizzards last for 1d, days. -urricanes can
last for up to a )eek, #ut their ma?or impact on characters
comes in a &/.to./%.hour period )hen the center of the storm
mo*es through their area. ornadoes are *ery short.li*ed
71d0 L 1; minutes9, typically forming as part of a
thunderstorm system.
PrecipitationB 'oll dI to determine )hether the
precipitation is fog 7;1H,;9, rain@sno) 7,1H2;9, or sleet@hail
721H;;9. $no) and sleet occur only )hen the temperature is
,;W 3ahrenheit or #elo). Most precipitation lasts for &d/
hours. 1y contrast, hail lasts for only 1d&; minutes #ut
usually accompanies 1d/ hours of rain.
'torm /Du#t#torm)'no6#torm),hunder#torm0B 4ind
speeds are se*ere 7,; to 5; mph9 and *isi#ility is cut #y
three.6uarters. $torms last for &d/H1 hours. $ee $torms,
#elo), for more details.
AarmB 1et)een 0;W and %5W 3ahrenheit during the day, 1;
to &; degrees colder at night.
AindyB 4ind speeds are moderate to strong 71; to ,; mph98
see a#leB 4ind +ffects.
Rain, 'no6, 'leet, and 5ail
1ad )eather fre6uently slo)s or halts tra*el and makes it
*irtually impossi#le to na*igate from one spot to another.
orrential do)npours and #lizzards o#scure *ision as
effecti*ely as a dense fog.
Most precipitation is rain, #ut in cold conditions it can
manifest as sno), sleet, or hail. Precipitation of any kind
follo)ed #y a cold snap in )hich the temperature dips from
a#o*e freezing to ,;W 3 or #elo) might produce ice.
.ainB 'ain reduces *isi#ility ranges #y half, resulting in a H/
penalty on Perception checks. :t has the same effect on
flames, ranged )eapon attacks, and Perception checks as
se*ere )ind.
Sno#B 3alling sno) has the same effects on *isi#ility, ranged
)eapon attacks, and skill checks as rain, and it costs &
s6uares of mo*ement to enter a sno).co*ered s6uare. " day
of sno)fall lea*es 1d0 inches of sno) on the ground.
5ea%y Sno#B -ea*y sno) has the same effects as normal
sno)fall #ut also restricts *isi#ility as fog does 7see 3og9. "
day of hea*y sno) lea*es 1d/ feet of sno) on the ground,
and it costs / s6uares of mo*ement to enter a s6uare co*ered
)ith hea*y sno). -ea*y sno) accompanied #y strong or
se*ere )inds might result in sno)drifts 1d/ L 5 feet deep,
especially in and around o#?ects #ig enough to deflect the
)indKa ca#in or a large tent, for instance. here is a 1;I
chance that a hea*y sno)fall is accompanied #y lightning
7see hunderstorm9. $no) has the same effect on flames as
moderate )ind.
SleetB +ssentially frozen rain, sleet has the same effect as rain
)hile falling 7except that its chance to extinguish protected
flames is !5I9 and the same effect as sno) once on the
ground.
5ailB -ail does not reduce *isi#ility, #ut the sound of falling
hail makes sound.#ased Perception checks more difficult 7H/
penalty9. $ometimes 75I chance9 hail can #ecome large
enough to deal 1 point of lethal damage 7per storm9 to
anything in the open. Once on the ground, hail has the same
effect on mo*ement as sno).
'torm#
he com#ined effects of precipitation 7or dust9 and )ind that
accompany all storms reduce *isi#ility ranges #y three.
6uarters, imposing a H% penalty on Perception checks.
$torms make ranged )eapon attacks impossi#le, except for
Page /,&
Table 13-1D: .ando! 9eather
dS Aeather Cold Climate ,emperate Climate
8
De#ert
;1H!; Aormal )eather Cold, calm Aormal for season
&
-ot, calm
!1H%; "#normal )eather
-eat )a*e 7;1H,;9 or
cold snap 7,1H1;;9
-eat )a*e 7;1H5;9 or
cold snap 751H1;;9
-ot, )indy
%1H2; :nclement )eather Precipitation 7sno)9 Precipitation 7normal for season9 -ot, )indy
21H22 $torm $no)storm hunderstorm, sno)storm (uststorm
1;; Po)erful storm 1lizzard 4indstorm, #lizzard, hurricane, tornado (o)npour
1 emperate includes forests, hills, marshes, mountains, plains, and )arm a6uatic en*ironments.
& 4inter is cold, summer is )arm, spring and autumn are temperate. Marsh regions are slightly )armer in )inter.
those using siege )eapons, )hich ha*e a H/ penalty on
attack rolls. hey automatically extinguish candles, torches,
and similar unprotected flames. hey cause protected flames,
such as those of lanterns, to dance )ildly and ha*e a 5;I
chance to extinguish these lights. $ee a#leB 4ind +ffects for
possi#le conse6uences to creatures caught outside )ithout
shelter during such a storm. $torms are di*ided into the
follo)ing three types.
'uststor! *C. 3-B hese desert storms differ from other
storms in that they ha*e no precipitation. :nstead, a duststorm
#lo)s fine grains of sand that o#scure *ision, smother
unprotected flames, and can e*en choke protected flames
75;I chance9. Most duststorms are accompanied #y se*ere
)inds and lea*e #ehind a deposit of 1d0 inches of sand.
here is a 1;I chance for a greater duststorm to #e
accompanied #y )indstorm.magnitude )inds 7see a#leB
4ind +ffects9. hese greater duststorms deal 1d, points of
nonlethal damage each round to anyone caught out in the
open )ithout shelter and also pose a choking hazard 7see
(ro)ning, except that a character )ith a scarf or similar
protection across her mouth and nose does not #egin to
choke until after a num#er of rounds e6ual to 1; G her
Constitution score9. Greater duststorms lea*e &d,H1 feet of
fine sand in their )ake.
Sno#stor!B :n addition to the )ind and precipitation
common to other storms, sno)storms lea*e 1d0 inches of
sno) on the ground after)ard.
Thunderstor!B :n addition to )ind and precipitation 7usually
rain, #ut sometimes also hail9, thunderstorms are
accompanied #y lightning that can pose a hazard to
characters )ithout proper shelter 7especially those in metal
armor9. "s a rule of thum#, assume one #olt per minute for a
1.hour period at the center of the storm. +ach #olt causes
#et)een /d% and 1;d% points of electricity damage. One in
1; thunderstorms is accompanied #y a tornado.
Po6erful 'torm#B >ery high )inds and torrential
precipitation reduce *isi#ility to zero, making Perception
checks and all ranged )eapon attacks impossi#le.
5nprotected flames are automatically extinguished, and
protected flames ha*e a !5I chance of #eing doused.
Creatures caught in the area must make a 3ortitude sa*e or
face the effects #ased on the size of the creature 7see a#leB
4ind +ffects9. Po)erful storms are di*ided into the
follo)ing four types.
9indstor!B 4hile accompanied #y little or no precipitation,
)indstorms can cause considera#le damage simply through
the force of their )inds.
Bli<<ardB he com#ination of high )inds, hea*y sno)
7typically 1d, feet9, and #itter cold make #lizzards deadly for
all )ho are unprepared for them.
5urricaneB :n addition to *ery high )inds and hea*y rain,
hurricanes are accompanied #y floods. Most ad*enturing
acti*ity is impossi#le under such conditions.
TornadoB :n addition to incredi#ly high )inds, tornadoes can
se*erely in?ure and kill those that get pulled into their
funnels.
&og
4hether in the form of a lo).lying cloud or a mist rising
from the ground, fog o#scures all sight #eyond 5 feet,
including dark*ision. Creatures 5 feet a)ay ha*e
Page /,,
Table 13-11: 9ind +ffects
Aind &orce Aind 'peed
Ranged .ttac"# Normal)'iege
Aeapon#
8
Chec"ed 'i$e
2
lo6n .6ay 'i$e &ly Penalty
=ight ;H1; mph K@K K K K
Moderate 11H&; mph K@K K K K
$trong &1H,; mph H&@K iny K H&
$e*ere ,1H5; mph H/@K $mall iny H/
4indstorm 51H!/ mph :mpossi#le@H/ Medium $mall H%
-urricane !5H1!/ mph :mpossi#le@H% =arge Medium H1&
ornado 1!5H,;; mph :mpossi#le@impossi#le -uge =arge H10
1 he siege )eapon category includes #allista and catapult attacks as )ell as #oulders tossed #y giants.
2 Chec"ed Si<eB Creatures of this size or smaller are una#le to mo*e for)ard against the force of the )ind unless they
succeed on a (C 1; $trength check 7if on the ground9 or a (C &; 3ly skill check if air#orne.
3 Blo#n A#ay Si<eB Creatures on the ground are knocked prone and rolled 1d/ L 1; feet, taking 1d/ points of nonlethal
damage per 1; feet, unless they make a (C 15 $trength check. 3lying creatures are #lo)n #ack &d0 L 1; feet and take
&d0 points of nonlethal damage due to #attering and #uffeting, unless they succeed on a (C &5 3ly skill check.
concealment 7attacks #y or against them ha*e a &;I miss
chance9.
Aind#
he )ind can create a stinging spray of sand or dust, fan a
large fire, keel o*er a small #oat, and #lo) gases or *apors
a)ay. :f po)erful enough, it can e*en knock characters do)n
7see a#leB 4ind +ffects9, interfere )ith ranged attacks, or
impose penalties on some skill checks.
&iht 9indB " gentle #reeze, ha*ing little or no game effect.
Moderate 9indB " steady )ind )ith a 5;I chance of
extinguishing small, unprotected flames, such as candles.
Stron 9indB Gusts that automatically extinguish unprotected
flames 7candles, torches, and the like9. $uch gusts impose a H
& penalty on ranged attack rolls and on Perception checks.
Se%ere 9indB :n addition to automatically extinguishing any
unprotected flames, )inds of this magnitude cause protected
flames 7such as those of lanterns9 to dance )ildly and ha*e a
5;I chance of extinguishing these lights. 'anged )eapon
attacks and Perception checks are at a H/ penalty. his is the
*elocity of )ind produced #y a ust of #ind spell.
9indstor!B Po)erful enough to #ring do)n #ranches if not
)hole trees, )indstorms automatically extinguish
unprotected flames and ha*e a !5I chance of #lo)ing out
protected flames, such as those of lanterns. 'anged )eapon
attacks are impossi#le, and e*en siege )eapons ha*e a H/
penalty on attack rolls. Perception checks that rely on sound
are at a H% penalty due to the ho)ling of the )ind.
5urricane-)orce 9indB "ll flames are extinguished. 'anged
attacks are impossi#le 7except )ith siege )eapons, )hich
ha*e a H% penalty on attack rolls9. Perception checks #ased
on sound are impossi#leB all characters can hear is the
roaring of the )ind. -urricane.force )inds often fell trees.
Tornado *C. 1D-B "ll flames are extinguished. "ll ranged
attacks are impossi#le 7e*en )ith siege )eapons9, as are
sound.#ased Perception checks. :nstead of #eing #lo)n a)ay
7see a#leB 4ind +ffects9, characters in close proximity to a
tornado )ho fail their 3ortitude sa*es are sucked to)ard the
tornado. hose )ho come in contact )ith the actual funnel
cloud are picked up and )hirled around for 1d1; rounds,
taking 0d0 points of damage per round, #efore #eing
*iolently expelled 7falling damage might apply9. 4hile a
tornadoCs rotational speed can #e as great as ,;; mph, the
funnel itself mo*es for)ard at an a*erage of ,; mph
7roughly &5; feet per round9. " tornado uproots trees,
destroys #uildings, and causes similar forms of ma?or
destruction.
The Planes
4hile endless ad*enture a)aits out in the gameKthere are
other )orlds #eyond theseKother continents, other planets,
other galaxies. Jet e*en #eyond this existence of countless
planets exist more )orldsKentirely different dimensions of
reality kno)n as the planes of existence. +xcept for rare
linking points that allo) tra*el #et)een them, each plane is
effecti*ely its o)n uni*erse )ith its o)n natural la)s.
Collecti*ely, the entirety of these other dimensions and
planes is kno)n as the Great 1eyond.
"lthough the num#er of planes is limited only #y
imagination, they can all #e categorized into fi*e general
typesB the Material Plane, the transiti*e planes, the :nner
Planes, the Outer Planes, and the countless demiplanes.
!aterial PlaneB he Material Plane tends to #e the most
+arth.like of all planes and operates under the same set of
natural la)s that our o)n real )orld does. he DsizeF of the
Material Plane depends upon the campaignKit might
conform only to the single )orld on )hich your game is set,
or it might encompass an entire uni*erse of planets, moons,
stars, and galaxies. he Material Plane is the default plane
for the Pathfinder 'oleplaying Game.
,ran#itive Plane#B ransiti*e planes ha*e one important
common characteristicB they Do*erlapF )ith other planes, and
as such can #e used to tra*el #et)een these o*erlapping
realities. hese planes ha*e the strongest regular interaction
)ith the Material Plane and are often accessed #y using
*arious spells. hey ha*e nati*e inha#itants as )ell. +xample
transiti*e planes include the follo)ing.
Astral PlaneB " sil*ery *oid that connects the Material and
:nner Planes to the Outer Planes, the astral plane is the
medium through )hich the souls of the departed tra*el to the
afterlife. " tra*eler in the "stral Plane sees the plane as a *ast
empty *oid periodically dotted )ith tiny motes of physical
reality cal*ed off of the countless planes it o*erlaps.
Po)erful spellcasters utilize the "stral Plane for a tiny
fraction of a second )hen they teleport, or they can use it to
tra*el #et)een planes )ith spells like astral pro:ection.
+thereal PlaneB he +thereal Plane is a ghostly realm that
exists as a #uffer #et)een the Material Plane and the $hado)
Plane, o*erlapping each. " tra*eler in the +thereal plane
experiences the real )orld as if the )orld )ere an
insu#stantial ghost, and can mo*e through solid o#?ects
)ithout #eing seen in the real )orld. $trange creatures d)ell
in the +thereal Plane, as )ell as ghosts and dreams, many of
)hich can sometimes extend their influence into the real
)orld in mysterious and terrifying )ays. Po)erful
spellcasters utilize the +thereal Plane )ith spells like blin",
etherealness, and ethereal :aunt.
Shado# PlaneB he eerie and deadly $hado) Plane is a grim,
colorless DduplicateF of the Material Plane. :t o*erlaps )ith
Page /,/
the Material Plane #ut is smaller in size, and is in many )ays
a )arped and mocking DreflectionF of the Material Plane,
one infused )ith negati*e energy 7see :nner Planes9 and
ser*ing as home for strange monsters like undead shado)s
and )orse. Po)erful spellcasters utilize the $hado) Plane to
s)iftly tra*el immense distances on the Material Plane )ith
shado# #al", or dra) upon the muta#le essence of the
$hado) Plane to create 6uasi.real effects and creatures )ith
spells like shado# e%ocation or shades.
-nner Plane#B he :nner Planes contain the #uilding #locks
of realityKitCs easiest to en*ision these planes as
DcontainingF the Material Plane, #ut they do not o*erlap )ith
the Material Plane as do the transiti*e planes. +ach :nner
Plane is made up of a single type of energy or element that
o*er)helms all others. he nati*es of a particular :nner Plane
are made of the same energy or element as the plane itself.
+xample :nner Planes include the follo)ing.
+le!ental PlanesB he four classic :nner Planes are the Plane
of "ir, the Plane of +arth, the Plane of 3ire, and the Plane of
4aterKit is from these planes that the creatures kno)n as
elementals hail, yet they house many other strange denizens
as )ell, such as the genie races, strange metal.eating xorns,
unseen in*isi#le stalkers, and mischie*ous mephits.
+nery PlanesB )o energy planes existKthe Positi*e
+nergy Plane 7from )hich the animating spark of life hails9
and the Aegati*e +nergy Plane 7from )hich the sinister taint
of undeath hails9. +nergy from #oth planes infuses reality,
the e## and flo) of this energy running through all creatures
to #ear them along the ?ourney from #irth to death. Clerics
utilize po)er from these planes )hen they channel energy.
Futer Plane#B 1eyond the realm of the mortal )orld, #eyond
the #uilding #locks of reality, lie the Outer Planes. >ast
#eyond imagining, it is to these realms that the souls of the
dead tra*el, and it is upon these realms in )hich the gods
themsel*es hold court. +ach of the Outer Planes has an
alignment, representing a particular moral or ethical outlook,
and the nati*es of each plane tend to #eha*e in agreement
)ith that planeCs alignment. he Outer Planes are also the
final resting place of souls from the Material Plane, )hether
that final rest takes the form of calm introspection or eternal
damnation. he denizens of the Outer Planes form the
mythologies of ci*ilization, comprising angels and demons,
titans and de*ils, and countless other incarnations of
possi#ility. +ach campaign )orld should ha*e different Outer
Planes to match its themes and needs, #ut classic Outer
Planes include la)ful good -ea*en, the chaos and e*il of the
"#yss, the regimented la)ful e*il of -ell, and the capricious
freedom and ?oys of chaotic good +lysium. Po)erful
spellcasters can contact the Outer Planes for ad*ice or
guidance )ith spells like co!!une and contact outer plane,
or can con?ure allies )ith spells like planar ally or su!!on
!onster.
Demiplane#B his catchall category co*ers all
extradimensional spaces that function like planes #ut ha*e
measura#le size and limited access. Other kinds of planes are
theoretically infinite in size, #ut a demiplane might #e only a
fe) hundred feet across. here are countless demiplanes
adrift in reality, and )hile most are connected to the "stral
Plane and +thereal Plane, some are cut off entirely from the
transiti*e planes and can only #e accessed #y )ell.hidden
portals or o#scure magic spells.
1ayered Plane#
:nfinities may #e #roken into smaller infinities, and planes
into smaller, related planes. hese layers are effecti*ely
separate planes of existence, and each layer can ha*e its o)n
features and 6ualities. =ayers are connected to each other
through a *ariety of planar gates, natural *ortices, paths, and
shifting #orders.
"ccess to a layered plane from else)here usually happens on
the first layer of the plane, )hich can #e either the top or
#ottom layer, depending on the specific plane. Most fixed
access points 7such as portals and natural *ortices9 reach this
layer, )hich makes it the gate)ay for other layers of the
plane. he plane shift spell generally deposits the spellcaster
on the first layer of the plane.
5o6 Plane# -nteract
)o planes that are separate do not o*erlap or directly
connect to each other. hey are like planets in different
or#its. he only )ay to get from one separate plane to the
other is to go through a third plane, such as a ransiti*e
Plane.
Coterminou# Plane#B Planes that touch at specific points are
coterminous. 4here they touch, a connection exists, and
tra*elers can lea*e one reality #ehind and enter the other.
Coe3i#tent Plane#B :f a link #et)een t)o planes can #e
created at any point, the t)o planes are coexistent. hese
planes o*erlap each other completely. " coexistent plane can
#e reached from any)here on the plane it o*erlaps. 4hen
mo*ing on a coexistent plane, it is often possi#le to see into
or interact )ith the plane )ith )hich it coexists.
"n!ironmental R%les
+n*ironmental hazards specific to one kind of terrain are
descri#ed in the 4ilderness section. +n*ironmental hazards
common to more than one setting are detailed #elo).
.cid 2ffect#
Corrosi*e acids deals 1d0 points of damage per round of
Page /,5
exposure except in the case of total immersion 7such as in a
*at of acid9, )hich deals 1;d0 points of damage per round.
"n attack )ith acid, such as from a hurled *ial or a monsterCs
spittle, counts as a round of exposure.
he fumes from most acids are inhaled poisons. hose )ho
are ad?acent to a large #ody of acid must make a (C 1,
3ortitude sa*e or take 1 point of Constitution damage each
round. his poison does not ha*e a fre6uency, a creature is
safe as soon as it mo*es a)ay from the acid.
Creatures immune to acidCs caustic properties might still
dro)n in it if they are totally immersed 7see (ro)ning9.
Cold Danger#
Cold and exposure deal nonlethal damage to the *ictim. "
character cannot reco*er from the damage dealt #y a cold
en*ironment until she gets out of the cold and )arms up
again. Once a character has taken an amount of nonlethal
damage e6ual to her total hit points, any further damage from
a cold en*ironment is lethal damage.
"n unprotected character in cold )eather 7#elo) /;W 39must
make a 3ortitude sa*e each hour 7(C 15, G1 per pre*ious
check9 or take 1d0 points of nonlethal damage. " character
)ho has the $ur*i*al skill may recei*e a #onus on this sa*ing
thro) and might #e a#le to apply this #onus to other
characters as )ell 7see the skill description9.
:n conditions of se*ere cold or exposure 7#elo) ;W 39, an
unprotected character must make a 3ortitude sa*e once e*ery
1; minutes 7(C 15, G1 per pre*ious check9, taking 1d0
points of nonlethal damage on each failed sa*e. " character
)ho has the $ur*i*al skill may recei*e a #onus on this sa*ing
thro) and might #e a#le to apply this #onus to other
characters as )ell. Characters )earing a cold )eather outfit
only need check once per hour for cold and exposure
damage.
" character )ho takes any nonlethal damage from cold or
exposure is #eset #y frost#ite or hypothermia 7treat her as
fatigued9. hese penalties end )hen the character reco*ers
the nonlethal damage she took from the cold and exposure.
+xtreme cold 7#elo) H&;W 39 deals 1d0 points of lethal
damage per minute 7no sa*e9. :n addition, a character must
make a 3ortitude sa*e 7(C 15, G1 per pre*ious check9 or
take 1d/ points of nonlethal damage.
-ce 2ffect#
Characters )alking on ice must spend & s6uares of
mo*ement to enter a s6uare co*ered #y ice, and the (C for
"cro#atics checks increases #y G5. Characters in prolonged
contact )ith ice might run the risk of taking damage from
se*ere cold.
Dar"ne##
(ark*ision allo)s many characters and monsters to see
perfectly )ell )ithout any light at all, #ut characters )ith
normal or lo).light *ision can #e rendered completely #lind
#y putting out the lights. orches or lanterns can #e #lo)n
out #y sudden gusts of su#terranean )ind, magical light
sources can #e dispelled or countered, or magical traps might
create fields of impenetra#le darkness.
:n many cases, some characters or monsters might #e a#le to
see )hile others are #linded. 3or purposes of the follo)ing
points, a #linded creature is one )ho simply canCt see through
the surrounding darkness.
Creatures #linded #y darkness lose the a#ility to deal extra
damage due to precision 7for example, *ia sneak attack or a
duelistCs precise strike a#ility9.
1lind creatures must make a (C 1; "cro#atics skill check to
mo*e faster than half speed. Creatures that fail this check fall
prone. 1linded creatures canCt run or charge.
"ll opponents ha*e total concealment from a #linded
creature, so the #linded creature has a 5;I miss chance in
com#at. " #linded creature must first pinpoint the location of
an opponent in order to attack the right s6uare8 if the #linded
creature launches an attack )ithout pinpointing its foe, it
attacks a random s6uare )ithin its reach. 3or ranged attacks
or spells against a foe )hose location is not pinpointed, roll
to determine )hich ad?acent s6uare the #linded creature is
facing8 its attack is directed at the closest target that lies in
that direction.
" #linded creature loses its (exterity modifier to "C 7if
positi*e9 and takes a H& penalty to "C.
" #linded creature takes a H/ penalty on Perception checks
and most $trength. and (exterity.#ased skill checks,
including any )ith an armor check penalty. " creature
#linded #y darkness automatically fails any skill check
relying on *ision.
Creatures #linded #y darkness cannot use gaze attacks and
are immune to gaze attacks.
" creature #linded #y darkness can make a Perception check
as a free action each round in order to locate foes 7(C e6ual
to opponentsC $tealth checks9. " successful check lets a
#linded character hear an unseen creature Do*er there
some)here.F :tCs almost impossi#le to pinpoint the location
of an unseen creature. " Perception check that #eats the (C
#y &; re*eals the unseen creatureCs s6uare 7#ut the unseen
creature still has total concealment from the #linded
creature9.
" #linded creature can grope a#out to find unseen creatures.
" character can make a touch attack )ith his hands or a
)eapon into t)o ad?acent s6uares using a standard action. :f
an unseen target is in the designated s6uare, there is a 5;I
Page /,0
miss chance on the touch attack. :f successful, the groping
character deals no damage #ut has pinpointed the unseen
creatureCs current location. :f the unseen creature mo*es, its
location is once again unkno)n.
:f a #linded creature is struck #y an unseen foe, the #linded
character pinpoints the location of the creature that struck
him 7until the unseen creature mo*es, of course9. he only
exception is if the unseen creature has a reach greater than 5
feet 7in )hich case the #linded character kno)s the location
of the unseen opponent, #ut has not pinpointed him9 or uses a
ranged attack 7in )hich case the #linded character kno)s the
general direction of the foe, #ut not his location9.
" creature )ith the scent a#ility automatically pinpoints
unseen creatures )ithin 5 feet of its location.
&alling
Creatures that fall take 1d0 points of damage per 1; feet
fallen, to a maximum of &;d0. Creatures that take lethal
damage from a fall land in a prone position.
:f a character deli#erately ?umps instead of merely slipping
or falling, the damage is the same #ut the first 1d0 is
nonlethal damage. " (C 15 "cro#atics check allo)s the
character to a*oid any damage from the first 1; feet fallen
and con*erts any damage from the second 1; feet to
nonlethal damage. hus, a character )ho slips from a ledge
,; feet up takes ,d0 damage. :f the same character
deli#erately ?umps, he takes 1d0 points of nonlethal damage
and &d0 points of lethal damage. "nd if the character leaps
do)n )ith a successful "cro#atics check, he takes only 1d0
points of nonlethal damage and 1d0 points of lethal damage
from the plunge.
3alls onto yielding surfaces 7soft ground, mud9 also con*ert
the first 1d0 of damage to nonlethal damage. his reduction
is cumulati*e )ith reduced damage due to deli#erate ?umps
and the "cro#atics skill.
" character cannot cast a spell )hile falling, unless the fall is
greater than 5;; feet or the spell is an immediate action, such
as feather fall. Casting a spell )hile falling re6uires a
concentration check )ith a (C e6ual to &; G the spellCs le*el.
Casting teleport or a similar spell )hile falling does not end
your momentum, it ?ust changes your location, meaning that
you still take falling damage, e*en if you arri*e atop a solid
surface.
&alling into AaterB 3alls into )ater are handled some)hat
differently. :f the )ater is at least 1; feet deep, the first &;
feet of falling do no damage. he next &; feet do nonlethal
damage 71d, per 1;.foot increment9. 1eyond that, falling
damage is lethal damage 71d0 per additional 1;.foot
increment9.
Characters )ho deli#erately di*e into )ater take no damage
on a successful (C 15 $)im check or (C 15 "cro#atics
check, so long as the )ater is at least 1; feet deep for e*ery
,; feet fallen. he (C of the check, ho)e*er, increases #y 5
for e*ery 5; feet of the di*e.
&alling FbKect#
Table 13-12: 'a!ae fro! )allin ?b:ects
FbKect 'i$e Damage
$mall &d0
Medium ,d0
=arge /d0
-uge 0d0
Gargantuan %d0
Colossal 1;d0
Oust as characters take damage )hen they fall more than 1;
feet, so too do they take damage )hen they are hit #y falling
o#?ects.
O#?ects that fall upon characters deal damage #ased on their
size and the distance they ha*e fallen. a#leB (amage from
3alling O#?ects determines the amount of damage dealt #y an
o#?ect #ased on its size. Aote that this assumes that the o#?ect
is made of dense, hea*y material, such as stone. O#?ects
made of lighter materials might deal as little as half the listed
damage, su#?ect to GM discretion. 3or example, a -uge
#oulder that hits a character deals 0d0 points of damage,
)hereas a -uge )ooden )agon might deal only ,d0 damage.
:n addition, if an o#?ect falls less than ,; feet, it deals half
the listed damage. :f an o#?ect falls more than 15; feet, it
deals dou#le the listed damage. Aote that a falling o#?ect
takes the same amount of damage as it deals.
(ropping an o#?ect on a creature re6uires a ranged touch
attack. $uch attacks generally ha*e a range increment of &;
feet. :f an o#?ect falls on a creature 7instead of #eing thro)n9,
that creature can make a (C 15 'eflex sa*e to hal*e the
damage if he is a)are of the o#?ect. 3alling o#?ects that are
part of a trap use the trap rules instead of these general
guidelines.
5eat Danger#
-eat deals nonlethal damage that cannot #e reco*ered from
until the character gets cooled off 7reaches shade, sur*i*es
until nightfall, gets doused in )ater, is targeted #y endure
ele!ents, and so forth9. Once a character has taken an
amount of nonlethal damage e6ual to her total hit points, any
further damage from a hot en*ironment is lethal damage.
" character in *ery hot conditions 7a#o*e 2;W 39 must make a
Page /,!
3ortitude sa*ing thro) each hour 7(C 15, G1 for each
pre*ious check9 or take 1d/ points of nonlethal damage.
Characters )earing hea*y clothing or armor of any sort take
a H/ penalty on their sa*es. " character )ith the $ur*i*al
skill may recei*e a #onus on this sa*ing thro) and might #e
a#le to apply this #onus to other characters as )ell 7see the
skill description9. Characters reduced to unconsciousness
#egin taking lethal damage 71d/ points per hour9.
:n se*ere heat 7a#o*e 11;W 39, a character must make a
3ortitude sa*e once e*ery 1; minutes 7(C 15, G1 for each
pre*ious check9 or take 1d/ points of nonlethal damage.
Characters )earing hea*y clothing or armor of any sort take
a H/ penalty on their sa*es. " character )ith the $ur*i*al
skill may recei*e a #onus on this sa*ing thro) and might #e
a#le to apply this #onus to other characters as )ell 7see the
$ur*i*al skill in 5sing $kills9. Characters reduced to
unconsciousness #egin taking lethal damage 71d/ points per
each 1;.minute period9.
" character )ho takes any nonlethal damage from heat
exposure no) suffers from heatstroke and is fatigued. hese
penalties end )hen the character reco*ers from the nonlethal
damage she took from the heat.
+xtreme heat 7air temperature o*er 1/;W 3, fire, #oiling
)ater, la*a9 deals lethal damage. 1reathing air in these
temperatures deals 1d0 points of fire damage per minute 7no
sa*e9. :n addition, a character must make a 3ortitude sa*e
e*ery 5 minutes 7(C 15, G1 per pre*ious check9 or take 1d/
points of nonlethal damage. hose )earing hea*y clothing or
any sort of armor take a H/ penalty on their sa*es.
1oiling )ater deals 1d0 points of scalding damage, unless
the character is fully immersed, in )hich case it deals 1;d0
points of damage per round of exposure.
Catching on &ire
Characters exposed to #urning oil, #onfires, and non.
instantaneous magic fires might find their clothes, hair, or
e6uipment on fire. $pells )ith an instantaneous duration
donCt normally set a character on fire, since the heat and
flame from these come and go in a flash.
Characters at risk of catching fire are allo)ed a (C 15
'eflex sa*e to a*oid this fate. :f a characterCs clothes or hair
catch fire, he takes 1d0 points of damage immediately. :n
each su#se6uent round, the #urning character must make
another 'eflex sa*ing thro). 3ailure means he takes another
1d0 points of damage that round. $uccess means that the fire
has gone outKthat is, once he succeeds on his sa*ing thro),
heCs no longer on fire.
" character on fire may automatically extinguish the flames
#y ?umping into enough )ater to douse himself. :f no #ody
of )ater is at hand, rolling on the ground or smothering the
fire )ith cloaks or the like permits the character another sa*e
)ith a G/ #onus.
hose )hose clothes or e6uipment catch fire must make (C
15 'eflex sa*es for each item. 3lamma#le items that fail take
the same amount of damage as the character.
1ava 2ffect#
=a*a or magma deals &d0 points of damage per round of
exposure, except in the case of total immersion 7such as
)hen a character falls into the crater of an acti*e *olcano9,
)hich deals &;d0 points of damage per round.
(amage from la*a continues for 1d, rounds after exposure
ceases, #ut this additional damage is only half of that dealt
during actual contact 7that is, 1d0 or 1;d0 points per round9.
:mmunity or resistance to fire ser*es as an immunity to la*a
or magma. " creature immune to fire might still dro)n if
completely immersed in la*a 7see (ro)ning9.
'mo"e 2ffect#
" character )ho #reathes hea*y smoke must make a
3ortitude sa*e each round 7(C 15, G1 per pre*ious check9 or
spend that round choking and coughing. " character )ho
chokes for & consecuti*e rounds takes 1d0 points of
nonlethal damage. $moke o#scures *ision, gi*ing
concealment 7&;I miss chance9 to characters )ithin it.
'tarvation and ,hir#t
Characters might find themsel*es )ithout food or )ater and
)ith no means to o#tain them. :n normal climates, Medium
characters need at least a gallon of fluids and a#out a pound
of decent food per day to a*oid star*ation. 7$mall characters
need half as much.9 :n *ery hot climates, characters need t)o
or three times as much )ater to a*oid dehydration.
" character can go )ithout )ater for 1 day plus a num#er of
hours e6ual to his Constitution score. "fter this time, the
character must make a Constitution check each hour 7(C 1;,
G1 for each pre*ious check9 or take 1d0 points of nonlethal
damage. Characters that take an amount of nonlethal damage
e6ual to their total hit points #egin to take lethal damage
instead.
" character can go )ithout food for , days, in gro)ing
discomfort. "fter this time, the character must make a
Constitution check each day 7(C 1;, G1 for each pre*ious
check9 or take 1d0 points of nonlethal damage. Characters
that take an amount of nonlethal damage e6ual to their total
hit points #egin to take lethal damage instead.
Characters )ho ha*e taken nonlethal damage from lack of
food or )ater are fatigued. Aonlethal damage from thirst or
star*ation cannot #e reco*ered until the character gets food
Page /,%
or )ater, as neededKnot e*en magic that restores hit points
heals this damage.
'uffocation
" character )ho has no air to #reathe can hold her #reath for
& rounds per point of Constitution. "fter this period of time,
the character must make a (C 1; Constitution check in order
to continue holding her #reath. he check must #e repeated
each round, )ith the (C increasing #y G1 for each pre*ious
success.
4hen the character fails one of these Constitution checks,
she #egins to suffocate. :n the first round, she falls
unconscious 7; hit points9. :n the follo)ing round, she drops
to H1 hit points and is dying. :n the third round, she
suffocates.
'lo6 'uffocationB " Medium character can #reathe easily
for 0 hours in a sealed cham#er measuring 1; feet on a side.
"fter that time, the character takes 1d0 points of nonlethal
damage e*ery 15 minutes. +ach additional Medium character
or significant fire source 7a torch, for example9
proportionally reduces the time the air )ill last. Once
rendered unconscious through the accumulation of nonlethal
damage, the character #egins to take lethal damage at the
same rate. $mall characters consume half as much air as
Medium characters.
Aater Danger#
"ny character can )ade in relati*ely calm )ater that isnCt
o*er his head, no check re6uired. $imilarly, s)imming in
calm )ater only re6uires $)im skill checks )ith a (C of 1;.
rained s)immers can ?ust take 1;. 'emem#er, ho)e*er,
that armor or hea*y gear makes any attempt at s)imming
much more difficult 7see the $)im skill description9$
1y contrast, fast.mo*ing )ater is much more dangerous.
Characters must make a successful (C 15 $)im check or a
(C 15 $trength check to a*oid going under. On a failed
check, the character takes 1d, points of nonlethal damage
per round 71d0 points of lethal damage if flo)ing o*er rocks
and cascades9.
>ery deep )ater is not only generally pitch #lack, posing a
na*igational hazard, #ut )orse, deals )ater pressure damage
of 1d0 points per minute for e*ery 1;; feet the character is
#elo) the surface. " successful 3ortitude sa*e 7(C 15, G1
for each pre*ious check9 means the di*er takes no damage in
that minute. >ery cold )ater deals 1d0 points of nonlethal
damage from hypothermia per minute of exposure.
Dro6ning
"ny character can hold her #reath for a num#er of rounds
e6ual to t)ice her Constitution score. :f a character takes a
standard or full.round action, the remaining duration that the
character can hold her #reath is reduced #y 1 round. "fter
this period of time, the character must make a (C 1;
Constitution check e*ery round in order to continue holding
her #reath. +ach round, the (C increases #y 1.
4hen the character finally fails her Constitution check, she
#egins to dro)n. :n the first round, she falls unconscious 7;
hp9. :n the follo)ing round, she drops to H1 hit points and is
dying. :n the third round, she dro)ns.
5nconscious characters must #egin making Constitution
checks immediately upon #eing su#merged 7or upon
#ecoming unconscious if the character )as conscious )hen
su#merged9. Once she fails one of these checks, she
immediately drops to H1 7or loses 1 additional hit point, if
her total is #elo) H19. On the follo)ing round, she dro)ns.
:t is possi#le to dro)n in su#stances other than )ater, such as
sand, 6uicksand, fine dust, and silos full of grain.
Page /,2
1-. APC Classes
Ade0t
.lignmentB "ny.
5it DieB d0.
Cla## '"ill#
he adeptCs class skills 7and the key a#ility for each skill9 are
Craft 7:nt9, -andle "nimal 7Cha9, -eal 74is9, <no)ledge
7all skills taken indi*idually9 7:nt9, Profession 74is9,
$pellcraft 7:nt9, and $ur*i*al 74is9.
'"ill Ran"# per 1evelB & G :nt modifier.
Cla## &eature#
"ll of the follo)ing are class features of the adept APC
class.
Aeapon and .rmor ProficiencyB "depts are skilled )ith all
simple )eapons. "depts are not proficient )ith any type of
armor or shield.
'pell#B "n adept casts di*ine spells, )hich are dra)n from
the adept spell list. =ike a cleric, an adept must choose and
prepare her spells in ad*ance. 5nlike a cleric, an adept
cannot spontaneously cast cure or inflict spells.
o prepare or cast a spell, an adept must ha*e a 4isdom
score e6ual to at least 1; G the spell le*el. he (ifficulty
Class for a sa*ing thro) against an adeptCs spell is 1; G the
spell le*el G the adeptCs 4isdom modifier.
"depts, unlike )izards, do not ac6uire their spells from
#ooks or scrolls, nor do they prepare them through study.
:nstead, they meditate or pray for their spells, recei*ing them
as di*ine inspiration or through their o)n strength of faith.
+ach adept must choose a time
each day during )hich she must
spend an hour in 6uiet
contemplation or supplication to
regain her daily allotment of
spells. ime spent resting has no
effect on )hether an adept can
prepare spells.
=ike other spellcasters, an adept
can cast only a certain num#er
of spells of each spell le*el per
day. -er #ase daily spell
allotment is gi*en on a#le 1/.
1. :n addition, she recei*es
#onus spells per day if she has a
high 4isdom score.
4here a#le 1/H1 indicates that
the adept gets ; spells per day
of a gi*en spell le*el, she gains
only the #onus spells she )ould
#e entitled to #ased on her
4isdom score for that spell
le*el.
+ach adept has a particular holy
sym#ol 7as a di*ine focus9
depending on the adeptCs
magical tradition.
'ummon &amiliarB "t &nd
le*el, an adept can call a
familiar, ?ust as a )izard can
using the arcane #ond a#ility.
Page //;
Table 17-1: Adept
1evel
a#e
.ttac"
onu#
&ort
'ave
Ref
'ave
Aill
'ave
'pecial
'pell# per Day
0 8#t 2nd ;rd <th =th
1st G; G; G; G& , 1 K K K K
&nd G1 G; G; G,
$ummon
familiar
, 1 K K K K
,rd G1 G1 G1 G, , & K K K K
/th G& G1 G1 G/ , & ; K K K
5th G& G1 G1 G/ , & 1 K K K
0th G, G& G& G5 , & 1 K K K
!th G, G& G& G5 , , & K K K
%th G/ G& G& G0 , , & ; K K
2th G/ G, G, G0 , , & 1 K K
1;th G5 G, G, G! , , & 1 K K
11th G5 G, G, G! , , , & K K
1&th G0@G1 G/ G/ G% , , , & ; K
1,th G0@G1 G/ G/ G% , , , & 1 K
1/th G!@G& G/ G/ G2 , , , & 1 K
15th G!@G& G5 G5 G2 , , , , & K
10th G%@G, G5 G5 G1; , , , , & ;
1!th G%@G, G5 G5 G1; , , , , & 1
1%th G2@G/ G0 G0 G11 , , , , & 1
12th G2@G/ G0 G0 G11 , , , , , &
&;th G1;@G5 G0 G0 G1& , , , , , &
.dept 'pell 1i#t
"depts choose their spells from the follo)ing list.
; =e*elB create #ater, detect !aic, host sound, uidance,
liht, !endin, purify food and drin", read !aic, stabili<e,
touch of fatiue$
1st =e*elB bless, burnin hands, cause fear, co!!and,
co!prehend lanuaes, cure liht #ounds, detect chaos,
detect e%il, detect ood, detect la#, endure ele!ents,
obscurin !ist, protection fro! chaos, protection fro! e%il,
protection fro! ood, protection fro! la#, sleep$
&nd =e*elB aid, ani!al trance, bear(s endurance, bull(s
strenth, cat(s race, cure !oderate #ounds, dar"ness, delay
poison, in%isibility, !irror i!ae, resist enery, scorchin
ray, see in%isibility, #eb$
,rd =e*elB ani!ate dead, besto# curse, contaion, continual
fla!e, cure serious #ounds, dayliht, deeper dar"ness,
lihtnin bolt, neutrali<e poison, re!o%e curse, re!o%e
disease, tonues$
/th =e*elB cure critical #ounds, !inor creation, poly!orph,
restoration, stones"in, #all of fire$
5th =e*elB baleful poly!orph, brea" enchant!ent, co!!une,
heal, !a:or creation, raise dead, true seein, #all of stone$
Aristocrat
.lignmentB "ny.
5it DieB d%.
Cla## '"ill#
he aristocratCs class skills 7and the key a#ility for each skill9
are "ppraise 7:nt9, 1luff 7Cha9, Craft 7:nt9, (iplomacy 7Cha9,
(isguise 7Cha9, -andle "nimal 7Cha9, :ntimidate 7Cha9,
<no)ledge 7all skills taken indi*idually9 7:nt9, =inguistics
7:nt9, Perception 74is9, Perform 7Cha9, Profession 74is9,
'ide 7(ex9, $ense Moti*e 74is9, $)im 7$tr9, and $ur*i*al
74is9.
'"ill Ran"# per 1evelB / G :nt modifier.
Table 17-2: Aristocrat
1evel a#e .ttac" onu# &ort 'ave Ref 'ave Aill 'ave
1st G; G; G; G&
&nd G1 G; G; G,
,rd G& G1 G1 G,
/th G, G1 G1 G/
5th G, G1 G1 G/
0th G/ G& G& G5
!th G5 G& G& G5
%th G0@G1 G& G& G0
2th G0@G1 G, G, G0
1;th G!@G& G, G, G!
11th G%@G, G, G, G!
1&th G2@G/ G/ G/ G%
1,th G2@G/ G/ G/ G%
1/th G1;@G5 G/ G/ G2
15th G11@G0@G1 G5 G5 G2
10th G1&@G!@G& G5 G5 G1;
1!th G1&@G!@G& G5 G5 G1;
1%th G1,@G%@G, G0 G0 G11
12th G1/@G2@G/ G0 G0 G11
&;th G15@G1;@G5 G0 G0 G1&
Cla## &eature#
he follo)ing is a class feature of the aristocrat APC class.
Aeapon and .rmor ProficiencyB he aristocrat is proficient
in the use of all simple and martial )eapons and )ith all
types of armor and shields.
Commoner
.lignmentB "ny.
5it DieB d0.
Cla## '"ill#
he commonerCs class skills 7and the key a#ility for each
skill9 are Clim# 7$tr9, Craft 7:nt9, -andle "nimal 7Cha9,
Perception 74is9, Profession 74is9, 'ide 7(ex9, and $)im
7$tr9.
'"ill Ran"# per 1evelB & G :nt modifier.
Page //1
Table 17-3: Co!!oner
1evel a#e .ttac" onu# &ort 'ave Ref 'ave Aill 'ave
1st G; G; G; G;
&nd G1 G; G; G;
,rd G1 G1 G1 G1
/th G& G1 G1 G1
5th G& G1 G1 G1
0th G, G& G& G&
!th G, G& G& G&
%th G/ G& G& G&
2th G/ G, G, G,
1;th G5 G, G, G,
11th G5 G, G, G,
1&th G0@G1 G/ G/ G/
1,th G0@G1 G/ G/ G/
1/th G!@G& G/ G/ G/
15th G!@G& G5 G5 G5
10th G%@G, G5 G5 G5
1!th G%@G, G5 G5 G5
1%th G2@G/ G0 G0 G0
12th G2@G/ G0 G0 G0
&;th G1;@G5 G0 G0 G0
Cla## &eature#
he follo)ing is a class feature of the commoner APC class.
Aeapon and .rmor ProficiencyB he commoner is
proficient )ith one simple )eapon. -e is not proficient )ith
any other )eapons, nor is he proficient )ith any type of
armor or shield.
"x0ert
.lignmentB "ny.
5it DieB d%.
Cla## '"ill#
he expert can choose any 1; skills to #e class skills.
'"ill Ran"# per 1evelB 0 G :nt modifier.
Table 17-7: +,pert
1evel a#e .ttac" onu# &ort 'ave Ref 'ave Aill 'ave
1st G; G; G; G&
&nd G1 G; G; G,
,rd G& G1 G1 G,
/th G, G1 G1 G/
5th G, G1 G1 G/
0th G/ G& G& G5
!th G5 G& G& G5
%th G0@G1 G& G& G0
2th G0@G1 G, G, G0
1;th G!@G& G, G, G!
11th G%@G, G, G, G!
1&th G2@G/ G/ G/ G%
1,th G2@G/ G/ G/ G%
1/th G1;@G5 G/ G/ G2
15th G11@G0@G1 G5 G5 G2
10th G1&@G!@G& G5 G5 G1;
1!th G1&@G!@G& G5 G5 G1;
1%th G1,@G%@G, G0 G0 G11
12th G1/@G2@G/ G0 G0 G11
&;th G15@G1;@G5 G0 G0 G1&
Cla## &eature#
he follo)ing is a class feature of the expert APC class.
Aeapon and .rmor ProficiencyB he expert is proficient in
the use of all simple )eapons and )ith light armor, #ut not
)ith any type of shield.
+arrior
.lignmentB "ny.
5it DieB d1;.
Cla## '"ill#
he )arriorCs class skills 7and the key a#ility for each skill9
are Clim# 7$tr9, Craft 7:nt9, -andle "nimal 7Cha9, :ntimidate
7Cha9, Profession 74is9, 'ide 7(ex9, and $)im 7$tr9.
'"ill Ran"# per 1evelB & G :nt modifier.
Page //&
Table 17-8: 9arrior
1evel a#e .ttac" onu# &ort 'ave Ref 'ave Aill 'ave
1st G1 G& G; G;
&nd G& G, G; G;
,rd G, G, G1 G1
/th G/ G/ G1 G1
5th G5 G/ G1 G1
0th G0@G1 G5 G& G&
!th G!@G& G5 G& G&
%th G%@G, G0 G& G&
2th G2@G/ G0 G, G,
1;th G1;@G5 G! G, G,
11th G11@G0@G1 G! G, G,
1&th G1&@G!@G& G% G/ G/
1,th G1,@G%@G, G% G/ G/
1/th G1/@G2@G/ G2 G/ G/
15th G15@G1;@G5 G2 G5 G5
10th G10@G11@G0@G1 G1; G5 G5
1!th G1!@G1&@G!@G& G1; G5 G5
1%th G1%@G1,@G%@G, G11 G0 G0
12th G12@G1/@G2@G/ G11 G0 G0
&;th G&;@G15@G1;@G5 G1& G0 G0
Cla## &eature#
he follo)ing is a class feature of the )arrior APC class.
Aeapon and .rmor ProficiencyB he )arrior is proficient
in the use of all simple and martial )eapons and )ith all
types of armor and shields.
Page //,
17. Creating APCs
he )orld that the player characters inha#it should #e full of
rich and *i#rant characters )ith )hom they can interact.
4hile most need little more than names and general
descriptions, some re6uire complete statistics, such as to)n
guards, local clerics, and )izened sages. he PCs might find
themsel*es in com#at )ith these characters, either against
them or as allies. "lternati*ely the PCs might find
themsel*es relying on the skills and a#ilities of the APCs. :n
either case, the process for creating these APCs can #e
performed in se*en simple steps.
'tep 8( ,he a#ic#
he first step in making an APC is to determine its #asic role
in your campaign. his includes its race, class, and #asic
concept.
'tep 2( Determine .bility 'core#
Once the characterCs #asic concept has #een determined, its
a#ility scores must #e assigned. "pply the APCCs racial
modifiers after the scores ha*e #een assigned. 3or e*ery four
le*els the APC has attained, increase one of its scores #y 1.
:f the APC possesses le*els in a PC class, it is considered a
heroic APC and recei*es #etter a#ility scores. hese scores
can #e assigned in any order.
a#ic NPC#B he a#ility scores for a #asic APC areB 1,, 1&,
11, 1;, 2, and %.
5eroic NPC#B he a#ility scores for a heroic APC areB 15,
1/, 1,, 1&, 1;, and %.
Pre#et .bility 'core#B :nstead of assigning the scores, you
can use a#leB APC "#ility $cores to determine the APCCs
a#ility scores, ad?usting them as necessary to fit. 5se the
Melee APC a#ility scores for characters )hose primary role
in*ol*es melee com#at, such as #ar#arians, fighters, monks,
paladins, rangers, and )arriors. he 'anged APC a#ility
scores are for characters that fight )ith ranged )eapons or
use their (exterity to hit, such as fighters, rangers, and
rogues. 5se the (i*ine APC a#ility scores for characters
)ith di*ine spellcasting capa#ilities, such as adepts, clerics,
and druids. he "rcane APC a#ility scores should #e used #y
characters )ith arcane spellcasting capa#ilities, such as
#ards, sorcerers, and )izards. 3inally, the $kill APC a#ility
scores should #e used for characters that focus on skill use,
Page ///
Table 18-2: .acial Ability Ad:ust!ents
.bility 'core D6arf 2lf Gnome 5alf72lfL 5alf7FrcL 5alfling 5umanL
$trength K K H& K K H& K
(exterity K G& K K K G& K
Constitution G& H& G& K K K K
:ntelligence K G& K K K G& K
4isdom G& K K K K K K
Charisma H& K G& K K K K
P -alf.el*es, half.orcs, and humans recei*e a G& #onus to one a#ility score of your choice.
Table 18-1: 3PC Ability Scores
.bility 'core
!elee NPC Ranged NPC Divine NPC .rcane NPC '"ill NPC
a#ic 5eroic a#ic 5eroic a#ic 5eroic a#ic 5eroic a#ic 5eroic
$trength 1, 15 11 1, 1; 1& % % 1; 1&
(exterity 11 1, 1, 15 % % 1& 1/ 1& 1/
Constitution 1& 1/ 1& 1/ 1& 1/ 1; 1& 11 1,
:ntelligence 2 1; 1; 1& 2 1; 1,P 15P 1, 15
4isdom 1; 1& 2 1; 1, 15 2 1; % %
Charisma % % % % 11 1, 11P 1,P 2 1;
P :f the arcane casterCs spellcasting relies on Charisma, exchange these scores )ith one another.
such as aristocrats, #ards, commoners, experts, and rogues.
$ome APCs might not fit into one of these categories and
should ha*e custom a#ility scores.
'tep ;( '"ill#
o assign skills precisely, total up the num#er of skill ranks
possessed #y the character and assign them normally.
'emem#er that the num#er of ranks in an indi*idual skill
that a character can possess is limited #y his total -(.
3or simpler skill generation, refer to a#leB APC $kill
$elections to determine the total num#er of skill selections
the APC possesses. "fter selecting that num#er of skills,
mostly from the class skills lists of the APCCs class, the APC
recei*es a num#er of ranks in each skill e6ual to his le*el.
:f the APC has t)o classes, start #y selecting skills for the
class )ith the fe)est num#er of skill selections. he APC
recei*es a num#er of ranks in those skills e6ual to his total
character le*el. Aext, find the difference in the num#er of
selections #et)een the first class and the other class
possessed #y the APC. $elect that num#er of ne) skills and
gi*e the APC a num#er of ranks in those skills e6ual to his
le*el in the second class. 3or example, a human fighter
,@monk / )ith a G1 :ntelligence modifier can select four
skills for his fighter class 7since it recei*es fe)er selections9.
hese four skills each ha*e se*en ranks 7e6ual to his total
le*el9. Aext, he selects a num#er of skills e6ual to the
difference #et)een the fighter and the monk classes, in this
case t)o skills. hese t)o skills each ha*e four ranks 7his
monk le*el9.
:f the APC has three or more classes, you must use the
precise method for determining his skills.
Once all of the APCCs ranks ha*e #een determined, assign
class skill #onuses and apply the #onus or penalty from the
APCCs rele*ant a#ility score.
Table 18-3: 3PC S"ill Selections
PC '"ill Cla## 'election#L NPC '"ill Cla## 'election#L
1ar#arian / G :nt Mod "dept & G :nt Mod
1ard 0 G :nt Mod "ristocrat / G :nt Mod
Cleric & G :nt Mod Commoner & G :nt Mod
(ruid / G :nt Mod +xpert 0 G :nt Mod
3ighter & G :nt Mod 4arrior & G :nt Mod
Monk / G :nt Mod
Paladin & G :nt Mod
'anger 0 G :nt Mod
'ogue % G :nt Mod
$orcerer & G :nt Mod
4izard & G :nt Mod
PC '"ill Cla## 'election#L NPC '"ill Cla## 'election#L
P -umans recei*e one additional skill selection.
'tep <( &eat#
"fter skills ha*e #een determined, the next step is to assign
the APCCs feats. $tart #y assigning all of the feats granted
through class a#ilities. Aext, assign the feats garnered from
the APCCs total character le*el 7one feat for e*ery t)o le*els
#eyond 1st9. 'emem#er that humans recei*e an additional
feat at 1st le*el. 3or simplified feat choices, select feats from
the lists pro*ided for the follo)ing character types.
.rcane Ca#terB "rcane $trike, Com#at Casting, +sche)
Materials, Greater $pell 3ocus, Greater $pell Penetration,
:mpro*ed :nitiati*e, :ron 4ill, item creation feats 7all9,
=ightning 'eflexes, metamagic feats 7all9, $pell 3ocus, $pell
Mastery, $pell Penetration, and oughness.
Divine Ca#ter /Aith Channeling0B "lignment Channel,
Channel $mite, Com#at Casting, Command 5ndead,
+lemental Channel, +xtra Channel, :mpro*ed :nitiati*e,
:mpro*ed Channel, :ron 4ill, item creation feats 7all9,
metamagic feats 7all9, Po)er "ttack, $electi*e Channeling,
$pell 3ocus, $pell Penetration, oughness, and urn 5ndead.
Divine Ca#ter /Aithout Channeling0B Clea*e, Com#at
Casting, +sche) Materials, :mpro*ed :nitiati*e, :ron 4ill,
item creation feats 7all9, =ightning 'eflexes, metamagic feats
7all9, Aatural $pell, Po)er "ttack, $pell 3ocus, $pell
Penetration, oughness, and 4eapon 3ocus.
!elee /&ine##e &ighter0B Com#at +xpertise, Com#at
'eflexes, (azzling (isplay, (eadly $troke, (odge, Greater
>ital $trike, :mpro*ed (isarm, :mpro*ed 3eint, :mpro*ed
rip, :mpro*ed >ital $trike, Mo#ility, $pring "ttack, $hatter
(efenses, >ital $trike, 4eapon 3inesse, and 4hirl)ind
"ttack.
!elee /Hnarmed &ighter0B Com#at 'eflexes, (eflect
"rro)s, (odge, GorgonCs 3ist, :mpro*ed Grapple, :mpro*ed
:nitiati*e, :mpro*ed 5narmed $trike, MedusaCs 4rath,
Mo#ility, $corpion $tyle, $natch "rro)s, $pring "ttack,
$tunning 3ist, and 4eapon 3ocus.
!elee /!ounted0B :mpro*ed Critical, :mpro*ed :nitiati*e,
Mounted Com#at, Po)er "ttack, 'ide.1y "ttack, $kill
3ocus 7'ide9, $pirited Charge, oughness, rample, and
4eapon 3ocus.
!elee /'6ord and 'hield &ighter0B Clea*e, Great Clea*e,
Great 3ortitude, Greater >ital $trike, :mpro*ed 1ull 'ush,
:mpro*ed Critical, :mpro*ed :nitiati*e, :mpro*ed >ital
$trike, Po)er "ttack, $hield 3ocus, $hield Master, $hield
$lam, )o.4eapon 3ighting, >ital $trike, and 4eapon
3ocus.
!elee /,6o75anded &ighter0B Clea*e, Great Clea*e, Great
3ortitude, Greater >ital $trike, :mpro*ed 1ull 'ush,
Page //5
:mpro*ed Critical, :mpro*ed :nitiati*e, :mpro*ed $under,
:mpro*ed >ital $trike, Po)er "ttack, >ital $trike, and
4eapon 3ocus.
!elee /,6o7Aeapon &ighter0B Com#at 'eflexes, (odge,
(ou#le $lice, Greater )o.4eapon 3ighting, Greater >ital
$trike, :mpro*ed Critical, :mpro*ed :nitiati*e, :mpro*ed
)o.4eapon 3ighting, :mpro*ed >ital $trike, )o.4eapon
(efense, )o.4eapon 3ighting, )o.4eapon 'end, >ital
$trike, and 4eapon 3ocus.
RangedB (eadly "im, 3ar $hot, Greater >ital $trike,
:mpro*ed :nitiati*e, :mpro*ed >ital $trike, Manyshot,
Pinpoint argeting, Point 1lank $hot, Precise $hot, 'apid
'eload, 'apid $hot, $hot on the 'un, >ital $trike, and
4eapon 3ocus.
'"ill /mo#t NPC cla##e#0B "rmor Proficiency 7all9, Great
3ortitude, :mpro*ed :nitiati*e, :ron 4ill, =ightning 'eflexes,
Martial 4eapon Proficiency, 'un, $hield Proficiency, $kill
3ocus, and oughness.
'tep =( Cla## &eature#
"fter determining feats, the next step is to fill in all the class
features possessed #y the APC. his is the time to make
decisions a#out the APCCs spell selection, rage po)ers, rogue
talents, and other class.#ased a#ilities.
4hen it comes to spells, determine ho) many spell
selections you need to make for each le*el. Choose a *ariety
of spells for the highest t)o le*els of spells possessed #y the
APC. 3or all other le*els, stick to a fe) #asic spells,
prepared multiple times 7if possi#le9. :f this APC is slated to
appear in only one encounter 7such as a com#at9, lea*ing off
lo)er.le*el spells entirely is an accepta#le )ay to speed up
generation, especially if the APC is unlikely to cast those
spells. Jou can al)ays choose a fe) during play if they are
needed.
'tep 6( Gear
"fter recording all of the APCCs class features, the next step
is to outfit the character )ith gear appropriate to his le*el.
Aote that APCs recei*e less gear than PCs of an e6ual le*el.
:f an APC is a recurring character, his gear should #e
selected carefully. 5se the total gp *alue found on a#leB
APC Gear to determine ho) much gear he should carry.
APCs that are only scheduled to appear once can ha*e a
Page //0
Table 18-7: 3PC /ear
a#ic 1evel 5eroic 1evel ,otal gp Dalue Aeapon# Protection !agic 1imited H#e Gear
1 K &0; gp 5; gp 1,; gp K /; gp /; gp
& 1 ,2; gp 1;; gp 15; gp K /; gp 1;; gp
, & !%; gp ,5; gp &;; gp K %; gp 15; gp
/ , 1,05; gp 05; gp %;; gp K 1;; gp &;; gp
5 / &,/;; gp 2;; gp 1,;;; gp K ,;; gp &;; gp
0 5 ,,/5; gp 1,/;; gp 1,/;; gp K /5; gp &;; gp
! 0 /,05; gp &,,5; gp 1,05; gp K /5; gp &;; gp
% ! 0,;;; gp &,!;; gp &,;;; gp 5;; gp 0;; gp &;; gp
2 % !,%;; gp ,,;;; gp &,5;; gp 1,;;; gp %;; gp 5;; gp
1; 2 1;,;5; gp ,,5;; gp ,,;;; gp &,;;; gp 1,;5; gp 5;; gp
11 1; 1&,!5; gp /,;;; gp /,;;; gp ,,;;; gp 1,&5; gp 5;; gp
1& 11 10,,5; gp 0,;;; gp /,5;; gp /,;;; gp 1,,5; gp 5;; gp
1, 1& &1,;;; gp %,5;; gp 5,5;; gp 5,;;; gp 1,5;; gp 5;; gp
1/ 1, &!,;;; gp 2,;;; gp %,;;; gp !,;;; gp &,5;; gp 5;; gp
15 1/ ,/,%;; gp 1&,;;; gp 1;,5;; gp 2,;;; gp &,%;; gp 5;; gp
10 15 /5,;;; gp 1!,;;; gp 1,,5;; gp 11,;;; gp ,,;;; gp 5;; gp
1! 10 5%,5;; gp 12,;;; gp 1%,;;; gp 10,;;; gp /,;;; gp 1,5;; gp
1% 1! !5,;;; gp &/,;;; gp &,,;;; gp &;,;;; gp 0,5;; gp 1,5;; gp
12 1% 20,;;; gp ,;,;;; gp &%,;;; gp &%,;;; gp %,;;; gp &,;;; gp
&; 12 1&,,;;; gp /;,;;; gp ,5,;;; gp ,5,;;; gp 11,;;; gp &,;;; gp
K &; 152,;;; gp 55,;;; gp /;,;;; gp //,;;; gp 1%,;;; gp &,;;; gp
simpler gear selection. a#leB APC Gear includes a num#er
of categories to make it easier to select an APCCs gear. 4hen
outfitting the character, spend the listed amount on each
category #y purchasing as fe) items as possi#le. =efto*er
gold from any category can #e spent on any other category.
3unds left o*er at the end represent coins and ?e)elry carried
#y the character.
Aote that these *alues are approximate and #ased on the
*alues for a campaign using the medium experience
progression and a normal treasure allotment. :f your
campaign is using the fast experience progression, treat your
APCs as one le*el higher )hen determining their gear. :f
your campaign is using the slo) experience progression,
treat the APCs as one le*el lo)er )hen determining their
gear. :f your campaign is high fantasy, dou#le these *alues.
'educe them #y half if your campaign is lo) fantasy. :f the
final *alue of an APCCs gear is a little o*er or under these
amounts, thatCs okay.
Aeapon#B his includes normal, master)ork, and magic
)eapons, as )ell as magic sta*es and )ands used #y
spellcasters to harm their enemies. 3or example, a #and of
scorchin ray )ould count as a )eapon, #ut a staff of life
)ould count as a piece of magic gear.
ProtectionB his category includes armor and shields, as
)ell as any magic item that augments a characterCs "rmor
Class or sa*ing thro)s.
!agicB his category includes all other permanent magic
items. Most rings, rods, and )ondrous items fit into this
category.
1imited H#eB :tems that fall into this category include
alchemical items, potions, scrolls, and )ands )ith fe)
charges. Charged )ondrous items fall into this grouping as
)ell.
GearB 5se the amount in this category to purchase standard
nonmagical gear for the character. :n most cases, this
e6uipment can #e omitted during creation and filled in as
needed during play. Jou can assume that the character has
)hate*er gear is needed for him to properly use his skills and
class a#ilities. his category can also include ?e)elry, gems,
or loose coins that the APC might ha*e on his person.
'tep ?( Detail#
Once you ha*e assigned all of the APCCs gear, all that
remains is to fill out the details. (etermine the characterCs
attack and damage #onuses, CM1, CM(, initiati*e modifier,
and "rmor Class. :f the characterCs magic items affect his
skills or a#ility scores, make sure to take those changes into
account. (etermine the characterCs total hit points #y
assuming the a*erage result. 3inally, fill out any other
important details, such as name, alignment, religion, and a
fe) personality traits to round him out.
Page //!
18. )agic Items
!agic -tem# and Detect !agic
4hen detect !aic identifies a magic itemCs school of magic,
this information refers to the school of the spell placed
)ithin the potion, scroll, or )and, or the prere6uisite gi*en
for the item. he description of each item pro*ides its aura
strength and the school to )hich it #elongs.
:f more than one spell is gi*en as a prere6uisite, use the
highest.le*el spell. :f no spells are included in the
prere6uisites, use the follo)ing default guidelines.
-tem Nature 'chool
"rmor and protection items "#?uration
4eapons or offensi*e items +*ocation
1onus to a#ility score, skill check, etc. ransmutation
.sing Items
o use a magic item, it must #e acti*ated, although
sometimes acti*ation simply means putting a ring on your
finger. $ome items, once donned, function constantly. :n
most cases, though, using an item re6uires a standard action
that does not pro*oke attacks of opportunity. 1y contrast,
spell completion items are treated like spells in com#at and
do pro*oke attacks of opportunity.
"cti*ating a magic item is a standard action unless the item
description indicates other)ise. -o)e*er, the casting time of
a spell is the time re6uired to acti*ate the same po)er in an
item, regardless of the type of magic item, unless the item
description specifically states other)ise.
he four )ays to acti*ate magic items are descri#ed #elo).
'pell CompletionB his is the acti*ation method for scrolls.
" scroll is a spell that is mostly finished. he preparation is
done for the caster, so no preparation time is needed
#eforehand as )ith normal spellcasting. "ll thatCs left to do is
perform the finishing parts of the spellcasting 7the final
gestures, )ords, and so on9. o use a spell completion item
safely, a character must #e of high enough le*el in the right
class to cast the spell already. :f he canCt already cast the
spell, thereCs a chance heCll make a mistake. "cti*ating a spell
completion item is a standard action 7or the spellCs casting
time, )hiche*er is longer9 and pro*okes attacks of
opportunity exactly as casting a spell does.
'pell ,riggerB $pell trigger acti*ation is similar to spell
completion, #ut itCs e*en simpler. Ao gestures or spell
finishing is needed, ?ust a special kno)ledge of spellcasting
that an appropriate character )ould kno), and a single )ord
that must #e spoken. $pell trigger items can #e used #y
anyone )hose class can cast the corresponding spell. his is
the case e*en for a character )ho canCt actually cast spells,
such as a ,rd.le*el paladin. he user must still determine
)hat spell is stored in the item #efore she can acti*ate it.
"cti*ating a spell trigger item is a standard action and does
not pro*oke attacks of opportunity.
Command AordB :f no acti*ation method is suggested
either in the magic item description or #y the nature of the
item, assume that a command )ord is needed to acti*ate it.
Command )ord acti*ation means that a character speaks the
)ord and the item acti*ates. Ao other special kno)ledge is
needed.
" command )ord can #e a real )ord, #ut )hen this is the
case, the holder of the item runs the risk of acti*ating the
item accidentally #y speaking the )ord in normal
con*ersation. More often, the command )ord is some
seemingly nonsensical )ord, or a )ord or phrase from an
ancient language no longer in common use. "cti*ating a
command )ord magic item is a standard action and does not
pro*oke attacks of opportunity.
$ometimes the command )ord to acti*ate an item is )ritten
right on the item. Occasionally, it might #e hidden )ithin a
pattern or design engra*ed on, car*ed into, or #uilt into the
item, or the item might #ear a clue to the command )ord.
he <no)ledge 7arcana9 and <no)ledge 7history9 skills
might #e useful in helping to identify command )ords or
deciphering clues regarding them. " successful check against
(C ,; is needed to come up )ith the )ord itself. :f that
check is failed, succeeding on a second check 7(C &59 might
pro*ide some insight into a clue. he spells detect !aic,
identify, and analy<e d#eo!er all re*eal command )ords if
the properties of the item are successfully identified.
H#e .ctivatedB his type of item simply has to #e used in
order to acti*ate it. " character has to drink a potion, s)ing a
s)ord, interpose a shield to deflect a #lo) in com#at, look
through a lens, sprinkle dust, )ear a ring, or don a hat. 5se
acti*ation is generally straightfor)ard and self.explanatory.
Many use.acti*ated items are o#?ects that a character )ears.
Continually functioning items are practically al)ays items
that one )ears. " fe) must simply #e in the characterCs
possession 7meaning on his person9. -o)e*er, some items
made for )earing must still #e acti*ated. "lthough this
acti*ation sometimes re6uires a command )ord 7see a#o*e9,
usually it means mentally )illing the acti*ation to happen.
he description of an item states )hether a command )ord is
needed in such a case.
5nless stated other)ise, acti*ating a use.acti*ated magic
item is either a standard action or not an action at all and
does not pro*oke attacks of opportunity, unless the use
in*ol*es performing an action that pro*okes an attack of
Page //%
opportunity in itself. :f the use of the item takes time #efore a
magical effect occurs, then use acti*ation is a standard
action. :f the itemCs acti*ation is su#sumed in its use and
takes no extra time use, acti*ation is not an action at all.
5se acti*ation doesnCt mean that if you use an item, you
automatically kno) )hat it can do. Jou must kno) 7or at
least guess9 )hat the item can do and then use the item in
order to acti*ate it, unless the #enefit of the item comes
automatically, such as from drinking a potion or s)inging a
s)ord.
'i$e and !agic -tem#
4hen an article of magic clothing or ?e)elry is disco*ered,
most of the time size shouldnCt #e an issue. Many magic
garments are made to #e easily ad?usta#le, or they ad?ust
themsel*es magically to the )earer. $ize should not keep
characters of *arious kinds from using magic items.
here may #e rare exceptions, especially )ith race.specific
items.
.rmor and Aeapon 'i$e#B "rmor and )eapons that are
found at random ha*e a ,;I chance of #eing $mall 7;1H,;9,
a 0;I chance of #eing Medium 7,1H2;9, and a 1;I chance
of #eing any other size 721H1;;9.
)agic Items on the 'ody
Many magic items need to #e donned #y a character )ho
)ants to employ them or #enefit from their a#ilities. :tCs
possi#le for a creature )ith a humanoid.shaped #ody to )ear
as many as 15 magic items at the same time. -o)e*er, each
of those items must #e )orn on 7or o*er9 a particular part of
the #ody, kno)n as a Dslot.F
" humanoid.shaped #ody can #e decked out in magic gear
consisting of one item from each of the follo)ing groups,
keyed to )hich slot on the #ody the item is )orn.
.rmorB suits of armor.
elt#B #elts and girdles.
odyB ro#es and *estments.
Che#tB mantles, shirts, and *ests.
2ye#B eyes, glasses, and goggles.
&eetB #oots, shoes, and slippers.
5and#B gauntlets and glo*es.
5eadB circlets, cro)ns, hats, helms, and masks.
5eadbandB head#ands and phylacteries.
Nec"B amulets, #rooches, medallions, necklaces, periapts,
and scara#s.
Ring /up to t6o0B rings.
'hieldB shields.
'houlder#B capes and cloaks.
Ari#tB #racelets and #racers.
Of course, a character may carry or possess as many items of
the same type as he )ishes. -o)e*er, additional items
#eyond those in the slots listed a#o*e ha*e no effect.
$ome items can #e )orn or carried )ithout taking up a slot
on a characterCs #ody. he description of an item indicates
)hen an item has this property.
Sa!ing Thros Against )agic
Item Poers
Magic items produce spells or spell.like effects. 3or a sa*ing
thro) against a spell or spell.like effect from a magic item,
the (C is 1; G the le*el of the spell or effect G the a#ility
modifier of the minimum a#ility score needed to cast that
le*el of spell.
$ta*es are an exception to the rule. reat the sa*ing thro) as
if the )ielder cast the spell, including caster le*el and all
modifiers to sa*e (Cs.
Most item descriptions gi*e sa*ing thro) (Cs for *arious
effects, particularly )hen the effect has no exact spell
e6ui*alent 7making its le*el other)ise difficult to determine
6uickly9.
Damaging )agic Items
" magic item doesnCt need to make a sa*ing thro) unless it is
unattended, it is specifically targeted #y the effect, or its
)ielder rolls a natural 1 on his sa*e. Magic items should
al)ays get a sa*ing thro) against spells that might deal
damage to themKe*en against attacks from )hich a
nonmagical item )ould normally get no chance to sa*e.
Magic items use the same sa*ing thro) #onus for all sa*es,
no matter )hat the type 73ortitude, 'eflex, or 4ill9. " magic
itemCs sa*ing thro) #onus e6uals & G 1@& its caster le*el
7rounded do)n9. he only exceptions to this are intelligent
magic items, )hich make 4ill sa*es #ased on their o)n
4isdom scores.
Magic items, unless other)ise noted, take damage as
nonmagical items of the same sort. " damaged magic item
continues to function, #ut if it is destroyed, all its magical
po)er is lost. Magic items that take damage in excess of half
their total hit points, #ut not more than their total hit points,
gain the #roken condition, and might not function properly.
Page //2
Repairing !agic -tem#
'epairing a magic item re6uires material components e6ual
to half the cost to create the item, and re6uires half the time.
he !a"e #hole spell can also repair a damaged 7or e*en a
destroyed9 magic itemsKif the caster is high enough le*el.
Charge#, Do#e#, and !ultiple H#e#
Many items, particularly )ands and sta*es, are limited in
po)er #y the num#er of charges they hold. Aormally,
charged items ha*e 5; charges at most 71; for sta*es9. :f
such an item is found as a random part of a treasure, roll dI
and di*ide #y & to determine the num#er of charges left
7round do)n, minimum 19. :f the item has a maximum
num#er of charges other than 5;, roll randomly to determine
ho) many charges are left.
Prices listed are al)ays for fully charged items. 74hen an
item is created, it is fully charged.9 3or an item thatCs
)orthless )hen its charges run out 7)hich is the case for
almost all charged items9, the *alue of the partially used item
is proportional to the num#er of charges left. 3or an item that
has usefulness in addition to its charges, only part of the
itemCs *alue is #ased on the num#er of charges left.
P%rchasing )agic Items
Table 1@-1: .ando! Maic 0te! /eneration
!inor !edium !aKor -tem
;1H;/ ;1H1; ;1H1; "rmor and shields
;5H;2 11H&; 11H&; 4eapons
1;H// &1H,; &1H&5 Potions
/5H/0 ,1H/; &0H,5 'ings
K /1H5; ,0H/5 'ods
/!H%1 51H05 /0H55 $crolls
K 00H0% 50H!5 $ta*es
%&H21 02H%, !0H%; 4ands
2&H1;; %/H1;; %1H1;; 4ondrous items
Table 1@-2: A%ailable Maic 0te!s
Community
'i$e
a#e Dalue !inor !edium !aKor
horp 5; gp 1d/ items K K
-amlet &;; gp 1d0 items K K
>illage 5;; gp &d/ items 1d/ items K
$mall to)n 1,;;; gp ,d/ items 1d0 items K
=arge to)n &,;;; gp ,d/ items &d/ items 1d/ items
$mall city /,;;; gp /d/ items ,d/ items 1d0 items
Community
'i$e
a#e Dalue !inor !edium !aKor
=arge city %,;;; gp /d/ items ,d/ items &d/ items
Metropolis 10,;;; gp P /d/ items ,d/ items
P in a metropolis, nearly all minor magic items are a*aila#le.
Magic items are *alua#le, and most ma?or cities ha*e at least
one or t)o pur*eyors of magic items, from a simple potion
merchant to a )eapon smith that specializes in magic
s)ords. Of course, not e*ery item in this #ook is a*aila#le in
e*ery to)n.
he follo)ing guidelines are presented to help GMs
determine )hat items are a*aila#le in a gi*en community.
hese guidelines assume a setting )ith an a*erage le*el of
magic. $ome cities might de*iate )ildly from these
#aselines, su#?ect to GM discretion. he GM should keep a
list of )hat items are a*aila#le from each merchant and
should replenish the stocks on occasion to represent ne)
ac6uisitions.
he num#er and types of magic items a*aila#le in a
community depend upon its size. +ach community has a #ase
*alue associated )ith it 7see a#leB "*aila#le Magic :tems9.
here is a !5I chance that any item of that *alue or lo)er
can #e found for sale )ith little effort in that community. :n
addition, the community has a num#er of other items for
sale. hese items are randomly determined and are #roken
do)n #y category 7minor, medium, or ma?or9. "fter
determining the num#er of items a*aila#le in each category,
refer to a#leB 'andom Magic :tem Generation to determine
the type of each item 7potion, scroll, ring, )eapon, etc.9
#efore mo*ing on to the indi*idual charts to determine the
exact item. 'eroll any items that fall #elo) the communityCs
#ase *alue.
:f you are running a campaign )ith lo) magic, reduce the
#ase *alue and the num#er of items in each community #y
half. Campaigns )ith little or no magic might not ha*e magic
items for sale at all. GMs running these sorts of campaigns
should make some ad?ustments to the challenges faced #y the
characters due to their lack of magic gear.
Campaigns )ith an a#undance of magic items might ha*e
communities )ith t)ice the listed #ase *alue and random
items a*aila#le. "lternati*ely, all communities might count
as one size category larger for the purposes of )hat items are
a*aila#le. :n a campaign )ith *ery common magic, all magic
items might #e a*aila#le for purchase in a metropolis.
Aonmagical items and gear are generally a*aila#le in a
community of any size unless the item is particularly
expensi*e, such as full plate, or made of an unusual material,
such as an adamantine longs)ord. hese items should follo)
the #ase *alue guidelines to determine their a*aila#ility,
su#?ect to GM discretion.
Page /5;
)agic Item Descri0tions
+ach general type of magic item gets an o*erall description,
follo)ed #y descriptions of specific items.
General descriptions include notes on acti*ation, random
generation, and other material. he "C, hardness, hit points,
and #reak (C are gi*en for typical examples of some magic
items. he "C assumes that the item is unattended and
includes a H5 penalty for the itemCs effecti*e (exterity of ;.
:f a creature holds the item, use the creatureCs (exterity
modifier in place of the H5 penalty.
$ome indi*idual items, nota#ly those that ?ust store spells,
donCt get full.#lo)n descriptions. 'eference the spellCs
description for details, modified #y the form of the item
7potion, scroll, )and, and so on9. "ssume that the spell is
cast at the minimum le*el re6uired to cast it.
:tems )ith full descriptions ha*e their po)ers detailed, and
each of the follo)ing topics is co*ered in notational form as
part of its entry.
.uraB Most of the time, a detect !aic spell re*eals the
school of magic associated )ith a magic item and the
strength of the aura an item emits. his information 7)hen
applica#le9 is gi*en at the #eginning of the itemCs notational
entry. $ee the detect !aic spell description for details.
Ca#ter 1evel /C10B he next item in a notational entry gi*es
the caster le*el of the item, indicating its relati*e po)er. he
caster le*el determines the itemCs sa*ing thro) #onus, as )ell
as range or other le*el.dependent aspects of the po)ers of
the item 7if *aria#le9. :t also determines the le*el that must
#e contended )ith should the item come under the effect of a
dispel !aic spell or similar situation.
3or potions, scrolls, and )ands, the creator can set the caster
le*el of an item at any num#er high enough to cast the stored
spell #ut not higher than her o)n caster le*el. 3or other
magic items, the caster le*el is determined #y the item itself.
:n this case, the creatorCs caster le*el must #e as high as the
itemCs caster le*el 7and prere6uisites may effecti*ely put a
higher minimum on the creatorCs le*el9.
'lotB Most magic items can only #e utilized if )orn or
)ielded in their proper slots. :f the item is sto)ed or placed
else)here, it does not function. :f the slot lists Dnone,F the
item must #e held or other)ise carried to function.
PriceB his is the cost, in gold pieces, to purchase the item, if
it is a*aila#le for sale. Generally speaking, magic items can
#e sold #y PCs for half this *alue.
AeightB his is the )eight of an item. 4hen a )eight figure
is not gi*en, the item has no )eight )orth noting 7for
purposes of determining ho) much of a load a character can
carry9.
De#criptionB his section of a magic item descri#es the
itemCs po)ers and a#ilities. Potions, scrolls, sta*es, and
)ands refer to *arious spells as part of their descriptions 7see
$pell =ists for details on these spells9.
Con#tructionB 4ith the exception of artifacts, most magic
items can #e #uilt #y a spellcaster )ith the appropriate feats
and prere6uisites. his section descri#es those prere6uisites.
Re>uirement#B Certain re6uirements must #e met in order
for a character to create a magic item. hese include feats,
spells, and miscellaneous re6uirements such as le*el,
alignment, and race or kind. he prere6uisites for creation of
an item are gi*en immediately follo)ing the itemCs caster
le*el.
" spell prere6uisite may #e pro*ided #y a character )ho has
prepared the spell 7or )ho kno)s the spell, in the case of a
sorcerer or #ard9, or through the use of a spell completion or
spell trigger magic item or a spell.like a#ility that produces
the desired spell effect. 3or each day that passes in the
creation process, the creator must expend one spell
completion item or one charge from a spell trigger item if
either of those o#?ects is used to supply a prere6uisite.
:t is possi#le for more than one character to cooperate in the
creation of an item, )ith each participant pro*iding one or
more of the prere6uisites. :n some cases, cooperation may
e*en #e necessary.
:f t)o or more characters cooperate to create an item, they
must agree among themsel*es )ho )ill #e considered the
creator for the purpose of determinations )here the creatorCs
le*el must #e kno)n.
Co#tB his is the cost in gold pieces to create the item.
Generally this cost is e6ual to half the price of an item, #ut
additional material components might increase this num#er.
he cost to create includes the costs deri*ed from the #ase
cost plus the costs of the components.
Page /51
Armor
:n general, magic armor protects the )earer to a greater
extent than nonmagical armor. Magic armor #onuses are
enhancement #onuses, ne*er rise a#o*e G5, and stack )ith
regular armor #onuses 7and )ith shield and magic shield
enhancement #onuses9. "ll magic armor is also master)ork
armor, reducing armor check penalties #y 1.
:n addition to an enhancement #onus, armor may ha*e
special a#ilities. $pecial a#ilities usually count as additional
#onuses for determining the market *alue of an item, #ut do
not impro*e "C. " suit of armor cannot ha*e an effecti*e
#onus 7enhancement plus special a#ility #onus e6ui*alents9
higher than G1;. " suit of armor )ith a special a#ility must
also ha*e at least a G1 enhancement #onus.
" suit of armor or a shield may #e made of an unusual
material. 'oll dIB ;1H25 indicates that the item is of a
standard sort, and 20H1;; indicates that it is made of a
special material 7see +6uipment9.
"rmor is al)ays created so that if the type of armor comes
)ith a pair of #oots, a helm, or a set of gauntlets, these pieces
can #e s)itched for other magic #oots, helms, or gauntlets.
Ca#ter 1evel for .rmor and 'hield#B he caster le*el of a
magic shield or magic armor )ith a special a#ility is gi*en in
the item description. 3or an item )ith only an enhancement
#onus, the caster le*el is three times the enhancement #onus.
:f an item has #oth an enhancement #onus and a special
a#ility, the higher of the t)o caster le*el re6uirements must
Page /5&
Table 1@-3: Ar!or and Shields
!inor !edium !aKor -tem a#e Price
;1H0; ;1H;5 K K1 shield 1,;;; gp
01H%; ;0H1; K K1 ar!or 1,;;; gp
%1H%5 11H&; K K2 shield /,;;; gp
%0H%! &1H,; K K2 ar!or /,;;; gp
K ,1H/; ;1H;% K3 shield 2,;;; gp
K /1H5; ;2H10 K3 ar!or 2,;;; gp
K 51H55 1!H&! K7 shield 10,;;; gp
K 50H5! &%H,% K7 ar!or 10,;;; gp
K K ,2H/2 K8 shield &5,;;; gp
K K 5;H5! K8 ar!or &5,;;; gp
K K K K@ ar!or=shield
1
,0,;;; gp
K K K KA ar!or=shield
1
/2,;;; gp
K K K KB ar!or=shield
1
0/,;;; gp
K K K KC ar!or=shield
1
%1,;;; gp
K K K K1D ar!or=shield
1
1;;,;;; gp
%%H%2 5%H0; 5%H0; $pecific armor
&
K
2;H21 01H0, 01H0, $pecific shield
,
K
2&H1;; 0/H1;; 0/H1;;
$pecial a#ility and
roll again
&,,
K
1 "rmor and shields canCt ha*e enhancement #onuses
higher than G5. 5se these lines to determine price )hen
special a#ilities are added in.
& 'oll on a#leB $pecific "rmors.
, 'oll on a#leB $pecific $hields.
Table 1@-7: Ar!or Special Abilities
!inor !edium !aKor 'pecial .bility
a#e Price
!odifier
;1H&5 ;1H;5 ;1H;, /la!ered G&,!;; gp
&0H,& ;0H;% ;/ )ortification, liht G1 #onus
1
,,H5& ;2H11 K Slic" G,,!5; gp
5,H2& 1&H1! K Shado# G,,!5; gp
2,H20 1%H12 K Spell resistance *13- G& #onus
1
2! &;H&2 ;5H;! Slic", i!pro%ed G15,;;; gp
2%H22 ,;H/2 ;%H1, Shado#, i!pro%ed G15,;;; gp
K 5;H!/ 1/H&% +nery resistance G1%,;;; gp
K !5H!2 &2H,, /host touch G, #onus
1
K %;H%/ ,/H,5 0n%ulnerability G, #onus
1
K %5H%2 ,0H/;
)ortification,
!oderate
G, #onus
1
K 2;H2/ /1H/& Spell resistance *18- G, #onus
1
K 25H22 /, 9ild G, #onus
1
K K //H/% Slic", reater G,,,!5; gp
K K /2H5% Shado#, reater G,,,!5; gp
K K 52H%,
+nery resistance,
i!pro%ed
G/&,;;; gp
K K %/H%% Spell resistance *1A- G/ #onus
1
K K %2 +therealness G/2,;;; gp
K K 2; 6ndead controllin G/2,;;; gp
K K 21H2& )ortification, hea%y G5 #onus
1
K K 2,H2/ Spell resistance *1C- G5 #onus
1
K K 25H22
+nery resistance,
reater
G00,;;; gp
1;; 1;; 1;; 'oll t)ice again
&
K
1 "dd to enhancement #onus on a#leB "rmor and $hields
to determine total market price
& :f you roll a special a#ility t)ice, only one counts. :f you
roll t)o *ersions of the same special a#ility, use the #etter.
#e met.
'hield#B $hield enhancement #onuses stack )ith armor
enhancement #onuses. $hield enhancement #onuses do not
act as attack or damage #onuses )hen the shield is used in a
shield #ash. he bashin special a#ility, ho)e*er, does grant
a G1 #onus on attack and damage rolls 7see the special a#ility
description9.
" shield could #e #uilt that also acted as a magic )eapon, #ut
the cost of the enhancement #onus on attack rolls )ould need
to #e added into the cost of the shield and its enhancement
#onus to "C.
"s )ith armor, special a#ilities #uilt into the shield add to the
market *alue in the form of additions to the #onus of the
shield, although they do not impro*e "C. " shield cannot
ha*e an effecti*e #onus 7enhancement plus special a#ility
#onus e6ui*alents9 higher than G1;. " shield )ith a special
a#ility must also ha*e at least a G1 enhancement #onus.
.ctivationB 5sually a character #enefits from magic armor
and shields in exactly the )ay a character #enefits from
nonmagical armor and shieldsB #y )earing them. :f armor or
a shield has a special a#ility that the user needs to acti*ate,
then the user usually needs to utter the command )ord 7a
standard action9.
.rmor for Hnu#ual Creature#B he cost of armor for
nonhumanoid creatures, as )ell as for creatures )ho are
neither $mall nor Medium, *aries 7see +6uipment9$ he cost
of the master)ork 6uality and any magical enhancement
remains the same.
!agic .rmor and 'hield 'pecial
.bility De#cription#
Most magic armor and shields only ha*e enhancement
#onuses. $uch items can also ha*e one or more of the special
a#ilities detailed #elo). "rmor or a shield )ith a special
a#ility must ha*e at least a G1 enhancement #onus.
.nimatedB "s a mo*e action, an ani!ated shield can #e
loosed to defend its )ielder on its o)n. 3or the follo)ing /
rounds, the shield grants its #onus to the one )ho loosed it
and then drops. 4hile animated, the shield pro*ides its shield
#onus and the #onuses from all of the other shield special
a#ilities it possesses, #ut it cannot take actions on its o)n,
such as those pro*ided #y the bashin and blindin a#ilities.
:t can, ho)e*er, use special a#ilities that do not re6uire an
action to function, such as arro# deflection and reflectin.
4hile animated, a shield shares the same space as the
acti*ating character and accompanies the character )ho
acti*ated it, e*en if the character mo*es #y magical means. "
character )ith an ani!ated shield still takes any penalties
associated )ith shield use, such as armor check penalty,
arcane spell failure chance, and nonproficiency. :f the
)ielder )ho loosed it has an unoccupied hand, she can grasp
it to end its animation as a free action. Once a shield has
#een retrie*ed, it cannot #e animated again for at least /
rounds. his property cannot #e added to a to)er shield.
$trong transmutationJ C= 1&th8 Craft Magic "rms and
"rmor, ani!ate ob:ectsJ Price G& #onus.
.rro6 CatchingB " shield )ith this a#ility attracts ranged
)eapons to it. :t has a deflection #onus of G1 against ranged
)eapons #ecause pro?ectiles and thro)n )eapons *eer
Page /5,
Table 1@-8: Shield Special Abilities
!inor !edium !aKor 'pecial .bility
a#e Price
!odifier
;1H&; ;1H1; ;1H;5 Arro# catchin G1 #onus
1
&1H/; 11H&; ;0H;% Bashin G1 #onus
1
/1H5; &1H&5 ;2H1; Blindin G1 #onus
1
51H!5 &0H/; 11H15 )ortification, liht G1 #onus
1
!0H2& /1H5; 10H&; Arro# deflection G& #onus
1
2,H2! 51H5! &1H&5 Ani!ated G& #onus
1
2%H22 5%H52 K
Spell resistance
*13-
G& #onus
1
K 0;H!2 &0H/1 +nery resistance G1%,;;; gp
K %;H%5 /&H/0 /host touch G, #onus
1
K %0H25 /!H50
)ortification,
!oderate
G, #onus
1
K 20H2% 5!H5%
Spell resistance
*18-
G, #onus
1
K 22 52 9ild G, #onus
1
K K 0;H%/
+nery resistance,
i!pro%ed
G/&,;;; gp
K K %5H%0
Spell resistance
*1A-
G/ #onus
1
K K %! 6ndead controllin G/2,;;; gp
K K %%H21 )ortification, hea%y G5 #onus
1
K K 2&H2, .eflectin G5 #onus
1
K K 2/
Spell resistance
*1C-
G5 #onus
1
K K 25H22
+nery resistance,
reater
G00,;;; gp
1;; 1;; 1;; 'oll t)ice again
&
K
1 "dd to enhancement #onus on a#leB "rmor and
$hields to determine total market price
& :f you roll a special a#ility t)ice, only one counts. :f
you roll t)o *ersions of the same special a#ility, use the
#etter.
to)ard it. "dditionally, any pro?ectile or thro)n )eapon
aimed at a target )ithin 5 feet of the shieldCs )earer di*erts
from its original target and targets the shieldCs #earer instead.
:f the )ielder has total co*er relati*e to the attacker, the
pro?ectile or thro)n )eapon is not di*erted. "dditionally,
those attacking the )earer )ith ranged )eapons ignore any
miss chances that )ould normally apply. Pro?ectiles and
thro)n )eapons that ha*e an enhancement #onus higher than
the shieldCs #ase "C #onus are not di*erted to the )earer 7#ut
the shieldCs deflection #onus still applies against these
)eapons9. he )ielder can acti*ate or deacti*ate this a#ility
)ith a command )ord.
Moderate a#?uration8 C= %th8 Craft Magic "rms and "rmor,
entropic shield8 Price G1 #onus.
.rro6 DeflectionB his shield protects the )ielder as if he
had the (eflect "rro)s feat. Once per round )hen he )ould
normally #e struck #y a ranged )eapon, he can make a (C
&; 'eflex sa*e. :f the ranged )eapon 7or piece of
ammunition9 has an enhancement #onus, the (C increases #y
that amount. :f he succeeds, the shield deflects the )eapon.
-e must #e a)are of the attack and not flat.footed.
"ttempting to deflect a ranged )eapon doesnCt count as an
action. +xceptional ranged )eapons, such as #oulders hurled
#y giants or acid arro#s, canCt #e deflected.
3aint a#?urationJ C= 5thJ Craft Magic "rms and "rmor,
shieldJ Price G& #onus.
a#hingB " shield )ith this special a#ility is designed to
perform a shield #ash. " bashin shield deals damage as if it
)ere a )eapon of t)o size categories larger 7a Medium light
shield thus deals 1d0 points of damage and a Medium hea*y
shield deals 1d% points of damage9. he shield acts as a G1
)eapon )hen used to #ash. Only light and hea*y shields can
ha*e this a#ility.
Moderate transmutationJ C= %th8 Craft Magic "rms and
"rmor, bull(s strenthJ Price G1 #onus.
lindingB " shield )ith this a#ility flashes )ith a #rilliant
light up to t)ice per day upon command of the )ielder.
+xcept for the )ielder, anyone )ithin &; feet must make a
(C 1/ 'eflex sa*e or #e #linded for 1d/ rounds.
Moderate e*ocationJ C= !th8 Craft Magic "rms and "rmor,
searin lihtJ Price G1 #onus.
2nergy Re#i#tanceB " suit of armor or a shield )ith this
property protects against one type of energy 7acid, cold,
electricity, fire, or sonic9 and is designed )ith patterns
depicting the element it protects against. he armor a#sor#s
the first 1; points of energy damage per attack that the
)earer )ould normally take 7similar to the resist enery
spell9.
3aint a#?uration8 C= ,rd8 Craft Magic "rms and "rmor,
resist eneryJ Price G1%,;;; gp.
2nergy Re#i#tance, -mprovedB "s enery resistance, except
it a#sor#s the first &; points of energy damage per attack.
Moderate a#?uration8 C= !th8 Craft Magic "rms and "rmor,
resist eneryJ Price G/&,;;; gp.
2nergy Re#i#tance, GreaterB "s enery resistance, except it
a#sor#s the first ,; points of energy damage per attack.
Moderate a#?uration8 C= 11th8 Craft Magic "rms and "rmor,
resist eneryJ Price G00,;;; gp.
2therealne##B On command, this a#ility allo)s the )earer of
the armor to #ecome ethereal 7as the ethereal :aunt spell9
once per day. he character can remain ethereal for as long
as desired, #ut once he returns to normal, he cannot #ecome
ethereal again that day.
$trong transmutationJ C= 1,th8 Craft Magic "rms and
"rmor, ethereal :auntJ Price G/2,;;; gp.
&ortificationB his suit of armor or shield produces a
magical force that protects *ital areas of the )earer more
effecti*ely. 4hen a critical hit or sneak attack is scored on
the )earer, there is a chance that the critical hit or sneak
attack is negated and damage is instead rolled normally.
&ortification
,ype
Chance for Normal
Damage
a#e Price !odifier
=ight &5I G1 #onus
Moderate 5;I G, #onus
-ea*y !5I G5 #onus
$trong a#?urationJ C= 1,th8 Craft Magic "rms and "rmor,
li!ited #ish or !iracleJ Price *aries 7see a#o*e9.
Gho#t ,ouchB his armor or shield seems almost translucent.
1oth its enhancement #onus and its armor #onus count
against the attacks of corporeal and incorporeal creatures. :t
can #e picked up, mo*ed, and )orn #y corporeal and
incorporeal creatures alike. :ncorporeal creatures gain the
armorCs or shieldCs enhancement #onus against #oth corporeal
and incorporeal attacks, and they can still pass freely through
solid o#?ects.
$trong transmutationJ C= 15th8 Craft Magic "rms and
"rmor, etherealnessJ Price G, #onus.
GlameredB 5pon command, a suit of la!ered ar!or
changes shape and appearance to assume the form of a
normal set of clothing. he armor retains all its properties
7including )eight9 )hen it is so disguised. Only a true
seein spell or similar magic re*eals the true nature of the
armor )hen disguised.
Moderate illusionJ C= 1;th8 Craft Magic "rms and "rmor,
disuise selfJ Price G&,!;; gp.
-nvulnerabilityB his suit of armor grants the )earer damage
reduction 5@magic.
$trong a#?uration and e*ocation 7if !iracle is used9J C=
Page /5/
1%th8 Craft Magic "rms and "rmor, stones"in, #ish or
!iracleJ Price G, #onus.
ReflectingB his shield seems like a highly polished mirror.
:ts surface is completely reflecti*e. Once per day, it can #e
called on to reflect a spell #ack at its caster exactly like the
spell turnin spell$
$trong a#?urationJ C= 1/th8 Craft Magic "rms and "rmor,
spell turninJ Price G5 #onus.
'hado6B his armor #lurs the )earer )hene*er she tries to
hide, )hile also dampening the sound around her, granting a
G5 competence #onus on $tealth checks. he armorCs armor
check penalty still applies normally.
3aint illusionJ C= 5th8 Craft Magic "rms and "rmor,
in%isibility, silenceJ Price G,,!5; gp.
'hado6, -mprovedB "s shado#, except it grants a G1;
competence #onus on $tealth checks.
Moderate illusion8 C= 1;th8 Craft Magic "rms and "rmor,
in%isibility, silenceJ Price G15,;;; gp.
'hado6, GreaterB "s shado#, except it grants a G15
competence #onus on $tealth checks.
$trong illusion8 C= 15th8 Craft Magic "rms and "rmor,
in%isibility, silenceJ Price G,,,!5; gp.
'lic"B Slic" armor seems coated at all times )ith a slightly
greasy oil. :t pro*ides a G5 competence #onus on its )earerCs
+scape "rtist checks. he armorCs armor check penalty still
applies normally.
3aint con?urationJ C= /th8 Craft Magic "rms and "rmor,
reaseJ Price G,,!5; gp.
'lic", -mprovedB "s slic", except it grants a G1; competence
#onus on +scape "rtist checks.
Moderate con?uration8 C= 1;th8 Craft Magic "rms and
"rmor, reaseJ Price G15,;;; gp.
'lic", GreaterB "s slic", except it grants a G15 competence
#onus on +scape "rtist checks.
$trong con?uration8 C= 15th8 Craft Magic "rms and "rmor,
reaseJ Price G,,,!5; gp.
'pell Re#i#tanceB his property grants the armorCs )earer
spell resistance )hile the armor is )orn. he spell resistance
can #e 1,, 15, 1!, or 12, depending on the armor.
$trong a#?urationJ C= 15th8 Craft Magic "rms and "rmor,
spell resistanceJ Price G& #onus 7$' 1,9, G, #onus 7$' 159,
G/ #onus 7$' 1!9, or G5 #onus 7$' 129.
Hndead ControllingB 6ndead controllin ar!or or shields
often ha*e skeletal or other grisly decorations or flourishes to
their decor. hey let the user control up to &0 -( of undead
per day, as the control undead spell. "t da)n each day, the
)earer loses control of any undead still under his s)ay.
"rmor or a shield )ith this a#ility appears to #e made of
#one8 this feature is entirely decorati*e and has no other
effect on the armor.
$trong necromancy8 C= 1,th8 Craft Magic "rms and "rmor,
control undead8 Price G/2,;;; gp.
AildB he )earer of a suit of armor or a shield )ith this
a#ility preser*es his armor #onus 7and any enhancement
#onus9 )hile in a )ild shape. "rmor and shields )ith this
a#ility usually appear to #e co*ered in leaf patterns. 4hile
the )earer is in a )ild shape, the armor cannot #e seen.
Moderate transmutation8 C= 2th8 Craft Magic "rms and
"rmor, baleful poly!orph8 Price G, #onus.
'pecific .rmor#
.damantine rea#tplate
.ura no aura 7nonmagical98 C1 K
'lot armor8 Price 1;,&;; gp8 Aeight ,; l#s.
De#cription
his nonmagical #reastplate is made of adamantine, gi*ing
its )earer damage reduction of &@K.
anded !ail of 1uc"
.ura strong enchantment8 C1 1&th
Page /55
Table 1@-@: Specific Ar!ors
!inor !edium !aKor 'pecific .rmor
!ar"et
Price
;1H5; ;1H&5 K Mithral shirt 1,1;; gp
51H%; &0H/5 K (ragonhide plate ,,,;; gp
%1H1;; /0H5! K +l*en chain 5,15; gp
K 5%H0! K .hino hide 5,105 gp
K 0%H%& ;1H1;
"damantine
#reastplate
1;,&;; gp
K %,H2! 11H&; ()ar*en plate 10,5;; gp
K 2%H1;; &1H,&
Banded !ail of
luc"
1%,2;; gp
K K ,,H5; Celestial ar!or &&,/;; gp
K K 51H0;
Plate ar!or of the
deep
&/,05; gp
K K 01H!5
Breastplate of
co!!and
&5,/;; gp
K K !0H2;
Mithral full plate
of speed
&0,5;; gp
K K 21H1;; 'e!on ar!or 5&,&0; gp
'lot armor8 Price 1%,2;; gp8 Aeight ,5 l#s.
De#cription
en 1;;.gp gems adorn this K3 banded !ail. Once per )eek,
the armor allo)s its )earer to re6uire that an attack roll made
against him #e rerolled. -e must take )hate*er conse6uences
come from the second roll. he )earerCs player must decide
)hether to ha*e the attack roll rerolled #efore damage is
rolled.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, bless8 Co#t
2,05; gp
rea#tplate of Command
.ura strong enchantment8 C1 15th
'lot armor8 Price &5,/;; gp8 Aeight ,; l#s.
De#cription
his K2 breastplate #esto)s a commanding aura upon its
)earer. he )earer gains a G& competence #onus on all
Charisma checks, including Charisma.#ased skill checks.
he )earer also gains a G& competence #onus to his
=eadership score. 3riendly troops )ithin ,0; feet of the user
#ecome #ra*er than normal, gaining a G& resistance #onus on
sa*ing thro)s against fear. $ince the effect arises in great
part from the distincti*eness of the armor, it does not
function if the )earer hides or conceals herself in any )ay.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, !ass char!
!onster8 Co#t 1&,%!5 gp
Cele#tial .rmor
.ura faint transmutation TgoodU8 C1 5th
'lot armor8 Price &&,/;; gp8 Aeight &; l#s.
De#cription
his #right sil*er or gold K3 chain!ail is so fine and light
that it can #e )orn under normal clothing )ithout #etraying
its presence. :t has a maximum (exterity #onus of G%, an
armor check penalty of H&, and an arcane spell failure chance
of 15I. :t is considered light armor and allo)s the )earer to
use fly on command 7as the spell9 once per day.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, fly, creator
must #e good8 Co#t 11,,5; gp
Demon .rmor
.ura strong necromancy Te*ilU8 C1 1,th
'lot armor8 Price 5&,&0; gp8 Aeight 5; l#s.
De#cription
his plate armor is fashioned to make the )earer appear to
#e a demon. he helmet is shaped to look like a horned
demon head, and its )earer looks out of the open, tooth.
filled mouth. his K7 full plate allo)s the )earer to make
cla) attacks that deal 1d1; points of damage, strike as G1
)eapons, and afflict the target as if she had #een struck #y a
contaion spell 73ortitude (C 1/ negates9. 5se of contaion
re6uires a normal melee attack )ith the cla)s. he Dcla)sF
are #uilt into the armorCs *am#races and gauntlets, and
cannot #e disarmed.
" suit of de!on ar!or is infused )ith e*il, and as a result it
#esto)s one negati*e le*el on any none*il creature )earing
it. his negati*e le*el persists as long as the armor is )orn
and disappears )hen the armor is remo*ed. he negati*e
le*el cannot #e o*ercome in any )ay 7including restoration
spells9 )hile the armor is )orn.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, contaion8
Co#t &0,255 gp
D6arven Plate
.ura no aura 7nonmagical98 C1 K
'lot armor8 Price 10,5;; gp8 Aeight 5; l#s.
De#cription
his full plate is made of adamantine, gi*ing its )earer
damage reduction of ,@K.
Dragonhide Plate
.ura no aura 7nonmagical98 C1 K
'lot armor8 Price ,,,;; gp8 Aeight 5; l#s.
De#cription
his suit of full plate is made of dragonhide, rather than
metal, so druids can )ear it. :t is other)ise identical to
master)ork full plate.
2lven Chain
.ura no aura 7nonmagical98 C1 K
'lot armor8 Price 5,15; gp8 Aeight &; l#s.
De#cription
his extremely light chainmail is made of *ery fine mithral
links. his armor is treated, in all )ays, like light armor,
including )hen determining proficiency. he armor has an
arcane spell failure chance of &;I, a maximum (exterity
#onus of G/, and an armor check penalty of H&.
Page /50
!ithral &ull Plate of 'peed
.ura faint transmutation8 C1 5th
'lot armor8 Price &0,5;; gp8 Aeight &5 l#s.
De#cription
"s a free action, the )earer of this fine set of K1 !ithral full
plate can acti*ate it, ena#ling him to act as though affected
#y a haste spell for up to 1; rounds each day. he duration of
the haste effect need not #e consecuti*e rounds.
he armor has an arcane spell failure chance of &5I, a
maximum (exterity #onus of G,, and an armor check
penalty of H,. :t is considered medium armor, except that you
must #e proficient in hea*y armor to a*oid taking
nonproficiency penalties.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, haste8 Co#t
1%,5;; gp
!ithral 'hirt
.ura no aura 7nonmagical98 C1 K
'lot armor8 Price 1,1;; gp8 Aeight 1; l#s.
De#cription
his extremely light chain shirt is made of *ery fine mithral
links. he armor has an arcane spell failure chance of 1;I, a
maximum (exterity #onus of G0, and no armor check
penalty. :t is considered light armor.
Plate .rmor of the Deep
.ura moderate a#?uration8 C1 11th
'lot armor8 Price &/,05; gp8 Aeight 5; l#s.
De#cription
his K1 full plate is decorated )ith a )a*e and fish motif.
"lthough the armor remains as hea*y and #ulky as normal
full plate, the )earer of plate ar!or of the deep is treated as
unarmored for purposes of $)im checks. he )earer can
#reathe under)ater and can con*erse )ith any )ater.
#reathing creature )ith a language.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, freedo! of
!o%e!ent, tonues, #ater breathin8 Co#t 1,,15; gp
Rhino 5ide
.ura moderate transmutation8 C1 2th
'lot armor8 Price 5,105 gp8 Aeight &5 l#s.
De#cription
his K2 hide ar!or is made from rhinoceros hide. :n
addition to granting a G& enhancement #onus to "C, it has a
H1 armor check penalty and deals an additional &d0 points of
damage on any successful charge attack made #y the )earer,
including a mounted charge.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, bull(s strenth8
Co#t &,005 gp
'pecific 'hield#
.b#orbing 'hield
.ura strong transmutation8 C1 1!th
'lot shield8 Price 5;,1!; gp8 Aeight 15 l#s.
De#cription
his K1 hea%y steel shield is made of metal, #ut its color is
flat #lack that seems to a#sor# light. Once e*ery & days, on
command, it can disinterate an o#?ect that it touches, as the
spell #ut re6uiring a melee touch attack. his effect only
functions as an attackKit canCt #e acti*ated to target a
creature or )eapon as it strikes the shield.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, disinterate8
Co#t &5,1!; gp
Ca#ter%# 'hield
.ura moderate a#?uration8 C1 0th
Page /5!
Table 1@-A: Specific Shields
!inor !edium !aKor 'pecific 'hield
!ar"et
Price
;1H,; ;1H&; K (ark)ood #uckler &;5 gp
,1H%; &1H/5 K (ark)ood shield &5! gp
%1H25 /0H!; K
Mithral hea*y
shield
1,;&; gp
20H
1;;
!1H%5 ;1H&; Caster(s shield ,,15, gp
K %0H2; &1H/; Spined shield 5,5%; gp
K 21H25 /1H0; &ion(s shield 2,1!; gp
K 20H1;; 01H2; 9ined shield 1!,&5! gp
K K
21H
1;;
Absorbin shield 5;,1!; gp
'lot shield8 Price ,,15, gp 7plus the *alue of the scroll spell
if one is currently scri#ed98 Aeight 5 l#s.
De#cription
his K1 liht #ooden shield has a leather strip on the #ack
on )hich a spellcaster can scri#e a single spell as on a scroll.
" spell so scri#ed re6uires half the normal cost in ra)
materials. he strip cannot accommodate spells of higher
than ,rd le*el. he strip is reusa#le.
" random caster(s shield has a 5;I chance of ha*ing a
single medium scroll spell on it. he spell is di*ine 7;1H%;
on dI9 or arcane 7%1H1;;9. " caster(s shield has a 5I arcane
spell failure chance.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, $cri#e $croll,
creator must #e at least 0th le*el8 Co#t 1,05, gp
Dar"6ood uc"ler
.ura no aura 7nonmagical98 C1 K
'lot shield8 Price &;5 gp8 Aeight &.5 l#s.
De#cription
his nonmagical light )ooden shield is made out of
dark)ood. :t has no enhancement #onus, #ut its construction
material makes it lighter than a normal )ooden shield. :t has
no armor check penalty.
Dar"6ood 'hield
.ura no aura 7nonmagical98 C1 K
'lot shield8 Price &5! gp8 Aeight 5 l#s.
De#cription
his nonmagical hea*y )ooden shield is made out of
dark)ood. :t has no enhancement #onus, #ut its construction
material makes it lighter than a normal )ooden shield. :t has
no armor check penalty.
1ion%# 'hield
.ura moderate con?uration8 C1 1;th
'lot shield8 Price 2,1!; gp8 Aeight 15 l#s.
De#cription
his K2 hea%y steel shield is fashioned to appear to #e a
roaring lionCs head. hree times per day as a free action, the
lionCs head can #e commanded to attack 7independently of
the shield )earer9, #iting )ith the )ielderCs #ase attack #onus
7including multiple attacks, if the )ielder has them9 and
dealing &d0 points of damage. his attack is in addition to
any actions performed #y the )ielder.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, su!!on
nature(s ally 028 Co#t /,0!; gp
!ithral 5eavy 'hield
.ura no aura 7nonmagical98 C1 K
'lot shield8 Price 1,;&; gp8 Aeight 5 l#s.
De#cription
his hea*y shield is made of mithral and thus is much lighter
than a standard steel shield. :t has a 5I arcane spell failure
chance and no armor check penalty.
'pined 'hield
.ura moderate e*ocation8 C1 0th
'lot shield8 Price 5,5%; gp8 Aeight 15 l#s.
De#cription
his K1 hea%y steel shield is co*ered in spines. :t acts as a
normal spiked shield. On command up to three times per day,
the shieldCs )earer can fire one of the shieldCs spines. " fired
spine has a G1 enhancement #onus, a range increment of 1&;
feet, and deals 1d1; points of damage 712H&;@x&9. 3ired
spines regenerate each day.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, !aic !issile8
Co#t &,%!5 gp
Ainged 'hield
.ura faint transmutation8 C1 5th
'lot shield8 Price 1!,&5! gp8 Aeight 1; l#s.
De#cription
his hea*y )ooden shield has a G, enhancement #onus.
"rching #ird )ings are car*ed into the face of the shield.
Once per day, it can #e commanded to fly 7as the spell9,
carrying the )ielder. he shield can carry up to 1,, pounds
and mo*e at 0; feet per round, or up to &00 pounds and
mo*e at /; feet per round.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, fly8 Co#t %,!;!
gp
Page /5%
+ea0ons
Table 1@-B: 9eapons
!inor !edium !aKor Aeapon
onu# a#e
Price
8
;1H!; ;1H1; K G1 &,;;; gp
!1H%5 11H&2 K G& %,;;; gp
K ,;H5% ;1H&; G, 1%,;;; gp
K 52H0& &1H,% G/ ,&,;;; gp
K K ,2H/2 G5 5;,;;; gp
K K K G0
&
!&,;;; gp
K K K G!
&
2%,;;; gp
K K K G%
&
1&%,;;; gp
K K K G2
&
10&,;;; gp
K K K G1;
&
&;;,;;; gp
%0H2; 0,H0% 5;H0, $pecific )eapon
,
K
21H
1;;
02H1;; 0/H1;;
$pecial a#ility
and roll again
/
K
1 3or ammunition, this price is for 5; arro)s, #olts, or
#ullets.
& " )eapon canCt ha*e an enhancement #onus higher than
G5. 5se these lines to determine price )hen special a#ilities
are added in.
, $ee a#leB $pecific 4eapons.
/ $ee a#leB Melee 4eapon $pecial "#ilities for melee
)eapons and a#leB 'anged 4eapon $pecial "#ilities for
ranged )eapons.
Table 1@-C: Melee 9eapon Special Abilities
!inor !edium !aKor 'pecial .bility
a#e Price
!odifier
8
;1H1; ;1H;0 ;1H;, Bane G1 #onus
11H1! ;!H1& K 'efendin G1 #onus
1%H&! 1,H12 ;/H;0 )la!in G1 #onus
&%H,! &;H&0 ;!H;2 )rost G1 #onus
,%H/! &!H,, 1;H1& Shoc" G1 #onus
/%H50 ,/H,% 1,H15 /host touch G1 #onus
5!H0! ,2H// K 1een
&
G1 #onus
0%H!1 /5H/% 10H12 1i )ocus G1 #onus
!&H!5 /2H5; K Merciful G1 #onus
!0H%& 51H5/ &;H&1 Mihty clea%in G1 #onus
%,H%! 55H52 &&H&/ Spell storin G1 #onus
%%H21 0;H0, &5H&% Thro#in G1 #onus
2&H25 0/H05 &2H,& Thunderin G1 #onus
20H22 00H02 ,,H,0 2icious G1 #onus
!inor !edium !aKor 'pecial .bility
a#e Price
!odifier
8
K !;H!& ,!H/1 Anarchic G& #onus
K !,H!5 /&H/0 A,io!atic G& #onus
K !0H!% /!H/2 'isruption
,
G& #onus
K !2H%1 5;H5/ )la!in burst G& #onus
K %&H%/ 55H52 0cy burst G& #onus
K %5H%! 0;H0/ 5oly G& #onus
K %%H2; 05H02 Shoc"in burst G& #onus
K 21H2, !;H!/ 6nholy G& #onus
K 2/H25 !5H!% 9oundin G& #onus
K K !2H%, Speed G, #onus
K K %/H%0 Brilliant enery G/ #onus
K K %!H%% 'ancin G/ #onus
K K %2H2; 2orpal
&
G5 #onus
1;; 20H1;; 21H1;; 'oll again t)ice
/
K
1 "dd to enhancement #onus on a#leB 4eapons to
determine total market price.
& Piercing or slashing )eapons only 7slashing only for
*orpal9. 'eroll if randomly generated for a #ludgeoning
)eapon.
, 1ludgeoning )eapons only. 'eroll if randomly generated
for a piercing or slashing )eapon.
/ 'eroll if you get a duplicate special a#ility, an a#ility
incompati#le )ith an a#ility that youC*e already rolled, or if
the extra a#ility puts you o*er the G1; limit. " )eaponCs
enhancement #onus and special a#ility #onus e6ui*alents
canCt total more than G1;.
Table 1@-1D: .aned 9eapon Special Abilities
!inor !edium !aKor 'pecial .bility
a#e Price
!odifier
8
;1H1& ;1H;% ;1H;/ Bane
&
G1 #onus
1,H&5 ;2H10 ;5H;% 'istance G1 #onus
&0H/; 1!H&% ;2H1& )la!in
&
G1 #onus
/1H55 &2H/; 1,H10 )rost
&
G1 #onus
50H0; /1H/& K Merciful
&
G1 #onus
01H0% /,H/! 1!H&1 .eturnin G1 #onus
02H%, /%H52 &&H&5 Shoc"
&
G1 #onus
%/H2, 0;H0/ &0H&! See"in G1 #onus
2/H22 05H0% &%H&2 Thunderin
&
G1 #onus
K 02H!1 ,;H,/ Anarchic
&
G& #onus
K !&H!/ ,5H,2 A,io!atic
&
G& #onus
K !5H!2 /;H/2 )la!in burst
&
G& #onus
K %;H%& 5;H5/ 5oly
&
G& #onus
Page /52
!inor !edium !aKor 'pecial .bility
a#e Price
!odifier
8
K %,H%! 55H0/ 0cy burst
&
G& #onus
K %%H2& 05H!/ Shoc"in burst
&
G& #onus
K 2,H25 !5H!2 6nholy
&
G& #onus
K K %;H%/ Speed G, #onus
K K %5H2; Brilliant enery G/ #onus
1;; 20H1;; 21H1;; 'oll again t)ice
&
K
1 "dd to enhancement #onus on a#leB 4eapons to
determine total market price.
& 1o)s, cross#o)s, and slings crafted )ith this a#ility
#esto) this po)er upon their ammunition.
, 'eroll if you get a duplicate special a#ility, an a#ility
incompati#le )ith an a#ility that youC*e already rolled, or if
the extra a#ility puts you o*er the G1; limit. " )eaponCs
enhancement #onus and special a#ility #onus e6ui*alents
canCt total more than G1;.
" magic )eapon is enhanced to strike more truly and deli*er
more damage. Magic )eapons ha*e enhancement #onuses
ranging from G1 to G5. hey apply these #onuses to #oth
attack and damage rolls )hen used in com#at. "ll magic
)eapons are also master)ork )eapons, #ut their master)ork
#onuses on attack rolls do not stack )ith their enhancement
#onuses on attack rolls.
4eapons come in t)o #asic categoriesB melee and ranged.
$ome of the )eapons listed as melee )eapons can also #e
used as ranged )eapons. :n this case, their enhancement
#onuses apply to #oth melee and ranged attacks.
$ome magic )eapons ha*e special a#ilities. $pecial a#ilities
count as additional #onuses for determining the market *alue
of the item, #ut do not modify attack or damage #onuses
7except )here specifically noted9. " single )eapon cannot
ha*e a modified #onus 7enhancement #onus plus special
a#ility #onus e6ui*alents9 higher than G1;. " )eapon )ith a
special a#ility must also ha*e at least a G1 enhancement
#onus. 4eapons cannot possess the same special a#ility more
than once.
4eapons or ammunition can #e made of an unusual material.
'oll dIB ;1H25 indicates that the item is of a standard sort,
and 20H1;; indicates that it is made of a special material 7see
+6uipment9.
Ca#ter 1evel for Aeapon#B he caster le*el of a )eapon
)ith a special a#ility is gi*en in the item description. 3or an
item )ith only an enhancement #onus and no other a#ilities,
the caster le*el is three times the enhancement #onus. :f an
item has #oth an enhancement #onus and a special a#ility, the
higher of the t)o caster le*el re6uirements must #e met.
.dditional Damage DiceB $ome magic )eapons deal
additional dice of damage. 5nlike other modifiers to damage,
additional dice of damage are not multiplied )hen the
attacker scores a critical hit.
Ranged Aeapon# and .mmunitionB he enhancement
#onus from a ranged )eapon does not stack )ith the
enhancement #onus from ammunition. Only the higher of the
t)o enhancement #onuses applies.
"mmunition fired from a pro?ectile )eapon )ith an
enhancement #onus of G1 or higher is treated as a magic
)eapon for the purpose of o*ercoming damage reduction.
$imilarly, ammunition fired from a pro?ectile )eapon )ith an
alignment gains the alignment of that pro?ectile )eapon.
!agic .mmunition and rea"ageB 4hen a magic arro),
cross#o) #olt, or sling #ullet misses its target, there is a 5;I
chance it #reaks or is other)ise rendered useless. " magic
arro), #olt, or #ullet that successfully hits a target is
automatically destroyed after it deli*ers its damage.
1ight GenerationB 3ully ,;I of magic )eapons shed light
e6ui*alent to a liht spell. hese glo)ing )eapons are 6uite
o#*iously magical. $uch a )eapon canCt #e concealed )hen
dra)n, nor can its light #e shut off. $ome of the specific
)eapons detailed #elo) al)ays or ne*er glo), as defined in
their descriptions.
Damaging !agic Aeapon#B "n attacker cannot damage a
magic )eapon that has an enhancement #onus unless his
)eapon has at least as high an enhancement #onus as the
)eapon struck.
.ctivationB 5sually a character #enefits from a magic
)eapon in the same )ay a character #enefits from a
mundane )eaponK#y attacking )ith it. :f a )eapon has a
special a#ility that the user needs to acti*ate, then the user
usually needs to utter a command )ord 7a standard action9. "
character can acti*ate the special a#ilities of 5; pieces of
ammunition at the same time, assuming each piece has
identical a#ilities.
!agic Aeapon# and Critical 5it#B $ome )eapon 6ualities
and some specific )eapons ha*e an extra effect on a critical
hit. his special effect also functions against creatures not
normally su#?ect to critical hits. On a successful critical roll,
apply the special effect, #ut do not multiply the )eaponCs
regular damage.
Aeapon# for Hnu#ually 'i$ed Creature#B he cost of
)eapons for creatures )ho are neither $mall nor Medium
*aries 7see +6uipment9. he cost of the master)ork 6uality
and any magical enhancement remains the same.
'pecial Jualitie#B 'oll dI. " ;1H,; result indicates that the
item sheds light, ,1H/5 indicates that something 7a design,
inscription, or the like9 pro*ides a clue to the )eaponCs
function, and /0H1;; indicates no special 6ualities.
Page /0;
!agic Aeapon 'pecial .bility
De#cription#
" )eapon )ith a special a#ility must also ha*e at least a G1
enhancement #onus.
.narchicB "n anarchic #eapon is infused )ith the po)er of
chaos. :t makes the )eapon chaotically aligned and thus
#ypasses the corresponding damage reduction. :t deals an
extra &d0 points of damage against all creatures of la)ful
alignment. :t #esto)s one permanent negati*e le*el on any
la)ful creature attempting to )ield it. he negati*e le*el
remains as long as the )eapon is in hand and disappears
)hen the )eapon is no longer )ielded. his negati*e le*el
cannot #e o*ercome in any )ay 7including restoration spells9
)hile the )eapon is )ielded.
Moderate e*ocation TchaoticUJ C= !th8 Craft Magic "rms and
"rmor, chaos ha!!er, creator must #e chaotic8 Price G&
#onus.
.3iomaticB "n a,io!atic #eapon is infused )ith la)ful
po)er. :t makes the )eapon la).aligned and thus #ypasses
the corresponding damage reduction. :t deals an extra &d0
points of damage against chaotic creatures. :t #esto)s one
permanent negati*e le*el on any chaotic creature attempting
to )ield it. he negati*e le*el remains as long as the )eapon
is in hand and disappears )hen the )eapon is no longer
)ielded. his negati*e le*el cannot #e o*ercome in any )ay
7including restoration spells9 )hile the )eapon is )ielded.
Moderate e*ocation Tla)fulUJ C= !th8 Craft Magic "rms and
"rmor, order(s #rath, creator must #e la)ful8 Price G&
#onus.
aneB " bane #eapon excels against certain foes. "gainst a
designated foe, the )eaponCs enhancement #onus is G& #etter
than its actual #onus. :t also deals an extra &d0 points of
damage against the foe. o randomly determine a )eaponCs
designated foe, roll on the follo)ing ta#le.
dS De#ignated &oe
;1H;5 "#errations
;0H;2 "nimals
1;H10 Constructs
1!H&& (ragons
&,H&! 3ey
&%H0; -umanoids 7pick one su#type9
01H05 Magical #easts
00H!; Monstrous humanoids
!1H!& Oozes
!,H%% Outsiders 7pick one su#type9
%2H2; Plants
21H2% 5ndead
22H1;; >ermin
Moderate con?uration8 C= %th8 Craft Magic "rms and "rmor,
su!!on !onster 08 Price G1 #onus.
rilliant 2nergyB " brilliant enery #eapon has its
significant portion transformed into light, although this does
not modify the itemCs )eight. :t al)ays gi*es off light as a
torch 7&;.foot radius9. " brilliant enery #eapon ignores
nonli*ing matter. "rmor and shield #onuses to "C 7including
any enhancement #onuses to that armor9 do not count against
it #ecause the )eapon passes through armor. 7(exterity,
deflection, dodge, natural armor, and other such #onuses still
apply.9 " brilliant enery #eapon cannot harm undead,
constructs, and o#?ects. his property can only #e applied to
melee )eapons, thro)n )eapons, and ammunition.
$trong transmutationJ C= 10th8 Craft Magic "rms and
"rmor, aseous for!, continual fla!eJ Price G/ #onus.
DancingB "s a standard action, a dancin #eapon can #e
loosed to attack on its o)n. :t fights for / rounds using the
#ase attack #onus of the one )ho loosed it and then drops.
4hile dancing, it cannot make attacks of opportunity, and the
person )ho acti*ated it is not considered armed )ith the
)eapon. he )eapon is considered )ielded or attended #y
the creature for all maneu*ers and effects that target items.
4hile dancing, the )eapon shares the same space as the
acti*ating character and can attack ad?acent foes 7)eapons
)ith reach can attack opponents up to 1; feet a)ay9. he
dancing )eapon accompanies the person )ho acti*ated it
e*ery)here, )hether she mo*es #y physical or magical
means. :f the )ielder )ho loosed it has an unoccupied hand,
she can grasp it )hile it is attacking on its o)n as a free
action8 )hen so retrie*ed, the )eapon canCt dance 7attack on
its o)n9 again for / rounds.
$trong transmutationJ C= 15th8 Craft Magic "rms and
"rmor, ani!ate ob:ectsJ Price G/ #onus.
DefendingB " defendin #eapon allo)s the )ielder to
transfer some or all of the )eaponCs enhancement #onus to
his "C as a #onus that stacks )ith all others. "s a free action,
the )ielder chooses ho) to allocate the )eaponCs
enhancement #onus at the start of his turn #efore using the
)eapon, and the #onus to "C lasts until his next turn.
Moderate a#?urationJ C= %th8 Craft Magic "rms and "rmor,
shield or shield of faithJ Price G1 #onus.
Di#ruptionB " disruption #eapon is the #ane of all undead.
"ny undead creature struck in com#at must succeed on a (C
1/ 4ill sa*e or #e destroyed. " disruption #eapon must #e a
#ludgeoning melee )eapon.
$trong con?uration8 C= 1/th8 Craft Magic "rms and "rmor,
healJ Price G& #onus.
Di#tanceB his special a#ility can only #e placed on a ranged
)eapon. " distance #eapon has dou#le the range increment
of other )eapons of its kind.
Page /01
Moderate di*ination8 C= 0th8 Craft Magic "rms and "rmor,
clairaudience=clair%oyanceJ Price G1 #onus.
&lamingB 5pon command, a fla!in #eapon is sheathed in
fire that deals an extra 1d0 points of fire damage on a
successful hit. he fire does not harm the )ielder. he effect
remains until another command is gi*en.
Moderate e*ocationJ C= 1;th8 Craft Magic "rms and "rmor
and fla!e blade, fla!e stri"e, or fireballJ Price G1 #onus.
&laming ur#tB " fla!in burst #eapon functions as a
fla!in #eapon that also explodes )ith flame upon striking a
successful critical hit. he fire does not harm the )ielder. :n
addition to the extra fire damage from the fla!in a#ility
7see a#o*e9, a fla!in burst #eapon deals an extra 1d1;
points of fire damage on a successful critical hit. :f the
)eaponCs critical multiplier is L,, add an extra &d1; points of
fire damage instead, and if the multiplier is L/, add an extra
,d1; points of fire damage.
+*en if the fla!in a#ility is not acti*e, the )eapon still
deals its extra fire damage on a successful critical hit.
$trong e*ocationJ C= 1&th8 Craft Magic "rms and "rmor
and fla!e blade, fla!e stri"e, or fireballJ Price G& #onus.
&ro#tB 5pon command, a frost #eapon is sheathed in icy
cold that deals an extra 1d0 points of cold damage on a
successful hit. he cold does not harm the )ielder. he effect
remains until another command is gi*en.
Moderate e*ocationJ C= %th8 Craft Magic "rms and "rmor,
chill !etal or ice stor!J Price G1 #onus.
Gho#t ,ouchB " host touch #eapon deals damage normally
against incorporeal creatures, regardless of its #onus. "n
incorporeal creatureCs 5;I reduction in damage from
corporeal sources does not apply to attacks made against it
)ith host touch #eapons. he )eapon can #e picked up and
mo*ed #y an incorporeal creature at any time. " manifesting
ghost can )ield the )eapon against corporeal foes.
+ssentially, a host touch #eapon counts as #oth corporeal or
incorporeal.
Moderate con?uration8 C= 2th8 Craft Magic "rms and "rmor,
plane shiftJ Price G1 #onus.
5olyB " holy #eapon is im#ued )ith holy po)er. his po)er
makes the )eapon good.aligned and thus #ypasses the
corresponding damage reduction. :t deals an extra &d0 points
of damage against all creatures of e*il alignment. :t #esto)s
one permanent negati*e le*el on any e*il creature attempting
to )ield it. he negati*e le*el remains as long as the )eapon
is in hand and disappears )hen the )eapon is no longer
)ielded. his negati*e le*el cannot #e o*ercome in any )ay
7including #y restoration spells9 )hile the )eapon is
)ielded.
Moderate e*ocation TgoodU8 C= !th8 Craft Magic "rms and
"rmor, holy s!ite, creator must #e good8 Price G& #onus.
-cy ur#tB "n icy burst #eapon functions as a frost #eapon
that also explodes )ith frost upon striking a successful
critical hit. he frost does not harm the )ielder. :n addition
to the extra damage from the frost a#ility, an icy burst
#eapon deals an extra 1d1; points of cold damage on a
successful critical hit. :f the )eaponCs critical multiplier is
L,, add an extra &d1; points of cold damage instead, and if
the multiplier is L/, add an extra ,d1; points.
+*en if the frost a#ility is not acti*e, the )eapon still deals
its extra cold damage on a successful critical hit.
Moderate e*ocationJ C= 1;th8 Craft Magic "rms and "rmor,
chill !etal or ice stor!J Price G& #onus.
EeenB his a#ility dou#les the threat range of a )eapon.
Only piercing or slashing melee )eapons can #e "een. :f you
roll this property randomly for an inappropriate )eapon,
reroll. his #enefit doesnCt stack )ith any other effect that
expands the threat range of a )eapon 7such as the "een ede
spell or the :mpro*ed Critical feat9.
Moderate transmutationJ C= 1;th8 Craft Magic "rms and
"rmor, "een edeJ Price G1 #onus.
+i &ocu#B he magic )eapon ser*es as a channel for the
)ielderCs "i, allo)ing her to use her special "i attacks through
the )eapon as if they )ere unarmed attacks. hese attacks
include the monkCs "i strike, 6ui*ering palm, and the
$tunning 3ist feat 7including any condition that the monk can
apply using this feat9. Only melee )eapons can ha*e the "i
focus a#ility.
Moderate transmutation8 C= %th8 Craft Magic "rms and
"rmor, creator must #e a monk8 Price G1 #onus.
!ercifulB he )eapon deals an extra 1d0 points of damage,
and all damage it deals is nonlethal damage. On command,
the )eapon suppresses this a#ility until told to resume it
7allo)ing it to deal lethal damage, #ut )ithout any #onus
damage from this a#ility9.
3aint con?uration8 C= 5th8 Craft Magic "rms and "rmor,
cure liht #ounds8 Price G1 #onus.
!ighty CleavingB " !ihty clea%in #eapon allo)s a
)ielder using the Clea*e feat to make one additional attack if
the first attack hits, as long as the next foe is ad?acent to the
first and also )ithin reach. his additional attack cannot #e
against the first foe. Only melee )eapons can #e !ihty
clea%in #eapons.
Moderate e*ocationJ C= %th8 Craft Magic "rms and "rmor,
di%ine po#erJ Price G1 #onus.
ReturningB his special a#ility can only #e placed on a
)eapon that can #e thro)n. " returnin #eapon flies through
the air #ack to the creature that thre) it. :t returns to the
thro)er ?ust #efore the creatureCs next turn 7and is therefore
ready to use again in that turn9. Catching a returnin #eapon
)hen it comes #ack is a free action. :f the character canCt
Page /0&
catch it, or if the character has mo*ed since thro)ing it, the
)eapon drops to the ground in the s6uare from )hich it )as
thro)n.
Moderate transmutationJ C= !th8 Craft Magic "rms and
"rmor, tele"inesisJ Price G1 #onus.
'ee"ingB Only ranged )eapons can ha*e the see"in a#ility.
he )eapon *eers to)ard its target, negating any miss
chances that )ould other)ise apply, such as from
concealment. he )ielder still has to aim the )eapon at the
right s6uare. "rro)s mistakenly shot into an empty space, for
example, do not *eer and hit in*isi#le enemies, e*en if they
are near#y.
$trong di*ination8 C= 1&th8 Craft Magic "rms and "rmor,
true seein8 Price G1 #onus.
'hoc"B 5pon command, a shoc" #eapon is sheathed in
crackling electricity that deals an extra 1d0 points of
electricity damage on a successful hit. he electricity does
not harm the )ielder. he effect remains until another
command is gi*en.
Moderate e*ocationJ C= %th8 Craft Magic "rms and "rmor,
call lihtnin or lihtnin boltJ Price G1 #onus.
'hoc"ing ur#tB " shoc"in burst #eapon functions as a
shoc" #eapon that explodes )ith electricity upon striking a
successful critical hit. he electricity does not harm the
)ielder. :n addition to the extra electricity damage from the
shoc" a#ility, a shoc"in burst #eapon deals an extra 1d1;
points of electricity damage on a successful critical hit. :f the
)eaponCs critical multiplier is L,, add an extra &d1; points of
electricity damage instead, and if the multiplier is L/, add an
extra ,d1; points.
+*en if the shoc" a#ility is not acti*e, the )eapon still deals
its extra electricity damage on a successful critical hit.
Moderate e*ocationJ C= 1;th8 Craft Magic "rms and "rmor,
call lihtnin or lihtnin boltJ Price G& #onus.
'peedB 4hen making a full.attack action, the )ielder of a
speed #eapon may make one extra attack )ith it. he attack
uses the )ielderCs full #ase attack #onus, plus any modifiers
appropriate to the situation. 7his #enefit is not cumulati*e
)ith similar effects, such as a haste spell.9
Moderate transmutationJ C= !th8 Craft Magic "rms and
"rmor, hasteJ Price G, #onus.
'pell 'toringB " spell storin #eapon allo)s a spellcaster to
store a single targeted spell of up to ,rd le*el in the )eapon.
7he spell must ha*e a casting time of 1 standard action.9
"nytime the )eapon strikes a creature and the creature takes
damage from it, the )eapon can immediately cast the spell
on that creature as a free action if the )ielder desires. 7his
special a#ility is an exception to the general rule that casting
a spell from an item takes at least as long as casting that spell
normally.9 Once the spell has #een cast from the )eapon, a
spellcaster can cast any other targeted spell of up to ,rd le*el
into it. he )eapon magically imparts to the )ielder the
name of the spell currently stored )ithin it. " randomly
rolled spell storin #eapon has a 5;I chance to ha*e a spell
stored in it already.
$trong e*ocation 7plus aura of stored spell9J C= 1&th8 Craft
Magic "rms and "rmor, creator must #e a caster of at least
1&th le*el8 Price G1 #onus.
,hunderingB " thunderin #eapon creates a cacophonous
roar like thunder upon striking a successful critical hit. he
sonic energy does not harm the )ielder. " thunderin
#eapon deals an extra 1d% points of sonic damage on a
successful critical hit. :f the )eaponCs critical multiplier is
L,, add an extra &d% points of sonic damage instead, and if
the multiplier is L/, add an extra ,d% points of sonic damage.
$u#?ects dealt critical hits #y a thunderin #eapon must
make a (C 1/ 3ortitude sa*e or #e deafened permanently.
3aint necromancyJ C= 5th8 Craft Magic "rms and "rmor,
blindness=deafnessJ Price G1 #onus.
,hro6ingB his a#ility can only #e placed on a melee
)eapon. " melee )eapon crafted )ith this a#ility gains a
range increment of 1; feet and can #e thro)n #y a )ielder
proficient in its normal use.
3aint transmutationJ C= 5th8 Craft Magic "rms and "rmor,
!aic stoneJ Price G1 #onus.
HnholyB "n unholy #eapon is im#ued )ith unholy po)er.
his po)er makes the )eapon e*il.aligned and thus #ypasses
the corresponding damage reduction. :t deals an extra &d0
points of damage against all creatures of good alignment. :t
#esto)s one permanent negati*e le*el on any good creature
attempting to )ield it. he negati*e le*el remains as long as
the )eapon is in hand and disappears )hen the )eapon is no
longer )ielded. his negati*e le*el cannot #e o*ercome in
any )ay 7including restoration spells9 )hile the )eapon is
)ielded.
Moderate e*ocation Te*ilUJ C= !th8 Craft Magic "rms and
"rmor, unholy bliht, creator must #e e*il8 Price G& #onus.
Diciou#B 4hen a %icious #eapon strikes an opponent, it
creates a flash of disrupti*e energy that resonates #et)een
the opponent and the )ielder. his energy deals an extra &d0
points of damage to the opponent and 1d0 points of damage
to the )ielder. Only melee )eapons can #e %icious.
Moderate necromancy8 C= 2th8 Craft Magic "rms and
"rmor, ener%ation8 Price G1 #onus.
DorpalB his potent and feared a#ility allo)s the )eapon to
se*er the heads of those it strikes. 5pon a roll of natural &;
7follo)ed #y a successful roll to confirm the critical hit9, the
)eapon se*ers the opponentCs head 7if it has one9 from its
#ody. $ome creatures, such as many a#errations and all
oozes, ha*e no heads. Others, such as golems and undead
creatures other than *ampires, are not affected #y the loss of
Page /0,
their heads. Most other creatures, ho)e*er, die )hen their
heads are cut off. " %orpal #eapon must #e a slashing melee
)eapon. :f you roll this property randomly for an
inappropriate )eapon, reroll.
$trong necromancy and transmutationJ C= 1%th8 Craft Magic
"rms and "rmor, circle of death, "een edeJ Price G5 #onus.
AoundingB " #oundin #eapon deals 1 point of #leed
damage )hen it hits a creature. Multiple hits from a
)ounding )eapon increase the #leed damage. 1leeding
creatures take the #leed damage at the start of their turns.
1leeding can #e stopped #y a (C 15 -eal check or through
the application of any spell that cures hit point damage. "
critical hit does not multiply the #leed damage. Creatures
immune to critical hits are immune to the #leed damage dealt
#y this )eapon.
Moderate e*ocation8 C= 1;th8 Craft Magic "rms and "rmor,
bleedJ Price G& #onus.
'pecific Aeapon#
.damantine attlea3e
.ura no aura 7nonmagical98 C1 K
'lot none8 Price ,,;1; gp8 Aeight 0 l#s.
De#cription
his nonmagical axe is made out of adamantine. "s a
master)ork )eapon, it has a G1 enhancement #onus on
attack rolls.
.damantine Dagger
.ura no aura 7nonmagical98 C1 K
'lot none8 Price ,,;;& gp8 Aeight 1 l#.
De#cription
his nonmagical dagger is made out of adamantine. "s a
master)ork )eapon, it has a G1 enhancement #onus on
attack rolls.
.##a##in%# Dagger
.ura moderate necromancy8 C1 2th
'lot none8 Price 1;,,;& gp8 Aeight 1 l#.
De#cription
his )icked.looking, cur*ed K2 daer pro*ides a G1 #onus
to the (C of a 3ortitude sa*e forced #y the death attack of an
assassin.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, slay li%in8
Co#t 5,,;& gp
Page /0/
Table 1@-11: Specific 9eapons
!inor !edium !aKor 'pecific Aeapon
!ar"et
Price
;1H15 K K Sleep arro# 1,& gp
10H&5 K K Screa!in bolt &0! gp
&0H/5 K K
$il*er dagger,
master)ork
,&& gp
/0H05 K K
Cold iron longs)ord,
master)ork
,,; gp
00H!5 ;1H;2 K Ma%elin of lihtnin 1,5;; gp
!0H%; 1;H15 K Slayin arro# &,&%& gp
%1H2; 10H&/ K "damantine dagger ,,;;& gp
21H
1;;
&5H,, K "damantine #attleaxe ,,;1; gp
K ,/H,! K
Slayin arro#
*reater-
/,;5! gp
K ,%H/; K Shatterspi"e /,,15 gp
K /1H/0 K 'aer of %eno! %,,;& gp
K /!H51 K Trident of #arnin 1;,115 gp
K 5&H5! ;1H;/ Assassin(s daer 1;,,;& gp
K 5%H0& ;5H;! Shifter(s sorro# 1&,!%; gp
K 0,H00 ;%H;2
Trident of fish
co!!and
1%,05; gp
K 0!H!/ 1;H1, )la!e tonue &;,!15 gp
K !5H!2 1/H1! &uc" blade *D #ishes- &&,;0; gp
K %;H%0 1%H&/ S#ord of subtlety &&,,1; gp
K %!H21 &5H,1 S#ord of the planes &&,,15 gp
K 2&H25 ,&H,! 3ine li%es stealer &,,;5! gp
K 20H2% ,%H/& ?athbo# &5,0;; gp
K 22H1;; /,H/0 S#ord of life stealin &5,!15 gp
K K /!H51 Mace of terror ,%,55& gp
K K 5&H5! &ife-drin"er /;,,&; gp
K K 5%H0& Syl%an sci!itar /!,,15 gp
K K 0,H0! .apier of puncturin 5;,,&; gp
K K 0%H!, Sun blade 5;,,,5 gp
K K !/H!2 )rost brand 5/,/!5 gp
K K %;H%/ '#ar%en thro#er 0;,,1& gp
K K %5H21 &uc" blade *1 #ish- 0&,,0; gp
K K 2&H25 Mace of s!itin !5,,1& gp
K K 20H2! &uc" blade *2 #ishes- 1;&,00; gp
K K 2%H22 5oly a%ener 1&;,0,; gp
K K 1;; &uc" blade *3 #ishes- 1/&,20; gp
Dagger of Denom
.ura faint necromancy8 C1 5th
'lot none8 Price %,,;& gp8 Aeight 1 l#.
De#cription
his #lack K1 daer has a serrated edge. :t allo)s the
)ielder to use a poison effect 7as the spell, sa*e (C 1/9 upon
a creature struck #y the #lade once per day. he )ielder can
decide to use the po)er after he has struck. (oing so is a free
action, #ut the poison effect must #e in*oked in the same
round that the dagger strikes.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, poison8 Co#t
/,,;& gp
D6arven ,hro6er
.ura moderate e*ocation8 C1 1;th
'lot none8 Price 0;,,1& gp8 Aeight 5 l#s.
De#cription
his )eapon functions as a K2 #arha!!er in the hands of
most users. Jet in the hands of a d)arf, the )arhammer gains
an additional G1 enhancement #onus 7for a total
enhancement #onus of G,9 and gains the returnin special
a#ility. :t can #e hurled )ith a ,;.foot range increment.
4hen hurled, a d#ar%en thro#er deals an extra &d% points of
damage against creatures of the giant su#type or an extra 1d%
points of damage against any other target.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, creator must
#e a d)arf of at least 1;th le*el8 Co#t ,;,,1& gp
&lame ,ongue
.ura strong e*ocation8 C1 1&th
'lot none8 Price &;,!15 gp8 Aeight / l#s.
De#cription
his is a K1 fla!in burst lons#ord. Once per day, the
s)ord can #last forth a fiery ray at any target )ithin ,; feet
as a ranged touch attack. he ray deals /d0 points of fire
damage on a successful hit.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, scorchin ray
and fireball, fla!e blade, or fla!e stri"e8 Co#t 1;,515 gp
&ro#t rand
.ura strong e*ocation8 C1 1/th
'lot none8 Price 5/,/!5 gp8 Aeight % l#s.
De#cription
his K3 frost reats#ord sheds light as a torch )hen the
temperature drops #elo) ;W 3. "t such times it cannot #e
concealed )hen dra)n, nor can its light #e shut off. :ts
)ielder is protected from fire8 the s)ord a#sor#s the first 1;
points of fire damage each round that the )ielder )ould
other)ise take.
" frost brand extinguishes all nonmagical fires in a &;.foot
radius. "s a standard action, it can also dispel lasting fire
spells, #ut not instantaneous effects. Jou must succeed on a
dispel check 71d&; G1/9 against each spell to dispel it. he
(C to dispel such spells is 11 G the caster le*el of the fire
spell.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, ice stor!,
dispel !aic, protection fro! enery8 Co#t &!,,!5 gp and 5
sp
5oly .venger
.ura strong a#?uration8 C1 1%th
'lot none8 Price 1&;,0,; gp8 Aeight / l#s.
De#cription
his K2 cold iron lons#ord #ecomes a K8 holy cold iron
lons#ord in the hands of a paladin.
his sacred )eapon pro*ides spell resistance of 5 G the
paladinCs le*el to the )ielder and anyone ad?acent to her. :t
also ena#les the paladin to use reater dispel !aic 7once per
round as a standard action9 at the class le*el of the paladin.
Only the area dispel is possi#le, not the targeted dispel or
counterspell *ersions of reater dispel !aic.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, holy aura,
creator must #e good8 Co#t 0;,0,; gp
Iavelin of 1ightning
.ura faint e*ocation8 C1 5th
'lot none8 Price 1,5;; gp8 Aeight & l#s.
De#cription
his ?a*elin #ecomes a 5d0 lihtnin bolt )hen thro)n
7'eflex (C 1/ half9. :t is consumed in the attack.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, lihtnin bolt8
Co#t !5; gp
Page /05
1ife7Drin"er
.ura strong necromancy8 C1 1,th
'lot none8 Price /;,,&; gp8 Aeight 1& l#s.
De#cription
his K1 reata,e is fa*ored #y undead and constructs, )ho
do not suffer its dra)#ack. " life.drinker #esto)s t)o
negati*e le*els on its target )hene*er it deals damage, ?ust as
if its target had #een struck #y an undead creature. One day
after #eing struck, su#?ects must make a (C 10 3ortitude
sa*e for each negati*e le*el or the negati*e le*els #ecome
permanent.
+ach time a life-drin"er deals damage to a foe, it also
#esto)s one negati*e le*el on the )ielder. "ny negati*e
le*els gained #y the )ielder in this fashion lasts for 1 hour.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, ener%ation8
Co#t &;,,&; gp
1ong#6ord, Cold -ron !a#ter6or"
.ura no aura 7nonmagical98 C1 K
'lot none8 Price ,,; gp8 Aeight / l#s.
De#cription
his nonmagical longs)ord is crafted out of cold iron. "s a
master)ork )eapon, it has a G1 enhancement #onus on
attack rolls.
1uc" lade
.ura strong e*ocation8 C1 1!th
'lot none8 Price &&,;0; gp 7; #ishes9, 0&,,0; gp 71 #ish9,
1;&,00; gp 7& #ishes9, 1/&,20; gp 7, #ishes98 Aeight & l#s.
De#cription
his K2 short s#ord gi*es its possessor a G1 luck #onus on
all sa*ing thro)s. :ts possessor also gains the po)er of good
fortune, usa#le once per day. his extraordinary a#ility
allo)s its possessor to reroll one roll that she ?ust made,
#efore the results are re*ealed. $he must take the result of the
reroll, e*en if itCs )orse than the original roll. :n addition, a
luck #lade may contain up to three #ishes 7)hen randomly
rolled, a luck #lade holds 1d/H1 #ishes, minimum ;9. 4hen
the last #ish is used, the s)ord remains a K2 short s#ord,
still grants the G1 luck #onus, and still grants its reroll po)er.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, #ish or
!iracle8 Co#t 11,1%5 gp 7; )ishes9, /,,%,5 gp 71 )ish9,
!0,/%5 gp 7& )ishes9, 1;2,1,5 gp 7, )ishes9.
!ace of 'miting
.ura moderate transmutation8 C1 11th
'lot none8 Price !5,,1& gp8 Aeight % l#s.
De#cription
his K3 ada!antine hea%y !ace has a G5 enhancement
#onus against constructs, and a successful critical hit dealt to
a construct completely destroys the construct 7no sa*ing
thro)9. " critical hit dealt to an outsider deals L/ damage
rather than L&.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, disinterate8
Co#t ,2,,1& gp
!ace of ,error
.ura strong necromancy8 C1 1,th
'lot none8 Price ,%,55& gp8 Aeight % l#s.
De#cription
his )eapon usually appears to #e a particularly frightening.
looking iron or steel mace. On command, this K2 hea%y
!ace causes the )ielderCs clothes and appearance to
transform into an illusion of darkest horror such that li*ing
creatures in a ,;.foot cone #ecome panicked as if #y a fear
spell 74ill (C 10 partial9. hose )ho fail take a H& morale
penalty on sa*ing thro)s, and they flee from the )ielder. he
)ielder may use this a#ility up to three times per day.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, fear8 Co#t
12,/,& gp
Nine 1ive# 'tealer
.ura strong necromancy Te*ilU8 C1 1,th
'lot none8 Price &,,;5! gp8 Aeight / l#s.
De#cription
his longs)ord al)ays performs as a K2 lons#ord, #ut it
also has the po)er to dra) the life force from an opponent. :t
can do this nine times #efore the a#ility is lost. "t that point,
the s)ord #ecomes a simple K2 lons#ord 7)ith a faint e*il
aura9. " critical hit must #e dealt for the s)ordCs death.
dealing a#ility to function, and this )eapon has no effect on
creatures not su#?ect to critical hits. he *ictim is entitled to
a (C &; 3ortitude sa*e to a*oid death. :f the sa*e is
successful, the s)ordCs death.dealing a#ility does not
function, no use of the a#ility is expended, and normal
critical damage is determined. his s)ord is e*il, and any
good character attempting to )ield it gains t)o negati*e
le*els. hese negati*e le*els remain as long as the s)ord is
Page /00
in hand and disappear )hen the s)ord is no longer )ielded.
hese negati*e le*els ne*er result in actual le*el loss, #ut
they cannot #e o*ercome in any )ay 7including restoration
spells9 )hile the s)ord is )ielded.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, finer of
death8 Co#t 11,5&% gp 5 sp.
Fathbo6
.ura strong e*ocation8 C1 15th
'lot none8 Price &5,0;; gp8 Aeight , l#s.
De#cription
Of el*en make, this )hite K2 co!posite lonbo# 7G& $tr
#onus9 )hispers, D$)ift defeat to my enemiesF in +l*en
)hen nocked and pulled. Once per day, if the archer s)ears
aloud to slay her target 7a free action9, the #o)Cs )hisper
#ecomes the shout D(eath to those )ho ha*e )ronged meZF
"gainst such a s)orn enemy, the #o) has a G5 enhancement
#onus, and arro)s launched from it deal an additional &d0
points of damage 7and L/ on a critical hit instead of the
normal L,9. "fter an enemy has #een s)orn, the #o) is
treated as only a master)ork )eapon against all foes other
than the s)orn enemy, and the archer takes a H1 penalty on
attack rolls )ith any )eapon other than the oathbo#. hese
#onuses and penalties last for ! days or until the s)orn
enemy is slain or destroyed #y the )ielder of the oathbo#,
)hiche*er comes first.
he oathbo# may only ha*e one s)orn enemy at a time.
Once the )ielder s)ears to slay a target, he cannot make a
ne) oath until he has slain that target or ! days ha*e passed.
+*en if the )ielder slays the s)orn enemy on the same day
that he makes the oath, he cannot acti*ate the oathbo#(s
special po)er again until &/ hours ha*e passed from the time
he made the oath.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, creator must
#e an elf8 Co#t 1,,1;; gp
Rapier of Puncturing
.ura strong necromancy8 C1 1,th
'lot none8 Price 5;,,&; gp8 Aeight & l#s.
De#cription
hree times per day, this K2 #oundin rapier allo)s the
)ielder to make a touch attack )ith the )eapon that deals
1d0 points of Constitution damage #y draining #lood.
Creatures immune to critical hits are immune to the
Constitution damage dealt #y this )eapon.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, har!8 Co#t
&5,,&; gp
'creaming olt
.ura faint enchantment8 C1 5th
'lot none8 Price &0! gp8 Aeight 1@1; l#.
De#cription
hese K2 bolts scream )hen fired, forcing all enemies of the
)ielder )ithin &; feet of the path of the #olt to succeed on a
(C 1/ 4ill sa*e or #ecome shaken. his is a mind.affecting
fear effect.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, doo!8 Co#t
1,! gp
'hatter#pi"e
.ura strong e*ocation8 C1 1,th
'lot none8 Price /,,15 gp8 Aeight / l#s.
De#cription
his intimidating )eapon appears to #e a longs)ord )ith
multiple hooks, #ar#s, and serrations along the #lade,
excellent for catching and sundering a foeCs )eapon.
4ielders )ithout the :mpro*ed $under feat use a
shatterspi"e as a K1 lons#ord only. 4ielders )ith the
:mpro*ed $under feat instead use shatterspi"e as a K7
lons#ord )hen attempting to sunder an opponentCs )eapon.
Shatterspi"e can damage )eapons )ith an enhancement
#onus of G/ or lo)er.
Con#truction
Re>uirement# $tr 1,, Craft "rms and "rmor, :mpro*ed
$under, Po)er "ttack, shatter8 Co#t &,,15 gp
'hifter%# 'orro6
.ura strong transmutation8 C1 15th
'lot none8 Price 1&,!%; gp8 Aeight 1; l#s.
De#cription
his K1=K1 t#o-bladed s#ord has #lades of alchemical
sil*er. he )eapon deals an extra &d0 points of damage
against any creature )ith the shapechanger su#type. 4hen a
shapechanger or a creature in an alternate form 7such as a
druid using )ild shape9 is struck #y the )eapon, it must
make a (C 15 4ill sa*e or return to its natural form.
Page /0!
Con#truction
Re>uirement# Craft "rms and "rmor, baleful poly!orph8
Co#t 0,!%; gp
'ilver Dagger, !a#ter6or"
.ura no aura 7nonmagical98 C1 K
'lot none8 Price ,&& gp8 Aeight 1 l#.
De#cription
"s a master)ork )eapon, this alchemical sil*er dagger has a
G1 enhancement #onus on attack rolls 7#ut not to damage
rolls9.
'laying .rro6
.ura strong necromancy8 C1 1,th
'lot none8 Price &,&%& gp 7slayin arro#9 or /,;5! gp
7reater slayin arro#98 Aeight 1@1; l#.
De#cription
his K1 arro# is keyed to a particular type or su#type of
creature. :f it strikes such a creature, the target must make a
(C &; 3ortitude sa*e or take 5; points of damage. Aote that
e*en creatures normally exempt from 3ortitude sa*es
7undead and constructs9 are su#?ect to this attack. 4hen
keyed to a li*ing creature, this is a death effect 7and thus
death #ard protects a target9. o determine the type or
su#type of creature the arro) is keyed to, roll on the ta#le
#elo).
" reater slayin arro# functions ?ust like a normal slayin
arro#, #ut the (C to a*oid the death effect is &, and the
arro) deals 1;; points of damage if the sa*ing thro) is
failed.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, finer of death
7slayin arro#9 or heightened finer of death 7reater
slayin arro#98 Co#t 1,1// gp 5 sp 7slayin arro#9 or &,;,&
gp 7reater slayin arro#9
dS De#ignated ,ype or 'ubtype
;1H;5 "#errations
;0H;2 "nimals
1;H10 Constructs
1!H&! (ragons
&%H,& 3ey
,, -umanoids, a6uatic
,/H,5 -umanoids, d)arf
,0H,! -umanoids, elf
,%H// -umanoids, giant
dS De#ignated ,ype or 'ubtype
/5 -umanoids, gnoll
/0 -umanoids, gnome
/!H/2 -umanoids, go#linoid
5; -umanoids, halfling
51H5/ -umanoids, human
55H5! -umanoids, reptilian
5%H0; -umanoids, orc
01H05 Magical #easts
00H!; Monstrous humanoids
!1H!& Oozes
!, Outsiders, air
!/H!0 Outsiders, chaotic
!! Outsiders, earth
!%H%; Outsiders, e*il
%1 Outsiders, fire
%&H%/ Outsiders, good
%5H%! Outsiders, la)ful
%% Outsiders, )ater
%2H2; Plants
21H2% 5ndead
22H1;; >ermin
'leep .rro6
.ura faint enchantment8 C1 5th
'lot none8 Price 1,& gp8 Aeight 1@1; l#.
De#cription
his K1 arro# is painted )hite and has )hite fletching. :f it
strikes a foe so that it )ould normally deal damage, it instead
#ursts into magical energy that deals nonlethal damage 7in
the same amount as )ould lethal damage9 and forces the
target to make a (C 11 4ill sa*e or fall asleep.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, sleep8 Co#t !;
gp
'un lade
.ura moderate e*ocation8 C1 1;th
'lot none8 Price 5;,,,5 gp8 Aeight & l#s.
De#cription
his s)ord is the size of a #astard s)ord. -o)e*er, a sun
blade is )ielded as if it )ere a short s)ord )ith respect to
)eight and ease of use. :n other )ords, the )eapon appears
to all *ie)ers to #e a #astard s)ord, and deals #astard s)ord
Page /0%
damage, #ut the )ielder feels and reacts as if the )eapon
)ere a short s)ord. "ny indi*idual a#le to use either a
#astard s)ord or a short s)ord )ith proficiency is proficient
in the use of a sun blade. =ike)ise, 4eapon 3ocus and
4eapon $pecialization in short s)ord and #astard s)ord
apply e6ually, #ut the #enefits of those feats do not stack.
:n normal com#at, the glo)ing golden #lade of the )eapon is
e6ual to a K2 bastard s#ord. "gainst e*il creatures, its
enhancement #onus is G/. "gainst Aegati*e +nergy Plane
creatures or undead creatures, the s)ord deals dou#le
damage 7and L, on a critical hit instead of the usual L&9.
he #lade also has a special sunlight po)er. Once per day,
the )ielder can s)ing the #lade *igorously a#o*e his head
)hile speaking a command )ord. he sun blade then sheds a
#right yello) radiance that acts like #right light and affects
creatures suscepti#le to light as if it )ere natural sunlight.
he radiance #egins shining in a 1;.foot radius around the
s)ord )ielder and extends out)ard at 5 feet per round for 1;
rounds thereafter, to create a glo#e of light )ith a 0;.foot
radius. 4hen the )ielder stops s)inging, the radiance fades
to a dim glo) that persists for another minute #efore
disappearing entirely. "ll sun blades are of good alignment,
and any e*il creature attempting to )ield one gains one
negati*e le*el. he negati*e le*el remains as long as the
s)ord is in hand and disappears )hen the s)ord is no longer
)ielded. his negati*e le*el cannot #e o*ercome in any )ay
7including #y restoration spells9 )hile the s)ord is )ielded.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, dayliht,
creator must #e good8 Co#t &5,,,5 gp
'6ord of 1ife 'tealing
.ura strong necromancy8 C1 1!th
'lot none8 Price &5,!15 gp8 Aeight / l#s.
De#cription
his #lack iron K2 lons#ord #esto)s a negati*e le*el )hen
it deals a critical hit. he s)ord )ielder gains 1d0 temporary
hit points each time a negati*e le*el is #esto)ed on another.
hese temporary hit points last for &/ hours. One day after
#eing struck, su#?ects must make a (C 10 3ortitude sa*e for
each negati*e le*el gained or they #ecome permanent.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, ener%ation8
Co#t 1,,;15 gp
'6ord of the Plane#
.ura strong e*ocation8 C1 15th
'lot none8 Price &&,,15 gp8 Aeight / l#s.
De#cription
his longs)ord has an enhancement #onus of G1 on the
Material Plane, #ut on any +lemental Plane its enhancement
#onus increases to G&. he G& enhancement #onus also
applies )hene*er the )eapon is used against creatures nati*e
to the +lemental Plane. :t operates as a K3 lons#ord on the
"stral Plane and the +thereal Plane, or )hen used against
opponents nati*e to either of those planes. On any other
plane, or against any outsider, it functions as a K7 lons#ord.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, plane shift8
Co#t 11,,15 gp
'6ord of 'ubtlety
.ura moderate illusion8 C1 !th
'lot none8 Price &&,,1; gp8 Aeight & l#s.
De#cription
" K1 short s#ord )ith a thin, dull gray #lade, this )eapon
pro*ides a G/ #onus on its )ielderCs attack and damage rolls
)hen he is making a sneak attack )ith it.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, blur8 Co#t
11,,1; gp
'ylvan 'cimitar
.ura moderate e*ocation8 C1 11th
'lot none8 Price /!,,15 gp8 Aeight / l#s.
De#cription
his K3 sci!itar, )hen used outdoors in a temperate climate,
grants its )ielder the use of the Clea*e feat and deals an
extra 1d0 points of damage.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, di%ine po#er
or creator must #e a !th.le*el druid8 Co#t &,,%15 gp
,rident of &i#h Command
.ura moderate enchantment8 C1 !th
'lot none8 Price 1%,05; gp8 Aeight / l#s.
De#cription
he magical properties of this K1 trident )ith a 0.foot.long
haft ena#le its )ielder to charm up to 1/ -( of a6uatic
animals as per the spell char! ani!als 74ill (C 10 negates,
animals get a G5 #onus if currently under attack #y the
)ielder or his allies9, no t)o of )hich can #e more than ,;
Page /02
feet apart. he )ielder can use this effect up to three times
per day. he )ielder can communicate )ith the animals as if
using a spea" #ith ani!als spell. "nimals making their
sa*ing thro)s are free of control, #ut they )ill not approach
)ithin 1; feet of the trident.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, char!
ani!als, spea" #ith ani!als8 Co#t 2,/%& gp and 5 sp
,rident of Aarning
.ura moderate di*ination8 C1 !th
'lot none8 Price 1;,115 gp8 Aeight / l#s.
De#cription
" )eapon of this type ena#les its )ielder to determine the
location, depth, kind, and num#er of a6uatic predators )ithin
0%; feet. " trident of #arnin must #e grasped and pointed in
order for the character using it to gain such information, and
it re6uires 1 round to scan a hemisphere )ith a radius of 0%;
feet. he )eapon is other)ise a K2 trident.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, locate
creature8 Co#t 5,&15 gp
Potions
Table 1@-12: Potions
!inor !edium !aKor 'pell 1evel Ca#ter 1evel
;1H&; K K ; 1st
&1H0; ;1H&; K 1st 1st
01H1;; &1H0; ;1H&; &nd ,rd
K 01H1;; &1H1;; ,rd 5th
Table 1@-13: Potion Costs
'pell
1evel
Cleric, Druid,
Ai$ard
'orcerer ard
Paladin,
Ranger
; &5 gp &5 gp &5 gp K
1st 5; gp 5; gp 5; gp 5; gp
&nd ,;; gp /;; gp /;; gp /;; gp
,rd !5; gp 2;; gp 1,;5; gp 1,;5; gp
" potion is a magic li6uid that produces its effect )hen
im#i#ed. Potions *ary incredi#ly in appearance. Magic oils
are similar to potions, except that oils are applied externally
rather than im#i#ed. " potion or oil can #e used only once. :t
can duplicate the effect of a spell of up to ,rd le*el that has a
casting time of less than 1 minute and targets one or more
creatures. he price of a potion is e6ual to the le*el of the
spell L the creatorCs caster le*el L 5; gp. :f the potion has a
material component cost, it is added to the #ase price and
cost to create. a#leB Potions gi*es sample prices for potions
created at the lo)est possi#le caster le*el for each
spellcasting class. Aote that some spells appear at different
le*els for different casters. he le*el of such spells depends
on the caster #re)ing the potion.
Potions are like spells cast upon the im#i#er. he character
taking the potion doesnCt get to make any decisions a#out the
effectKthe caster )ho #re)ed the potion has already done
so. he drinker of a potion is #oth the effecti*e target and the
caster of the effect 7though the potion indicates the caster
le*el, the drinker still controls the effect9.
he person applying an oil is the effecti*e caster, #ut the
o#?ect is the target.
Phy#ical De#criptionB " typical potion or oil consists of 1
ounce of li6uid held in a ceramic or glass *ial fitted )ith a
tight stopper. he stoppered container is usually no more
than 1 inch )ide and & inches high. he *ial has "C 1,, 1 hit
point, hardness 1, and a #reak (C of 1&.
-dentifying Potion#B :n addition to the standard methods of
identification, PCs can sample from each container they find
to attempt to determine the nature of the li6uid inside )ith a
Perception check. he (C of this check is e6ual to 15 G the
spell le*el of the potion 7although this (C might #e higher
for rare or unusual potions9.
.ctivationB (rinking a potion or applying an oil re6uires no
special skill. he user merely remo*es the stopper and
s)allo)s the potion or smears on the oil. he follo)ing rules
go*ern potion and oil use.
(rinking a potion or using an oil is a standard action. he
potion or oil takes effect immediately. 5sing a potion or oil
pro*okes attacks of opportunity. "n enemy may direct an
attack of opportunity against the potion or oil container
rather than against the character. " successful attack of this
sort can destroy the container, pre*enting the character from
drinking the potion or applying the oil.
" creature must #e a#le to s)allo) a potion or smear on an
oil. 1ecause of this, incorporeal creatures cannot use potions
or oils. "ny corporeal creature can im#i#e a potion or use an
oil.
" character can carefully administer a potion to an
unconscious creature as a full.round action, trickling the
li6uid do)n the creatureCs throat. =ike)ise, it takes a full.
round action to apply an oil to an unconscious creature.
Page /!;
Rings
'ings #esto) magical po)ers upon their )earers. Only a
rare fe) ha*e chargesKmost magic rings are permanent and
potent magic items. "nyone can use a ring.
" character can only effecti*ely )ear t)o magic rings. "
third magic ring doesnCt )ork if the )earer is already
)earing t)o magic rings.
Phy#ical De#criptionB 'ings ha*e no apprecia#le )eight.
"lthough exceptions exist that are crafted from glass or
#one, the *ast ma?ority of rings are forged from metalK
usually precious metals such as gold, sil*er, and platinum. "
ring has "C 1,, & hit points, hardness 1;, and a #reak (C of
&5.
.ctivationB " ringCs a#ility is usually acti*ated #y a spoken
command )ord 7a standard action that does not pro*oke
attacks of opportunity9 or its effects )ork continually. $ome
rings ha*e unusual acti*ations, as mentioned in the ringCs
specific description.
'pecial Jualitie#B 'oll dI. " result of ;1 indicates the ring
is intelligent, ;&H,1 indicates that something 7a design,
inscription, or the like9 pro*ides a clue to its function, and
,&H1;; indicates no special 6ualities. :ntelligent items ha*e
extra a#ilities and sometimes extraordinary po)ers and
special purposes 7see :ntelligent :tems9. 'ings )ith charges
can ne*er #e intelligent.
Table 1@-17: .ins
!inor !edium !aKor Ring
!ar"et
Price
;1H1% K K Protection K1 &,;;; gp
12H&% K K )eather fallin &,&;; gp
&2H,0 K K Sustenance &,5;; gp
,!H// K K Cli!bin &,5;; gp
/5H5& K K Mu!pin &,5;; gp
5,H0; K K S#i!!in &,5;; gp
01H!; ;1H;5 K Counterspells /,;;; gp
!1H!5 ;0H;% K Mind shieldin %,;;; gp
!0H%; ;2H1% K Protection K2 %,;;; gp
%1H%5 12H&, K )orce shield %,5;; gp
%0H2; &/H&% K .a!, the %,0;; gp
K &2H,/ K Cli!bin, i!pro%ed 1;,;;; gp
K ,5H/; K Mu!pin, i!pro%ed 1;,;;; gp
K /1H/0 K S#i!!in, i!pro%ed 1;,;;; gp
21H2, /!H5; K Ani!al friendship 1;,%;; gp
2/H20 51H50 ;1H;& +nery resistance, 1&,;;; gp
!inor !edium !aKor Ring
!ar"et
Price
!inor
2!H2% 5!H01 K Cha!eleon po#er 1&,!;; gp
22H
1;;
0&H00 K 9ater #al"in 15,;;; gp
K 0!H!1 ;,H;! Protection K3 1%,;;; gp
K !&H!0 ;%H1; Spell storin, !inor 1%,;;; gp
K !!H%1 11H15 0n%isibility &;,;;; gp
K %&H%5 10H12 9i<ardry *0- &;,;;; gp
K %0H2; &;H&5 +%asion &5,;;; gp
K 21H2, &0H&% ;-ray %ision &5,;;; gp
K 2/H2! &2H,& Blin"in &!,;;; gp
K 2%H1;; ,,H,2
+nery resistance,
!a:or
&%,;;; gp
K K /;H/2 Protection K7 ,&,;;; gp
K K 5;H55 9i<ardry *00- /;,;;; gp
K K 50H0; )reedo! of !o%e!ent /;,;;; gp
K K 01H0,
+nery resistance,
reater
//,;;; gp
K K 0/H05 )riend shield 7pair9 5;,;;; gp
K K 00H!; Protection K8 5;,;;; gp
K K !1H!/ Shootin stars 5;,;;; gp
K K !5H!2 Spell storin 5;,;;; gp
K K %;H%, 9i<ardry *000- !;,;;; gp
K K %/H%0 Tele"inesis !5,;;; gp
K K %!H%% .eeneration 2;,;;; gp
K K %2H21 Spell turnin 1;;,;;; gp
K K 2&H2, 9i<ardry *02- 1;;,;;; gp
K K 2/ Three #ishes 1&;,;;; gp
K K 25 ':inni callin 1&5,;;; gp
K K 20
+le!ental co!!and
*air-
&;;,;;; gp
K K 2!
+le!ental co!!and
*earth-
&;;,;;; gp
K K 2%
+le!ental co!!and
*fire-
&;;,;;; gp
K K 22
+le!ental co!!and
*#ater-
&;;,;;; gp
K K 1;; Spell storin, !a:or &;;,;;; gp
Ring of .nimal &riend#hip
.ura faint enchantment8 C1 ,rd
'lot ring8 Price 1;,%;; gp8 Aeight K
Page /!1
De#cription
" rin of ani!al friendship al)ays #ears some sort of
animal.like design in its craftsmanship. On command, this
ring affects an animal as if the )earer had cast char! ani!al.
Con#truction
Re>uirement# 3orge 'ing, char! ani!al8 Co#t 5,/;; gp
Ring of lin"ing
.ura moderate transmutation8 C1 !th
'lot ring8 Price &!,;;; gp8 Aeight K
De#cription
On command, this ring makes the )earer #link, as the blin"
spell.
Con#truction
Re>uirement# 3orge 'ing, blin"8 Co#t 1,,5;; gp
Ring of Chameleon Po6er
.ura faint illusion8 C1 ,rd
'lot ring8 Price 1&,!;; gp8 Aeight K
De#cription
"s a free action, the )earer of this ring can gain the a#ility to
magically #lend in )ith the surroundings. his pro*ides a
G1; competence #onus on her $tealth checks. "s a standard
action, she can also use the spell disuise self as often as she
)ants.
Con#truction
Re>uirement# 3orge 'ing, disuise self, in%isibility8 Co#t
0,,5; gp
Ring of Climbing
.ura faint transmutation8 C1 5th
'lot ring8 Price &,5;; gp8 Aeight K
De#cription
his ring is actually a magic leather cord that ties around a
finger. :t continually grants the )earer a G5 competence
#onus on Clim# checks.
Con#truction
Re>uirement# 3orge 'ing, creator must ha*e 5 ranks in the
Clim# skill8 Co#t 1,&5; gp
Ring of Climbing, -mproved
.ura faint transmutation8 C1 5th
'lot ring8 Price 1;,;;; gp8 Aeight K
De#cription
"s a rin of cli!bin, except it grants a G1; competence
#onus on its )earerCs Clim# checks.
Con#truction
Re>uirement# 3orge 'ing, creator must ha*e 1; ranks in the
Clim# skill8 Co#t 5,;;; gp
Ring of Counter#pell#
.ura moderate e*ocation8 C1 11th
'lot ring8 Price /,;;; gp8 Aeight K
De#cription
his ring might seem to #e a rin of spell storin upon first
examination. -o)e*er, )hile it allo)s a single spell of 1st
through 0th le*el to #e cast into it, that spell cannot #e cast
out of the ring again. :nstead, should that spell e*er #e cast
upon the )earer, the spell is immediately countered, as a
counterspell action, re6uiring no action 7or e*en kno)ledge9
on the )earerCs part. Once so used, the spell cast )ithin the
ring is gone. " ne) spell 7or the same one as #efore9 may #e
placed into it again.
Con#truction
Re>uirement# 3orge 'ing, i!bue #ith spell ability8 Co#t
&,;;; gp
Ring of DKinni Calling
.ura strong con?uration8 C1 1!th
'lot ring8 Price 1&5,;;; gp8 Aeight K
De#cription
One of the many rings of fa#le, this DgenieF ring is useful
indeed. :t ser*es as a special ate #y means of )hich a
specific d?inni can #e called from the Plane of "ir. 4hen the
ring is ru##ed 7a standard action9, the call goes out, and the
d?inni appears on the next round. he d?inni faithfully o#eys
and ser*es the )earer of the ring, #ut ne*er for more than 1
hour per day. :f the d?inni of the ring is e*er killed, the ring
#ecomes nonmagical and )orthless.
Con#truction
Re>uirement# 3orge 'ing, ate8 Co#t 0&,5;; gp
Ring of 2lemental Command
.ura strong con?uration8 C1 15th
'lot ring8 Price &;;,;;; gp8 Aeight K
Page /!&
De#cription
"ll four kinds of ele!ental co!!and rings are *ery
po)erful. +ach appears to #e nothing more than a lesser
magic ring until fully acti*ated 7#y meeting a special
condition, such as single.handedly slaying an elemental of
the appropriate type or exposure to a sacred material of the
appropriate element9, #ut each has certain other po)ers as
)ell as the follo)ing common properties.
+lementals of the plane to )hich the ring is attuned canCt
attack the )earer, or e*en approach )ithin 5 feet of him. :f
the )earer desires, he may forego this protection and instead
attempt to charm the elemental 7as char! !onster, 4ill (C
1! negates9. :f the charm attempt fails, ho)e*er, a#solute
protection is lost and no further attempt at charming can #e
made.
Creatures from the plane to )hich the ring is attuned )ho
attack the )earer take a H1 penalty on their attack rolls. he
ring )earer makes applica#le sa*ing thro)s against the
extraplanar creatureCs attacks )ith a G& resistance #onus. -e
gains a G/ morale #onus on all attack rolls against such
creatures. "ny )eapon he uses #ypasses the damage
reduction of such creatures, regardless of any 6ualities the
)eapon may or may not ha*e.
he )earer of the ring is a#le to con*erse )ith creatures
from the plane to )hich his ring is attuned. hese creatures
recognize that he )ears the ring, and sho) a healthy respect
for the )earer if alignments are similar. :f alignments are
opposed, creatures fear the )earer if he is strong. :f he is
)eak, they hate and desire to slay him.
he possessor of a rin of ele!ental co!!and takes a sa*ing
thro) penalty as follo)sB
2lement 'aving ,hro6 Penalty
"ir H& against earth.#ased effects
+arth H& against air. or electricity.#ased effects
3ire H& against )ater. or cold.#ased effects
4ater H& against fire.#ased effects
:n addition to the po)ers descri#ed a#o*e, each specific ring
gi*es its )earer the follo)ing a#ilities according to its kind.
.in of +le!ental Co!!and *Air-
)eather fall 7unlimited use, )earer only9
.esist enery *electricity- 7unlimited use, )earer
only9
/ust of #ind 7t)ice per day9
9ind #all 7unlimited use9
Air #al" 7once per day, )earer only9
Chain lihtnin 7once per )eek9
he ring appears to #e a rin of feather fallin until a certain
condition is met to acti*ate its full potential. :t must #e
reacti*ated each time a ne) )earer ac6uires it.
.in of +le!ental Co!!and *+arth-
Meld into stone 7unlimited use, )earer only9
Soften earth and stone 7unlimited use9
Stone shape 7t)ice per day9
Stones"in 7once per )eek, )earer only9
Pass#all 7t)ice per )eek9
9all of stone 7once per day9
he ring appears to #e a rin of !eld into stone 7allo)ing the
)earer to cast !eld into stone at )ill9 until the esta#lished
condition is met.
.in of +le!ental Co!!and *)ire-
.esist enery *fire- 7as a !a:or rin of enery
resistance NfireO9
Burnin hands 7unlimited use9
)la!in sphere 7t)ice per day9
Pyrotechnics 7t)ice per day9
9all of fire 7once per day9
)la!e stri"e 7t)ice per )eek9
he ring appears to #e a !a:or rin of enery resistance
*fire- until the esta#lished condition is met.
.in of +le!ental Co!!and *9ater-
9ater #al" 7unlimited use9
Create #ater 7unlimited use9
9ater breathin 7unlimited use9
9all of ice 7once per day9
0ce stor! 7t)ice per )eek9
Control #ater 7t)ice per )eek9
he ring appears to #e a rin of #ater #al"in until the
esta#lished condition is met.
Con#truction
Re>uirement# 3orge 'ing, su!!on !onster 20, all
appropriate spells8 Co#t 1;;,;;; gp
Ring of 2nergy Re#i#tance
.ura faint 7minor9 or moderate 7ma?or or greater9 a#?uration8
C1 ,rd 7minor9, !th 7ma?or9, or 11th 7greater9
'lot ring8 Price 1&,;;; gp 7minor9, &%,;;; gp 7ma?or9,
//,;;; gp 7greater98 Aeight K
De#cription
his ring continually protects the )earer from damage from
one type of energyKacid, cold, electricity, fire, or sonic
7chosen #y the creator of the item8 determine randomly if
found as part of a treasure hoard9. +ach time the )earer
)ould normally take such damage, su#tract the ringCs
Page /!,
resistance *alue from the damage dealt.
" !inor rin of enery resistance grants 1; points of
resistance. " !a:or rin of enery resistance grants &; points
of resistance. " reater rin of enery resistance grants ,;
points of resistance.
Con#truction
Re>uirement# 3orge 'ing, resist enery8 Co#t 0,;;; gp
7minor9, 1/,;;; gp 7ma?or9, &&,;;; gp 7greater9
Ring of 2va#ion
.ura moderate transmutation8 C1 !th
'lot ring8 Price &5,;;; gp8 Aeight K
De#cription
his ring continually grants the )earer the a#ility to a*oid
damage as if she had e*asion. 4hene*er she makes a 'eflex
sa*ing thro) to determine )hether she takes half damage, a
successful sa*e results in no damage.
Con#truction
Re>uirement# 3orge 'ing, :u!p8 Co#t 1&,5;; gp
Ring of &eather &alling
.ura faint transmutation8 C1 1st
'lot ring8 Price &,&;; gp8 Aeight K
De#cription
his ring is crafted )ith a feather pattern all around its edge.
:t acts exactly like a feather fall spell, acti*ated immediately
if the )earer falls more than 5 feet.
Con#truction
Re>uirement# 3orge 'ing, feather fall8 Co#t 1,1;; gp
Ring of &orce 'hield
.ura moderate e*ocation8 C1 2th
'lot ring8 Price %,5;; gp8 Aeight K
De#cription
"n iron #and, this simple ring generates a shield.sized 7and
shield.shaped9 #all of force that stays )ith the ring and can
#e )ielded #y the )earer as if it )ere a hea*y shield 7G&
"C9. his special creation has no armor check penalty or
arcane spell failure chance since it is )eightless and
encum#rance.free. :t can #e acti*ated and deacti*ated at )ill
as a free action.
Con#truction
Re>uirement# 3orge 'ing, #all of force8 Co#t /,&5; gp
Ring of &reedom of !ovement
.ura moderate a#?uration8 C1 !th
'lot ring8 Price /;,;;; gp8 Aeight K
De#cription
his gold ring allo)s the )earer to act as if continually under
the effect of a freedo! of !o%e!ent spell.
Con#truction
Re>uirement# 3orge 'ing, freedo! of !o%e!ent8 Co#t
&;,;;; gp
Ring of &riend 'hield
.ura moderate a#?uration8 C1 1;th
'lot ring8 Price 5;,;;; gp 7for a pair98 Aeight K
De#cription
hese curious rings al)ays come in pairs. " friend shield
ring )ithout its mate is useless. +ither )earer of one of a pair
of the rings can, at any time, command his ring to cast a
shield other spell )ith the )earer of the mated ring as the
recipient. his effect has no range limitation.
Con#truction
Re>uirement# 3orge 'ing, shield other8 Co#t &5,;;; gp
Ring of -nvi#ibility
.ura faint illusion8 C1 ,rd
'lot ring8 Price &;,;;; gp8 Aeight K
De#cription
1y acti*ating this simple sil*er ring, the )earer can #enefit
from in%isibility, as the spell.
Con#truction
Re>uirement# 3orge 'ing, in%isibility8 Co#t 1;,;;; gp
Ring of Iumping
.ura faint transmutation8 C1 &th
'lot ring8 Price &,5;; gp8 Aeight K
De#cription
his ring continually allo)s the )earer to leap a#out,
pro*iding a G5 competence #onus on all his "cro#atics
checks made to make high or long ?umps.
Con#truction
Re>uirement# 3orge 'ing, creator must ha*e 5 ranks in the
"cro#atics skill8 Co#t 1,&5; gp
Page /!/
Ring of Iumping, -mproved
.ura moderate transmutation8 C1 !th
'lot ring8 Price 1;,;;; gp8 Aeight K
De#cription
"s a rin of :u!pin, except it grants a G1; competence
#onus on its )earerCs "cro#atics checks made to make high
or long ?umps.
Con#truction
Re>uirement# 3orge 'ing, creator must ha*e 1; ranks in the
"cro#atics skill8 Co#t 5,;;; gp
Ring of !ind 'hielding
.ura faint a#?uration8 C1 ,rd
'lot ring8 Price %,;;; gp8 Aeight K
De#cription
his ring is usually of fine )orkmanship and )rought from
hea*y gold. he )earer is continually immune to detect
thouhts, discern lies, and any attempt to magically discern
her alignment$
Con#truction
Re>uirement# 3orge 'ing, nondetection8 Co#t /,;;; gp
Ring of Protection
.ura faint a#?uration8 C1 5th
'lot ring8 Price &,;;; gp 7G19, %,;;; gp 7G&9, 1%,;;; gp
7G,9, ,&,;;; gp 7G/9, 5;,;;; gp 7G598 Aeight K
De#cription
his ring offers continual magical protection in the form of a
deflection #onus of G1 to G5 to "C.
Con#truction
Re>uirement# 3orge 'ing, shield of faith, caster must #e of
a le*el at least three times the #onus of the ring8 Co#t 1,;;;
gp 7G19, /,;;; gp 7G&9, 2,;;; gp 7G,9, 10,;;; gp 7G/9,
&5,;;; gp 7G59
Ring of the Ram
.ura moderate transmutation8 C1 2th
'lot ring8 Price %,0;; gp8 Aeight K
De#cription
he rin of the ra! is an ornate ring forged of hard metal,
usually iron or an iron alloy. :t has the head of a ram as its
de*ice. he )earer can command the ring to gi*e forth a
ram.like force, manifested #y a *aguely discerni#le shape
that resem#les the head of a ram or a goat. his force strikes
a single target, dealing 1d0 points of damage if 1 charge is
expended, &d0 points if & charges are used, or ,d0 points if ,
charges 7the maximum9 are used. reat this as a ranged
attack )ith a 5;.foot maximum range and no penalties for
distance.
he force of the #lo) is considera#le, and those struck #y the
ring are su#?ect to a #ull rush if )ithin ,; feet of the ring.
)earer. he ram is =arge and uses the ringCs caster le*el as its
#ase attack #onus )ith a $trength of &5. his gi*es the ram a
Com#at Maneu*er 1onus of G1!. he ram gains a G1 #onus
on the #ull rush attempt if & charges are expended, or G& if ,
charges are expended.
:n addition to its attack mode, the rin of the ra! also has the
po)er to open doors as if it )ere a character )ith $trength
&5. his expends 1 charge. :f & charges are expended, the
effect is e6ui*alent to a character )ith $trength &!. :f ,
charges are expended, the effect is that of a character )ith
$trength &2.
" ne)ly created ring has 5; charges. 4hen all the charges
are expended, the ring #ecomes a nonmagical item.
Con#truction
Re>uirement# 3orge 'ing, bull(s strenth, tele"inesis8 Co#t
/,,;; gp
Ring of Regeneration
.ura strong con?uration8 C1 15th
'lot ring8 Price 2;,;;; gp8 Aeight K
De#cription
his )hite gold ring is generally set )ith a large green
sapphire. 4hen )orn, the ring continually allo)s a li*ing
)earer to heal 1 point of damage per round and an e6ual
amount of nonlethal damage. :n addition, he is immune to
#leed damage )hile )earing a rin of reeneration. :f the
)earer loses a lim#, an organ, or any other #ody part )hile
)earing this ring, the ring reenerates it as the spell. :n
either case, only damage taken )hile )earing the ring is
regenerated.
Con#truction
Re>uirement# 3orge 'ing, reenerate8 Co#t /5,;;; gp
Ring of 'hooting 'tar#
.ura strong e*ocation8 C1 1&th
'lot ring8 Price 5;,;;; gp8 Aeight K
De#cription
his ring has t)o modes of operationB one for #eing in dim
light or outdoors at night, and a second one )hen the )earer
Page /!5
is underground or indoors at night.
(uring the night, under the open sky or in areas of shado) or
darkness, the rin of shootin stars can perform the
follo)ing functions on command.
'ancin lihts 7once per hour9
&iht 7t)ice per night9
1all lightning 7special, once per night9
$hooting stars 7special, three per )eek9
he first special function, #all lightning, releases one to four
#alls of lightning 7ring )earerCs choice9. hese glo)ing
glo#es resem#le dancin lihts, and the ring )earer controls
them similarly 7see the dancin lihts spell description9. he
spheres ha*e a 1&;.foot range and a duration of / rounds.
hey can #e mo*ed at 1&; feet per round. +ach sphere is
a#out , feet in diameter, and any creature )ho comes )ithin
5 feet of one causes its charge to dissipate, taking electricity
damage in the process according to the num#er of #alls
created.
Number of all# Damage per all
1 lightning #all /d0 points of electricity damage
& lightning #alls ,d0 points of electricity damage each
, lightning #alls &d0 points of electricity damage each
/ lightning #alls 1d0 points of electricity damage each
Once the #all lightning function is acti*ated, the #alls can #e
released at any time #efore the sun rises. Multiple #alls can
#e released in the same round.
he second special function produces three shooting stars
that can #e released from the ring each )eek, simultaneously
or one at a time. hey impact for 1& points of damage and
spread 7as a fireball9 in a 5.foot.radius sphere for &/ points
of fire damage.
"ny creature struck #y a shooting star takes full damage
from impact plus full fire damage from the spread unless it
makes a (C 1, 'eflex sa*e. Creatures not struck #ut )ithin
the spread ignore the impact damage and take only half
damage from the fire spread on a successful (C 1, 'eflex
sa*e. 'ange is !; feet, at the end of )hich the shooting star
explodes unless it strikes a creature or o#?ect #efore that. "
shooting star al)ays follo)s a straight line, and any creature
in its path must make a sa*e or #e hit #y the pro?ectile.
:ndoors at night, or underground, the rin of shootin stars
has the follo)ing properties.
)aerie fire 7t)ice per day9
$park sho)er 7special, once per day9
he spark sho)er is a flying cloud of sizzling purple sparks
that fan out from the ring for a distance of &; feet in an arc
1; feet )ide. Creatures )ithin this area take &d% points of
damage each if not )earing metal armor or carrying a metal
)eapon. hose )earing metal armor and@or carrying a metal
)eapon take /d% points of damage.
Con#truction
Re>uirement# 3orge 'ing, faerie fire, fireball, liht,
lihtnin bolt8 Co#t &5,;;; gp
Ring of 'pell 'toring, !inor
.ura faint e*ocation8 C1 5th
'lot ring8 Price 1%,;;; gp8 Aeight K
De#cription
" !inor rin of spell storin contains up to three le*els of
spells 7either di*ine or arcane, or e*en a mix of #oth spell
types9 that the )earer can cast. +ach spell has a caster le*el
e6ual to the minimum le*el needed to cast that spell. he
user need not pro*ide any material components or focus to
cast the spell, and there is no arcane spell failure chance for
)earing armor 7#ecause the ring )earer need not gesture9.
he acti*ation time for the ring is the same as the casting
time for the rele*ant spell, )ith a minimum of 1 standard
action.
3or a randomly generated ring, treat it as a scroll to
determine )hat spells are stored in it. :f you roll a spell that
)ould put the ring o*er the three.le*el limit, ignore that roll8
the ring has no more spells in it.
" spellcaster can cast any spells into the ring, so long as the
total spell le*els do not add up to more than three.
Metamagic *ersions of spells take up storage space e6ual to
their spell le*el modified #y the metamagic feat. "
spellcaster can use a scroll to put a spell into the !inor rin
of spell storin.
he ring magically imparts to the )earer the names of all
spells currently stored )ithin it.
Con#truction
Re>uirement# 3orge 'ing, i!bue #ith spell ability8 Co#t
2,;;; gp
Ring of 'pell 'toring
.ura moderate e*ocation8 C1 2th
'lot ring8 Price 5;,;;; gp8 Aeight K
De#cription
"s the !inor rin of spell storin, except it holds up to 5
le*els of spells.
Con#truction
Re>uirement# 3orge 'ing, i!bue #ith spell ability8 Co#t
&5,;;; gp
Page /!0
Ring of 'pell 'toring, !aKor
.ura strong e*ocation8 C1 1!th
'lot ring8 Price &;;,;;; gp8 Aeight K
De#cription
"s the !inor rin of spell storin, except it holds up to 1;
le*els of spells.
Con#truction
Re>uirement# 3orge 'ing, i!bue #ith spell ability8 Co#t
1;;,;;; gp
Ring of 'pell ,urning
.ura strong a#?uration8 C1 1,th
'lot ring8 Price 1;;,;;; gp8 Aeight K
De#cription
5p to three times per day on command, this simple platinum
#and automatically reflects the next nine le*els of spells cast
at the )earer, exactly as if spell turnin had #een cast upon
him.
Con#truction
Re>uirement# 3orge 'ing, spell turnin8 Co#t 5;,;;; gp
Ring of 'u#tenance
.ura faint con?uration8 C1 5th
'lot ring8 Price &,5;; gp8 Aeight K
De#cription
his ring continually pro*ides its )earer )ith life.sustaining
nourishment. he ring also refreshes the #ody and mind, so
that its )earer needs only sleep & hours per day to gain the
#enefit of % hours of sleep. his allo)s a spellcaster that
re6uires rest to prepare spells to do so after only & hours, #ut
this does not allo) a spellcaster to prepare spells more than
once per day. he ring must #e )orn for a full )eek #efore it
#egins to )ork. :f it is remo*ed, the o)ner must )ear it for
another )eek to reattune it to himself.
Con#truction
Re>uirement# 3orge 'ing, create food and #ater8 Co#t
1,&5; gp
Ring of '6imming
.ura faint transmutation8 C1 &nd
'lot ring8 Price &,5;; gp8 Aeight K
De#cription
his sil*er ring usually has fish.like designs and motifs
etched into the #and. :t continually grants the )earer a G5
competence #onus on $)im checks.
Con#truction
Re>uirement# 3orge 'ing, creator must ha*e 5 ranks in the
$)im skill8 Co#t 1,&5; gp
Ring of '6imming, -mproved
.ura moderate transmutation8 C1 !th
'lot ring8 Price 1;,;;; gp8 Aeight K
De#cription
"s a rin of s#i!!in, except it grants a G1; competence
#onus on its )earerCs $)im checks.
Con#truction
Re>uirement# 3orge 'ing, creator must ha*e 1; ranks in the
$)im skill8 Co#t 5,;;; gp
Ring of ,ele"ine#i#
.ura moderate transmutation8 C1 2th
'lot ring8 Price !5,;;; gp8 Aeight K
De#cription
his ring allo)s the caster to use the spell tele"inesis on
command.
Con#truction
Re>uirement# 3orge 'ing, tele"inesis8 Co#t ,!,5;; gp
Ring of ,hree Ai#he#
.ura strong uni*ersal or e*ocation 7if !iracle is used98 C1
&;th
'lot ring8 Price 1&;,;;; gp8 Aeight K
De#cription
his ring is set )ith three ru#ies. +ach ru#y stores a #ish
spell, acti*ated #y the ring. 4hen a #ish is used, that ru#y
disappears. 3or a randomly generated ring, roll 1d, to
determine the remaining num#er of ru#ies. 4hen all the
#ishes are used, the ring #ecomes a nonmagical item.
Con#truction
Re>uirement# 3orge 'ing, #ish or !iracle8 Co#t 2!,5;; gp
Ring of Aater Aal"ing
.ura moderate transmutation8 C1 2th
'lot ring8 Price 15,;;; gp8 Aeight K
Page /!!
De#cription
his ring is often made of coral or #luish metal decorated
)ith )a*e motifs. :t allo)s the )earer to continually utilize
the effects of the spell #ater #al".
Con#truction
Re>uirement# 3orge 'ing, #ater #al"8 Co#t !,5;; gp
Ring of Ai$ardry
.ura moderate 7#i<ardry 09 or strong 7#i<ardry 00H029 7no
school98 C1 11th 709, 1/th 7009, 1!th 70009, &;th 7029
'lot ring8 Price &;,;;; gp 7:9, /;,;;; gp 7::9, !;,;;; gp 7:::9,
1;;,;;; gp 7:>98 Aeight K
De#cription
his special ring comes in four kinds 7rin of #i<ardry 0,
rin of #i<ardry 00, rin of #i<ardry 000, and rin of #i<ardry
029, all of them useful only to arcane spellcasters. he
)earerCs arcane spells per day are dou#led for one specific
spell le*el. " rin of #i<ardry 0 dou#les 1st.le*el spells, a
rin of #i<ardry 00 dou#les &nd.le*el spells, a rin of
#i<ardry 000 dou#les ,rd.le*el spells, and a rin of #i<ardry
02 dou#les /th.le*el spells. 1onus spells from high a#ility
scores or school specialization are not dou#led.
Con#truction
Re>uirement# 3orge 'ing, li!ited #ish8 Co#t 1;,;;; gp 7:9,
&;,;;; gp 7::9, ,5,;;; gp 7:::9, 5;,;;; gp 7:>9
Ring of 47Ray Di#ion
.ura moderate di*ination8 C1 0th
'lot ring8 Price &5,;;; gp8 Aeight K
De#cription
On command, this ring gi*es its )earer the a#ility to see into
and through solid matter. >ision range is &; feet, )ith the
*ie)er seeing as if he )ere looking at something in normal
light e*en if there is no illumination. N.ray *ision can
penetrate 1 foot of stone, 1 inch of common metal, or up to ,
feet of )ood or dirt. hicker su#stances or a thin sheet of
lead #locks the *ision.
5sing the ring is exhausting, causing the )earer 1 point of
Constitution damage per minute after the first 1; minutes of
use in a single day. he ring must #e used in 1.minute
increments.
Con#truction
Re>uirement# 3orge 'ing, true seein8 Co#t 1&,5;; gp
Rods
Table 1@-18: .ods
!edium !aKor Rod
!ar"et
Price
;1H;! K Metamagic, +nlare, lesser ,,;;; gp
;%H1/ K Metamagic, +,tend, lesser ,,;;; gp
15H&1 K Metamagic, Silent, lesser ,,;;; gp
&&H&% K 0!!o%able 5,;;; gp
&2H,5 K Metamagic, +!po#er, lesser 2,;;; gp
,0H/& K Metal and !ineral detection 1;,5;; gp
/,H5, ;1H;/ Cancellation 11,;;; gp
5/H5! ;5H;0 Metamagic, +nlare 11,;;; gp
5%H01 ;!H;% Metamagic, +,tend 11,;;; gp
0&H05 ;2H1; Metamagic, Silent 11,;;; gp
00H!1 11H1/ 9onder 1&,;;; gp
!&H!2 15H12 Python 1,,;;; gp
%;H%, K
Metamagic, Ma,i!i<e,
lesser
1/,;;; gp
%/H%2 &;H&1 )la!e e,tinuishin 15,;;; gp
2;H2! &&H&5 2iper 12,;;; gp
!edium !aKor Rod
!ar"et
Price
K &0H,; +ne!y detection &,,5;; gp
K ,1H,0 Metamagic, +nlare, reater &/,5;; gp
K ,!H/& Metamagic, +,tend, reater &/,5;; gp
K /,H/% Metamagic, Silent, reater &/,5;; gp
K /2H5, Splendor &5,;;; gp
K 5/H5% 9itherin &5,;;; gp
2%H22 52H0/ Metamagic, +!po#er ,&,5;; gp
K 05H02 Thunder and lihtnin ,,,;;; gp
1;; !;H!, Metamagic, 4uic"en, lesser ,5,;;; gp
K !/H!! 3eation ,!,;;; gp
K !%H%; Absorption 5;,;;; gp
K %1H%/ )lailin 5;,;;; gp
K %5H%0 Metamagic, Ma,i!i<e 5/,;;; gp
K %!H%% .ulership 0;,;;; gp
K %2H2; Security 01,;;; gp
K 21H2& &ordly !iht !;,;;; gp
K 2,H2/
Metamagic, +!po#er,
reater
!,,;;; gp
K 25H20 Metamagic, 4uic"en !5,5;; gp
Page /!%
!edium !aKor Rod
!ar"et
Price
K 2!H2% Alertness %5,;;; gp
K 22
Metamagic, Ma,i!i<e,
reater
1&1,5;; gp
K 1;;
Metamagic, 4uic"en,
reater
1!;,;;; gp
'ods are scepter.like de*ices that ha*e uni6ue magical
po)ers and do not usually ha*e charges. "nyone can use a
rod.
Phy#ical De#criptionB 'ods )eigh approximately 5 pounds.
hey range from & feet to , feet long and are usually made of
iron or some other metal. 7Many, as noted in their
descriptions, can function as light maces or clu#s due to their
hardy construction.9 hese sturdy items ha*e "C 2, 1; hit
points, hardness 1;, and a #reak (C of &!.
.ctivationB (etails relating to rod use *ary from item to
item. 5nless noted other)ise, you must #e holding a rod to
use its a#ilities. $ee the indi*idual descriptions for specifics.
'pecial Jualitie#B 'oll dI. " ;1 result indicates the rod is
intelligent, ;&H,1 indicates that something 7a design,
inscription, or the like9 pro*ides a clue to its function, and
,&H1;; indicates no special 6ualities. :ntelligent items ha*e
extra a#ilities and sometimes extraordinary po)ers and
special purposes 7see :ntelligent :tems9.
'ods )ith charges can ne*er #e intelligent.
-mmovable Rod
.ura moderate transmutation8 C1 1;th
'lot none8 Price 5,;;; gp8 Aeight 5 l#s.
De#cription
his rod looks like a flat iron #ar )ith a small #utton on one
end. 4hen the #utton is pushed 7a mo*e action9, the rod does
not mo*e from )here it is, e*en if staying in place defies
gra*ity. hus, the o)ner can lift or place the rod )here*er he
)ishes, push the #utton, and let go. $e*eral i!!o%able rods
can e*en make a ladder )hen used together 7although only
t)o are needed9. "n i!!o%able rod can support up to %,;;;
pounds #efore falling to the ground. :f a creature pushes
against an i!!o%able rod, it must make a (C ,; $trength
check to mo*e the rod up to 1; feet in a single round.
Con#truction
Re>uirement# Craft 'od, le%itate8 Co#t &,5;; gp
!etamagic Rod#
Metamagic rods hold the essence of a metamagic feat,
allo)ing the user to apply metamagic effects to spells as they
are cast. his does not change the spell slot of the altered
spell. "ll the rods descri#ed here are use.acti*ated 7#ut
casting spells in a threatened area still dra)s an attack of
opportunity9. " caster may only use one metamagic rod on
any gi*en spell, #ut it is permissi#le to com#ine a rod )ith
metamagic feats possessed #y the rodCs )ielder. :n this case,
only the feats possessed #y the )ielder ad?ust the spell slot of
the spell #eing cast.
Possession of a metamagic rod does not confer the associated
feat on the o)ner, only the a#ility to use the gi*en feat a
specified num#er of times per day. " sorcerer still must take
a full.round action )hen using a metamagic rod, ?ust as if
using a metamagic feat he possesses 7except for >uic"en
!eta!aic rods, )hich can #e used as a s)ift action9.
1e##er and Greater !etamagic Rod#B Aormal metamagic
rods can #e used )ith spells of 0th le*el or lo)er. =esser rods
can #e used )ith spells of ,rd le*el or lo)er, )hile greater
rods can #e used )ith spells of 2th le*el or lo)er.
!etamagic, 2mpo6er
.ura strong 7no school98 C1 1!th
'lot none8 Price 2,;;; gp 7lesser9, ,&,5;; gp 7normal9,
!,,;;; gp 7greater98 Aeight 5 l#s.
De#cription
he )ielder can cast up to three spells per day that are
empo)ered as though using the +mpo)er $pell feat.
Con#truction
Re>uirement# Craft 'od, +mpo)er $pell8 Co#t /,5;; gp
7lesser9, 10,&5; gp 7normal9, ,0,5;; gp 7greater9
!etamagic, 2nlarge
.ura strong 7no school98 C1 1!th
'lot none8 Price ,,;;; gp 7lesser9, 11,;;; gp 7normal9,
&/,5;; gp 7greater98 Aeight 5 l#s.
De#cription
he )ielder can cast up to three spells per day that are
enlarged as though using the +nlarge $pell feat.
Con#truction
Re>uirement# Craft 'od, +nlarge $pell8 Co#t 1,5;; gp
7lesser9, 5,5;; gp 7normal9, 1&,&5; gp 7greater9
!etamagic, 23tend
.ura strong 7no school98 C1 1!th
'lot none8 Price ,,;;; gp 7lesser9, 11,;;; gp 7normal9,
&/,5;; gp 7greater98 Aeight 5 l#s.
De#cription
he )ielder can cast up to three spells per day that are
Page /!2
extended as though using the +xtend $pell feat.
Con#truction
Re>uirement# Craft 'od, +xtend $pell8 Co#t 1,5;; gp
7lesser9, 5,5;; gp 7normal9, 1&,&5; gp 7greater9
!etamagic, !a3imi$e
.ura strong 7no school98 C1 1!th
'lot none8 Price 1/,;;; gp 7lesser9, 5/,;;; gp 7normal9,
1&1,5;; gp 7greater98 Aeight 5 l#s.
De#cription
he )ielder can cast up to three spells per day that are
maximized as though using the Maximize $pell feat.
Con#truction
Re>uirement# Craft 'od, Maximize $pell feat8 Co#t !,;;;
gp 7lesser9, &!,;;; gp 7normal9, 0;,!5; gp 7greater9
!etamagic, Juic"en
.ura strong 7no school98 C1 1!th
'lot none8 Price ,5,;;; gp 7lesser9, !5,5;; gp 7normal9,
1!;,;;; gp 7greater98 Aeight 5 l#s.
De#cription
he )ielder can cast up to three spells per day that are
6uickened as though using the Quicken $pell feat.
Con#truction
Re>uirement# Craft 'od, Quicken $pell8 Co#t 1!,5;; gp
7lesser9, ,!,!5; gp 7normal9, %5,;;; gp 7greater9
!etamagic, 'ilent
.ura strong 7no school98 C1 1!th
'lot none8 Price ,,;;; gp 7lesser9, 11,;;; gp 7normal9,
&/,5;; gp 7greater98 Aeight 5 l#s.
De#cription
he )ielder can cast up to three spells per day )ithout *er#al
components as though using the $ilent $pell feat.
Con#truction
Re>uirement# Craft 'od, $ilent $pell8 Co#t 1,5;; gp
7lesser9, 5,5;; gp 7normal9, 1&,&5; gp 7greater9
Rod of .b#orption
.ura strong a#?uration8 C1 15th
'lot none8 Price 5;,;;; gp8 Aeight 5 l#s.
De#cription
his rod a#sor#s spells or spell.like a#ilities into itself. he
magic a#sor#ed must #e a single.target spell or a ray directed
at either the character holding the rod or her gear. he rod
then nullifies the spellCs effect and stores its potential until
the )ielder releases this energy in the form of spells of her
o)n. $he can instantly detect a spellCs le*el as the rod
a#sor#s that spellCs energy. "#sorption re6uires no action on
the part of the user if the rod is in hand at the time.
" running total of a#sor#ed 7and used9 spell le*els should #e
kept. he )ielder of the rod can use captured spell energy to
cast any spell she has prepared, )ithout expending the
preparation itself. he only restrictions are that the le*els of
spell energy stored in the rod must #e e6ual to or greater than
the le*el of the spell the )ielder )ants to cast, that any
material components re6uired for the spell #e present, and
that the rod #e in hand )hen casting. 3or casters such as
#ards or sorcerers )ho do not prepare spells, the rodCs energy
can #e used to cast any spell of the appropriate le*el or le*els
that they kno).
" rod of absorption a#sor#s a maximum of 5; spell le*els
and can thereafter only discharge any remaining potential it
might ha*e. he rod cannot #e recharged. he )ielder kno)s
the rodCs remaining a#sor#ing potential and current amount
of stored energy.
o determine the a#sorption potential remaining in a ne)ly
found rod, roll dI and di*ide the result #y &. hen roll dI
againB on a result of !1H1;;, half the le*els already a#sor#ed
#y the rod are still stored )ithin.
Con#truction
Re>uirement# Craft 'od, spell turnin8 Co#t &5,;;; gp
Rod of .lertne##
.ura moderate a#?uration, di*ination, enchantment, and
e*ocation8 C1 11th
'lot none8 Price %5,;;; gp8 Aeight / l#s.
De#cription
his rod is indistinguisha#le from a K1 liht !ace$ :t has
eight flanges on its mace.like head. he rod #esto)s a G1
insight #onus on initiati*e checks. :f grasped firmly, the rod
ena#les the holder to use detect e%il, detect ood, detect
chaos, detect la#, detect !aic, discern lies, liht, or see
in%isibility$ +ach different use is a standard action.
:f the head of a rod of alertness is planted in the ground and
the possessor )ills it to alertness 7a standard action9, the rod
senses any creatures )ithin 1&; feet )ho intend to harm the
possessor. "t the same time, the rod creates the effect of a
prayer spell upon all creatures friendly to the possessor in a
&;.foot radius. :mmediately thereafter, the rod sends forth a
Page /%;
mental alert to these friendly creatures, )arning them of any
unfriendly creatures )ithin the 1&;.foot radius. hese effects
last for 1; minutes, and the rod can perform this function
once per day. =ast, the rod can #e used to simulate the
casting of an ani!ate ob:ects spell, utilizing any 11 7or
fe)er9 $mall o#?ects located roughly around the perimeter of
a 5.foot.radius circle centered on the rod )hen planted in the
ground. O#?ects remain animated for 11 rounds. he rod can
perform this function once per day.
Con#truction
Re>uirement# Craft 'od, alar!, ani!ate ob:ects, detect
chaos, detect e%il, detect ood, detect la#, detect !aic,
discern lies, liht, prayer, see in%isibility8 Co#t /&,5;; gp
Rod of Cancellation
.ura strong a#?uration8 C1 1!th
'lot none8 Price 11,;;; gp8 Aeight 5 l#s.
De#cription
his dreaded rod is a #ane to magic items, for its touch
drains an item of all magical properties. he item touched
must make a (C &, 4ill sa*e to pre*ent the rod from
draining it. :f a creature is holding it at the time, then the
item can use the holderCs 4ill sa*e #onus in place of its o)n
if the holderCs is #etter. :n such cases, contact is made #y
making a melee touch attack roll. 5pon draining an item, the
rod itself #ecomes #rittle and cannot #e used again. (rained
items are only restora#le #y #ish or !iracle$ :f a sphere of
annihilation and a rod of cancellation negate each other,
nothing can restore either of them.
Con#truction
Re>uirement# Craft 'od, !ae(s dis:unction8 Co#t 5,5;; gp
Rod of 2nemy Detection
.ura moderate di*ination8 C1 1;th
'lot none8 Price &,,5;; gp8 Aeight 5 l#s.
De#cription
his de*ice pulses in the )ielderCs hand and points in the
direction of any creature or creatures hostile to the #earer of
the de*ice 7nearest ones first9. hese creatures can #e
in*isi#le, ethereal, hidden, disguised, or in plain sight.
(etection range is 0; feet. :f the #earer of the rod
concentrates for a full round, the rod pinpoints the location of
the nearest enemy and indicates ho) many enemies are
)ithin range. he rod can #e used to pinpoint three times
each day, each use lasting up to 1; minutes. "cti*ating the
rod is a standard action.
Con#truction
Re>uirement# Craft 'od, true seein8 Co#t 11,!5; gp
Rod of &lailing
.ura moderate enchantment8 C1 2th
'lot none8 Price 5;,;;; gp8 Aeight 5 l#s.
De#cription
5pon the command of its possessor, the rod acti*ates,
changing from a normal.seeming rod to a K3=K3 dire flail.
he dire flail is a dou#le )eapon, )hich means that each of
the )eaponCs heads can #e used to attack. he )ielder can
gain an extra attack 7)ith the second head9 at the cost of
making all attacks at a H& penalty 7as if she had the )o.
4eapon 3ighting feat9.
Once per day, the )ielder can use a free action to cause the
rod to grant her a G/ deflection #onus to "rmor Class and a
G/ resistance #onus on sa*ing thro)s for 1; minutes. he
rod need not #e in )eapon form to grant this #enefit.
ransforming it into a )eapon or #ack into a rod is a mo*e
action.
Con#truction
Re>uirement# Craft 'od, Craft Magic "rms and "rmor,
bless8 Co#t &5,;;; gp
Rod of &lame 23tingui#hing
.ura strong transmutation8 C1 1&th
'lot none8 Price 15,;;; gp8 Aeight 5 l#s.
De#cription
his rod can extinguish Medium or smaller nonmagical fires
)ith simply a touch 7a standard action9. 3or the rod to #e
effecti*e against other sorts of fires, the )ielder must expend
1 or more of the rodCs charges.
+xtinguishing a =arge or larger nonmagical fire, or a magic
fire of Medium or smaller 7such as that of a fla!in )eapon
or a burnin hands spell9, expends 1 charge. Continual magic
flames, such as those of a )eapon or a fire creature, are
suppressed for 0 rounds and flare up again after that time. o
extinguish an instantaneous fire spell, the rod must #e )ithin
the area of the effect and the )ielder must ha*e used a ready
action, effecti*ely countering the entire spell.
4hen applied to =arge or larger magic fires, such as those
caused #y fireball, fla!e stri"e, or #all of fire, extinguishing
the flames expends & charges from the rod.
:f a rod of fla!e e,tinuishin is touched to a creature )ith
the fire su#type #y making a successful melee touch attack,
the rod deals 0d0 points of damage to the creature. his use
re6uires , charges.
Page /%1
" rod of fla!e e,tinuishin has 1; charges )hen found.
$pent charges are rene)ed e*ery day, so that a )ielder can
expend up to 1; charges in any &/.hour period.
Con#truction
Re>uirement# Craft 'od, pyrotechnics8 Co#t !,5;; gp
Rod of 1ordly !ight
.ura strong enchantment, e*ocation, necromancy, and
transmutation8 C1 12th
'lot none8 Price !;,;;; gp8 Aeight 1; l#s.
De#cription
his rod has functions that are spell.like, and it can also #e
used as a magic )eapon of *arious sorts. :n addition, it has
se*eral more mundane uses. he rod of lordly !iht is metal,
thicker than other rods, )ith a flanged #all at one end and six
stud.like #uttons along its length. Pushing any of the rodCs
#uttons is an action e6ui*alent to dra)ing a )eapon, and the
rod )eighs 1; pounds.
he follo)ing spell.like functions of the rod can each #e
used once per day.
5old person upon a touched creature, if the )ielder
so commands 74ill (C 1/ negates9. he )ielder
must choose to use this po)er 7a free action9 and
then succeed on a melee touch attack to acti*ate the
po)er. :f the attack fails, the effect is lost.
)ear upon all enemies *ie)ing it, if the )ielder so
desires 71;.foot maximum range, 4ill (C 10
partial9. :n*oking this po)er is a standard action.
(eal &d/ hit points of damage to an opponent on a
successful touch attack 74ill (C 1! half9 and cure
the )ielder of the same amount of damage. he
)ielder must choose to use this po)er #efore
attacking, as )ith hold person.
he follo)ing functions of the rod ha*e no limit on the
num#er of times they can #e employed.
:n its normal form, the rod can #e used as a K2 liht
!ace$
4hen #utton 1 is pushed, the rod #ecomes a K1
fla!in lons#ord$ " #lade springs from the #all,
)ith the #all itself #ecoming the s)ordCs hilt. he
)eapon stretches to an o*erall length of / feet.
4hen #utton & is pushed, the rod #ecomes a K7
battlea,e$ " )ide #lade springs forth at the #all, and
the )hole lengthens to / feet.
4hen #utton , is pushed, the rod #ecomes a K3
shortspear or K3 lonspear$ he spear #lade springs
forth, and the handle can #e lengthened up to 1& feet
7)ielderCs choice9 for an o*erall length ranging from
0 feet to 15 feet. "t its 15.foot length, the rod is
suita#le for use as a lance.
he follo)ing other functions of the rod also ha*e no limit
on the num#er of times they can #e employed.
Clim#ing pole@ladder. 4hen #utton / is pushed, a
spike that can anchor in stone is extruded from the
#all, )hile the other end sprouts three sharp hooks.
he rod lengthens to any)here #et)een 5 and 5;
feet in a single round, stopping )hen #utton / is
pushed again. -orizontal #ars , inches long fold out
from the sides, 1 foot apart, in staggered
progression. he rod is firmly held #y the spike and
hooks and can #ear up to /,;;; pounds. he )ielder
can retract the pole #y pushing #utton 5.
he ladder function can #e used to force open doors.
he )ielder plants the rodCs #ase ,; feet or less
from the portal to #e forced and in line )ith it, then
pushes #utton /. he force exerted has a $trength
modifier of G1&.
4hen #utton 0 is pushed, the rod indicates magnetic
north and gi*es the )ielder kno)ledge of his
approximate depth #eneath the surface or height
a#o*e it.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, Craft 'od,
bull(s strenth, fear, fla!e blade, hold person, inflict liht
#ounds8 Co#t ,5,;;; gp
Rod of !etal and !ineral Detection
.ura moderate di*ination8 C1 2th
'lot none8 Price 1;,5;; gp8 Aeight 5 l#s.
De#cription
his rod is *alued #y treasure hunters and miners alike, for it
pulses and hums in the )ielderCs hand in the proximity of
metal. "s the )earer aims the rod, the pulsations gro) more
noticea#le as it points to the largest mass of metal )ithin ,;
feet. -o)e*er, the )ielder can concentrate on a specific
metal or mineral. :f the specific mineral is )ithin ,; feet, the
rod points to any places it is located, and the rod )ielder
kno)s the approximate 6uantity as )ell. :f more than one
deposit of the specified metal or mineral is )ithin range, the
rod points to the largest cache first. +ach operation re6uires a
full.round action.
Con#truction
Re>uirement# Craft 'od, locate ob:ect8 Co#t 5,&5; gp
Rod of Negation
.ura strong *aried8 C1 15th
'lot none8 Price ,!,;;; gp8 Aeight 5 l#s.
Page /%&
De#cription
his de*ice negates the spell or spell.like function or
functions of magic items. he )ielder points the rod at the
magic item, and a pale gray #eam shoots forth to touch the
target de*ice, attacking as a ray 7a ranged touch attack9. he
ray functions as a reater dispel !aic spell, except it only
affects magic items. o negate instantaneous effects from an
item, the rod )ielder needs to ha*e a readied action. he
dispel check uses the rodCs caster le*el 715th9. he target item
gets no sa*ing thro), although the rod canCt negate artifacts
7e*en minor artifacts9. he rod can function three times per
day.
Con#truction
Re>uirement# Craft 'od, dispel !aic, and li!ited #ish or
!iracle8 Co#t 1%,5;; gp
Rod of the Python
.ura moderate transmutation8 C1 1;th
'lot none8 Price 1,,;;; gp8 Aeight 5 l#s.
De#cription
5nlike most rods, one end of this rod curls and t)ists #ack
on itself in a crookKthe tip of this crook sometimes looks
like the head of a snake. he rod itself is a#out / feet long
and )eighs 1; pounds. :t strikes as a K1=K1 >uarterstaff. :f
the user thro)s the rod to the ground 7a standard action9, it
gro)s to #ecome a constrictor snake #y the end of the round.
he python o#eys all commands of the o)ner. 7:n animal
form, it retains the G1 enhancement #onus on attacks and
damage possessed #y the rod form.9 he serpent returns to
rod form 7a full.round action9 )hene*er the )ielder desires,
or )hene*er it mo*es farther than 1;; feet from the o)ner. :f
the snake form is slain, it returns to rod form and cannot #e
acti*ated again for three days. " rod of the python only
functions if the possessor is good.
Con#truction
Re>uirement# Craft 'od, Craft Magic "rms and "rmor,
baleful poly!orph, creator must #e good8 Co#t 0,5;; gp
Rod of Ruler#hip
.ura strong enchantment8 C1 &;th
'lot none8 Price 0;,;;; gp8 Aeight % l#s.
De#cription
his rod looks like a royal scepter )orth at least 5,;;; gp in
materials and )orkmanship alone. he )ielder can command
the o#edience and fealty of creatures )ithin 1&; feet )hen
she acti*ates the de*ice 7a standard action9. Creatures
totaling ,;; -it (ice can #e ruled, #ut creatures )ith
:ntelligence scores of 1& or higher are each entitled to a (C
10 4ill sa*e to negate the effect. 'uled creatures o#ey the
)ielder as if she )ere their a#solute so*ereign. $till, if the
)ielder gi*es a command that is contrary to the nature of the
creatures commanded, the magic is #roken. he rod can #e
used for 5;; total minutes #efore crum#ling to dust. his
duration need not #e continuous.
Con#truction
Re>uirement# Craft 'od, !ass char! !onster8 Co#t ,&,5;;
gp
Rod of 'ecurity
.ura strong con?uration8 C1 &;th
'lot none8 Price 01,;;; gp8 Aeight 5 l#s.
De#cription
his item creates a nondimensional space, a pocket paradise.
here the rodCs possessor and as many as 122 other creatures
can stay in complete safety for a period of time, up to &;;
days di*ided #y the num#er of creatures affected. "ll
fractions are rounded do)n. :n this pocket paradise, creatures
donCt age, and natural healing takes place at t)ice the normal
rate. 3resh )ater and food 7fruits and *egeta#les only9 are in
a#undance. he climate is comforta#le for all creatures
in*ol*ed.
"cti*ating the rod 7a standard action9 causes the )ielder and
all creatures touching the rod to #e transported
instantaneously to the paradise. Mem#ers of large groups can
hold hands or other)ise maintain physical contact, allo)ing
all connected creatures in a circle or a chain to #e affected #y
the rod. 5n)illing creatures get a (C 1! 4ill sa*e to negate
the effect. :f such a creature succeeds on its sa*e, other
creatures #eyond that point in a chain can still #e affected #y
the rod.
4hen the rodCs effect expires, is dismissed, or is dispelled, all
the affected creatures instantly reappear in the location they
occupied )hen the rod )as acti*ated. :f something else
occupies the space that a tra*eler )ould #e returning to, then
his #ody is displaced a sufficient distance to pro*ide the
space re6uired for reentry. he rodCs possessor can dismiss
the effect )hene*er he )ishes #efore the maximum time
period expires, #ut the rod can only #e acti*ated once per
)eek.
Con#truction
Re>uirement# Craft 'od, ate8 Co#t ,;,5;; gp
Rod of 'plendor
.ura strong con?uration and transmutation8 C1 1&th
'lot none8 Price &5,;;; gp8 Aeight 5 l#s.
Page /%,
De#cription
he possessor of this fantastically #e?e)eled rod gains a G/
enhancement #onus to her Charisma score for as long as she
holds or carries the item. Once per day, the rod gar#s her in
magically created clothing of the finest fa#rics, plus
adornments of furs and ?e)els.
"pparel created #y the magic of the rod remains in existence
for 1& hours. -o)e*er, if the possessor attempts to sell or
gi*e a)ay any part of it, use it for a spell component, or the
like, all the apparel immediately disappears. he same
applies if any of it is forci#ly taken from her.
he *alue of no#le gar# created #y the rod ranges from !,;;;
to 1;,;;; gp 71d/G0 L 1,;;; gp9K1,;;; gp for the fa#ric
alone, 5,;;; gp for the furs, and the rest for the ?e)el trim
7maximum of t)enty gems, maximum *alue &;; gp each9.
:n addition, the rod has a second special po)er, usa#le once
per )eek. 5pon command, it creates a palatial tentKa huge
pa*ilion of silk 0; feet across. :nside the tent are temporary
furnishings and food suita#le to the splendor of the pa*ilion
and sufficient to entertain as many as 1;; people. he tent
and its trappings last for 1 day. "t the end of that time, the
tent and all o#?ects associated )ith it 7including any items
that )ere taken out of the tent9 disappear.
Con#truction
Re>uirement# Craft 'od, eale(s splendor, fabricate, !a:or
creation8 Co#t 1&,5;; gp
Rod of ,hunder and 1ightning
.ura moderate e*ocation8 C1 2th
'lot none8 Price ,,,;;; gp8 Aeight 5 l#s.
De#cription
Constructed of iron set )ith sil*er ri*ets, this rod has the
properties of a K2 liht !ace. :ts other po)ers are as follo)s.
,hunderB Once per day, the rod can strike as a K3
liht !ace, and the opponent struck is stunned from
the noise of the rodCs impact 73ortitude (C 10
negates9. "cti*ating this sonic po)er counts as a
free action, and it )orks if the )ielder strikes an
opponent )ithin 1 round.
1ightningB Once per day, )hen the )ielder desires,
a short spark of electricity can leap forth )hen the
rod strikes an opponent to deal the normal damage
for a K2 liht !ace 71d0G&9 and an extra &d0 points
of electricity damage. +*en )hen the rod might not
score a normal hit in com#at, if the roll )as good
enough to count as a successful melee touch attack,
then the &d0 points of electricity damage still apply.
he )ielder acti*ates this po)er as a free action,
and it )orks if he strikes an opponent )ithin 1
round.
,hunderclapB Once per day as a standard action,
the )ielder can cause the rod to gi*e out a deafening
noise, ?ust as a shout spell 73ortitude (C 10 partial,
&d0 points of sonic damage, target deafened for &d0
rounds9.
1ightning 'tro"eB Once per day as a standard
action, the )ielder can cause the rod to shoot out a
5.foot.)ide lihtnin bolt 72d0 points of electricity
damage, 'eflex (C 10 half9 to a range of &;; feet.
,hunder and 1ightningB Once per )eek as a
standard action, the )ielder of the rod can com#ine
the thunderclap descri#ed a#o*e )ith a lihtnin
bolt, as in the lightning stroke. he thunderclap
affects all )ithin 1; feet of the #olt. he lightning
stroke deals 2d0 points of electricity damage 7count
rolls of 1 or & as rolls of ,, for a range of &! to 5/
points9, and the thunderclap deals &d0 points of
sonic damage. " single (C 10 'eflex sa*e applies
for #oth effects.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, Craft 'od,
lihtnin bolt, shout8 Co#t 10,5;; gp
Rod of the Diper
.ura moderate necromancy8 C1 1;th
'lot none8 Price 12,;;; gp8 Aeight 5 l#s.
De#cription
his rod strikes as a K2 hea%y !ace. Once per day, upon
command, the head of the rod #ecomes that of an actual
serpent for 1; minutes. (uring this period, any successful
strike )ith the rod deals its usual damage and also poisons
the creature hit. his poison deals 1d, Constitution damage
per round for 0 rounds. Poisoned creatures can make a (C
10 3ortitude sa*e each round to negate the damage and end
the affliction. Multiple hits extend the duration #y , rounds
and increase the (C #y G& for each hit. he rod only
functions if its possessor is e*il.
Con#truction
Re>uirement# Craft 'od, Craft Magic "rms and "rmor,
poison, creator must #e e*il8 Co#t 2,5;; gp
Rod of Aithering
.ura strong necromancy8 C1 1,th
'lot none8 Price &5,;;; gp8 Aeight 5 l#s.
De#cription
" rod of #itherin acts as a K1 liht !ace that deals no hit
point damage. :nstead, the )ielder deals 1d/ points of
Page /%/
$trength damage and 1d/ points of Constitution damage to
any creature she touches )ith the rod 7#y making a melee
touch attack9. :f she scores a critical hit, the damage from
that hit is permanent a#ility drain. :n either case, the defender
negates the effect )ith a (C 1! 3ortitude sa*e.
Con#truction
Re>uirement# Craft 'od, Craft Magic "rms and "rmor,
contaion8 Co#t 1&,5;; gp
Rod of Aonder
.ura moderate enchantment8 C1 1;th
'lot none8 Price 1&,;;; gp8 Aeight 5 l#s.
De#cription
" rod of #onder is a strange and unpredicta#le de*ice that
randomly generates any num#er of )eird effects each time it
is used. "cti*ating the rod is a standard action. ypical
po)ers of the rod include the follo)ing.
dS Aondrou# 2ffect
;1H;5 Slo# target for 1; rounds 74ill (C 15 negates9.
;0H1; )aerie fire surrounds the target.
11H15
(eludes )ielder for 1 round into #elie*ing the rod
functions as indicated #y a second die roll 7no sa*e9.
10H&;
/ust of #ind, #ut at )indstorm force 73ortitude (C
1/ negates9.
&1H&5
4ielder learns targetCs surface thoughts 7as )ith
detect thouhts- for 1d/ rounds 7no sa*e9.
&0H,;
Stin"in cloud appears at ,;.ft. range 73ortitude (C
15 negates9.
,1H,,
-ea*y rain falls for 1 round in 0;.ft. radius centered
on rod )ielder.
,/H,0
$ummon an animalKa rhino 7;1H&5 on dI9,
elephant 7&0H5;9, or mouse 751H1;;9.
,!H/0
&ihtnin bolt 7!; ft. long, 5 ft. )ide9, 0d0 damage
7'eflex (C 15 half9.
dS Aondrou# 2ffect
/!H/2
" stream of 0;; large #utterflies pours forth and
flutters around for & rounds, #linding e*eryone
)ithin &5 ft. 7'eflex (C 1/ negates9.
5;H5,
+nlare person on target if )ithin 0; ft. of rod
73ortitude (C 1, negates9.
5/H5%
'ar"ness, ,;.ft..diameter hemisphere, centered ,;
ft. a)ay from rod.
52H0&
Grass gro)s in 10;.s6uare.ft. area #efore the rod, or
grass existing there gro)s to 1; times normal size.
0,H05
urn ethereal any nonli*ing o#?ect of up to 1,;;;
l#s. mass and up to ,; cu#ic ft. in size.
00H02
'educe )ielder t)o size categories 7no sa*e9 for 1
day.
!;H!2
)ireball at target or 1;; ft. straight ahead, 0d0
damage 7'eflex (C 15 half9.
%;H%/ 0n%isibility co*ers rod )ielder.
%5H%!
=ea*es gro) from target if )ithin 0; ft. of rod.
hese last &/ hours.
%%H2;
1;H/; gems, *alue 1 gp each, shoot forth in a ,;.ft..
long stream. +ach gem deals 1 point of damage to
any creature in its pathB roll 5d/ for the num#er of
hits and di*ide them among the a*aila#le targets.
21H25
$himmering colors dance and play o*er a /;.ft..#y.
,;.ft. area in front of rod. Creatures therein are
#linded for 1d0 rounds 73ortitude (C 15 negates9.
20H2!
4ielder 75;I chance9 or target 75;I chance9 turns
permanently #lue, green, or purple 7no sa*e9.
2%H1;;
)lesh to stone 7or stone to flesh if target is stone
already9 if target is )ithin 0; ft. 73ortitude (C 1%
negates9.
Con#truction
Re>uirement# Craft 'od, confusion, creator must #e
chaotic8 Cost 0,;;; gp
Page /%5
Scrolls
Table 1@-1@: Scrolls
!inor !edium !aKor 'pell 1evel Ca#ter 1evel
;1H;5 K K ; 1st
;0H5; K K 1st 1st
51H25 ;1H;5 K &nd ,rd
20H1;; ;0H05 K ,rd 5th
K 00H25 ;1H;5 /th !th
K 20H1;; ;0H5; 5th 2th
K K 51H!; 0th 11th
K K !1H%5 !th 1,th
K K %0H25 %th 15th
K K 20H1;; 2th 1!th
Table 1@-1A: Scroll Costs
'pell
1evel
Cleric,
Druid,
Ai$ard
'orcerer ard
Paladin,
Ranger
; 1&.5 gp 1&.5 gp 1&.5 gp K
1st &5 gp &5 gp &5 gp &5 gp
&nd 15; gp &;; gp &;; gp &;; gp
,rd ,!5 gp /5; gp 5&5 gp 5&5 gp
/th !;; gp %;; gp 1,;;; gp 1,;;; gp
5th 1,1&5 gp 1,&5; gp 1,0&5 gp K
0th 1,05; gp 1,%;; gp &,/;; gp K
!th &,&!5 gp &,/5; gp K K
%th ,,;;; gp ,,&;; gp K K
2th ,,%&5 gp /,;5; gp K K
" scroll is a spell 7or collection of spells9 that has #een stored
in )ritten form. " spell on a scroll can #e used only once.
he )riting *anishes from the scroll )hen the spell is
acti*ated. 5sing a scroll is #asically like casting a spell. he
price of a scroll is e6ual to the le*el of the spell L the
creatorCs caster le*el L &5 gp. :f the scroll has a material
component cost, it is added to the #ase price and cost to
create. a#leB $crolls gi*es sample prices for scrolls created
at the lo)est possi#le caster le*el for each spellcasting class.
Aote that some spells appear at different le*els for different
casters. he le*el of such spells depends on the caster
scri#ing the scroll.
Phy#ical De#criptionB " scroll is a hea*y sheet of fine
*ellum or high.6uality paper. "n area a#out %.1@& inches
)ide and 11 inches long is sufficient to hold one spell. he
sheet is reinforced at the top and #ottom )ith strips of leather
slightly longer than the sheet is )ide. " scroll holding more
than one spell has the same )idth 7a#out %.1@& inches9 #ut is
an extra foot or so long for each additional spell. $crolls that
hold three or more spells are usually fitted )ith reinforcing
rods at each end rather than simple strips of leather. " scroll
has "C 2, 1 hit point, hardness ;, and a #reak (C of %.
o protect it from )rinkling or tearing, a scroll is rolled up
from #oth ends to form a dou#le cylinder. 7his also helps
the user unroll the scroll 6uickly.9 he scroll is placed in a
tu#e of i*ory, ?ade, leather, metal, or )ood. Most scroll cases
are inscri#ed )ith magic sym#ols )hich often identify the
o)ner or the spells stored on the scrolls inside. he sym#ols
sometimes hide magic traps.
.ctivationB o acti*ate a scroll, a spellcaster must read the
spell )ritten on it. his in*ol*es se*eral steps and conditions.
'ecipher the 9ritinB he )riting on a scroll must #e
deciphered #efore a character can use it or kno) exactly
)hat spell it contains. his re6uires a read !aic spell or a
successful $pellcraft check 7(C &; G spell le*el9.
(eciphering a scroll is a full.round action.
(eciphering a scroll to determine its contents does not
acti*ate its magic unless it is a specially prepared cursed
scroll. " character can decipher the )riting on a scroll in
ad*ance so that she can proceed directly to the next step
)hen the time comes to use the scroll.
Acti%ate the SpellB "cti*ating a scroll re6uires reading the
spell from the scroll. he character must #e a#le to see and
read the )riting on the scroll. "cti*ating a scroll spell
re6uires no material components or focus. 7he creator of the
scroll pro*ided these )hen scri#ing the scroll.9 Aote that
some spells are effecti*e only )hen cast on an item or items.
:n such a case, the scroll user must pro*ide the item )hen
acti*ating the spell. "cti*ating a scroll spell is su#?ect to
disruption ?ust as casting a normally prepared spell )ould #e.
5sing a scroll is like casting a spell for purposes of arcane
spell failure chance.
o ha*e any chance of acti*ating a scroll spell, the scroll user
must meet the follo)ing re6uirements.
he spell must #e of the correct type 7arcane or
di*ine9. "rcane spellcasters 7)izards, sorcerers, and
#ards9 can only use scrolls containing arcane spells,
and di*ine spellcasters 7clerics, druids, paladins, and
rangers9 can only use scrolls containing di*ine
spells. 7he type of scroll a character creates is also
determined #y his class.9
he user must ha*e the spell on her class list.
he user must ha*e the re6uisite a#ility score.
:f the user meets all the re6uirements noted a#o*e, and her
caster le*el is at least e6ual to the spellCs caster le*el, she can
automatically acti*ate the spell )ithout a check. :f she meets
all three re6uirements #ut her o)n caster le*el is lo)er than
the scroll spellCs caster le*el, then she has to make a caster
le*el check 7(C S scrollCs caster le*el G 19 to cast the spell
Page /%0
successfully. :f she fails, she must make a (C 5 4isdom
check to a*oid a mishap 7see $croll Mishaps9. " natural roll
of 1 al)ays fails, )hate*er the modifiers. "cti*ating a scroll
is a standard action 7or the spellCs casting time, )hiche*er is
longer9 and it pro*okes attacks of opportunity exactly as
casting a spell does.
'eter!ine +ffectB " spell successfully acti*ated from a scroll
)orks exactly like a spell prepared and cast the normal )ay.
"ssume the scroll spellCs caster le*el is al)ays the minimum
le*el re6uired to cast the spell for the character )ho scri#ed
the scroll, unless the scri#er specifically desired other)ise.
he )riting for an acti*ated spell disappears from the scroll
as the spell is cast.
Scroll MishapsB 4hen a mishap occurs, the spell on the scroll
has a re*ersed or harmful effect. Possi#le mishaps are gi*en
#elo).
" surge of uncontrolled magical energy deals 1d0
points of damage per spell le*el to the scroll user.
$pell strikes the scroll user or an ally instead of the
intended target, or a random target near#y if the
scroll user )as the intended recipient.
$pell takes effect at some random location )ithin
spell range.
$pellCs effect on the target is contrary to the spellCs
normal effect.
he scroll user suffers some minor #ut #izarre effect
related to the spell in some )ay. Most such effects
should last only as long as the original spellCs
duration, or &d1; minutes for instantaneous spells.
$ome innocuous item or items appear in the spellCs
area.
$pell has delayed effect. $ometime )ithin the next
1d1& hours, the spell acti*ates. :f the scroll user )as
the intended recipient, the spell takes effect
normally. :f the user )as not the intended recipient,
the spell goes off in the general direction of the
original recipient or target, up to the spellCs
maximum range, if the target has mo*ed a)ay.
Sta!es
Table 1@-1B: Sta%es
!edium !aKor 'taff !ar"et Price
;1H15 ;1H;, Char!in 1!,0;; gp
10H,; ;/H;2 )ire 1%,25; gp
,1H/; 1;H11 S#ar!in insects &&,%;; gp
/1H55 1&H1, Si<e alteration &0,15; gp
50H!5 1/H12 5ealin &2,0;; gp
!0H2; &;H&/ )rost /1,/;; gp
21H25 &5H,1 0llu!ination 51,5;; gp
20H1;; ,&H,% 'efense 0&,;;; gp
K ,2H/5 Ab:uration %&,;;; gp
K /0H5; Con:uration %&,;;; gp
K 51H55 'i%ination %&,;;; gp
K 50H0; +nchant!ent %&,;;; gp
K 01H05 +%ocation %&,;;; gp
K 00H!; 0llusion %&,;;; gp
K !1H!5 3ecro!ancy %&,;;; gp
K !0H%; Trans!utation %&,;;; gp
K %1H%5 +arth and stone %5,%;; gp
K %0H2; 9oodlands 1;;,/;; gp
K 21H25 &ife 1;2,/;; gp
K 20H2% Passae &;0,2;; gp
K 22H1;; Po#er &,5,;;; gp
" staff is a long shaft that stores se*eral spells. 5nlike
)ands, )hich can contain a )ide *ariety of spells, each staff
is of a certain kind and holds specific spells. " staff has 1;
charges )hen created.
Phy#ical De#criptionB " typical staff measures any)here
from / feet to ! feet long and is & inches to , inches thick,
)eighing a#out 5 pounds. Most sta*es are )ood, #ut an
exotic fe) are #one, metal, or e*en glass. " staff often has a
gem or some de*ice at its tip or is shod in metal at one or
#oth ends. $ta*es are often decorated )ith car*ings or runes.
" typical staff is like a )alking stick, 6uarterstaff, or cudgel.
:t has "C !, 1; hit points, hardness 5, and a #reak (C of &/.
.ctivationB $ta*es use the spell trigger acti*ation method, so
casting a spell from a staff is usually a standard action that
doesnCt pro*oke attacks of opportunity. 7:f the spell #eing
cast has a longer casting time than 1 standard action,
ho)e*er, it takes that long to cast the spell from a staff.9 o
acti*ate a staff, a character must hold it forth in at least one
hand 7or )hate*er passes for a hand, for nonhumanoid
creatures9.
'pecial Jualitie#B 'oll dI. " ;1H,; result indicates that
something 7a design, inscription, or the like9 pro*ides some
clue to the staff Cs function, and ,1H1;; indicates no special
6ualities.
H#ing 'tave#B $ta*es use the )ielderCs a#ility score and
rele*ant feats to set the (C for sa*es against their spells.
5nlike )ith other sorts of magic items, the )ielder can use
his caster le*el )hen acti*ating the po)er of a staff if itCs
higher than the caster le*el of the staff.
his means that sta*es are far more potent in the hands of a
Page /%!
po)erful spellcaster. 1ecause they use the )ielderCs a#ility
score to set the sa*e (C for the spell, spells from a staff are
often harder to resist than those from other magic items,
)hich use the minimum a#ility score re6uired to cast the
spell. Aot only are aspects of the spell dependent on caster
le*el 7range, duration, and so on9 potentially higher, #ut
spells from a staff are also harder to dispel and ha*e a #etter
chance of o*ercoming a targetCs spell resistance.
$ta*es hold a maximum of 1; charges. +ach spell cast from a
staff consumes one or more charges. 4hen a staff runs out of
charges, it cannot #e used until it is recharged. +ach
morning, )hen a spellcaster prepares spells or regains spell
slots, he can also im#ue one staff )ith a portion of his po)er
so long as one or more of the spells cast #y the staff is on his
spell list and he is capa#le of casting at least one of the
spells. :m#uing a staff )ith this po)er restores one charge to
the staff, #ut the caster must forgo one prepared spell or spell
slot of a le*el e6ual to the highest.le*el spell cast #y the
staff. 3or example, a 2th.le*el )izard )ith a staff of fire
could im#ue the staff )ith one charge per day #y using up
one of his /th.le*el spells. " staff cannot gain more than one
charge per day and a caster cannot im#ue more than one staff
per day.
3urthermore, a staff can hold a spell of any le*el, unlike a
)and, )hich is limited to spells of /th le*el or lo)er. he
minimum caster le*el of a staff is %th.
'taff of .bKuration
.ura strong a#?uration8 C1 1,th
'lot none8 Price %&,;;; gp8 Aeight 5 l#s.
De#cription
5sually car*ed from the heart)ood of an ancient oak or
other large tree, this staff allo)s use of the follo)ing spellsB
'ispel !aic 71 charge9
.esist enery 71 charge9
Shield 71 charge9
'is!issal 7& charges9
&esser lobe of in%ulnerability 7& charges9
.epulsion 7, charges9
Con#truction
Re>uirement# Craft $taff, dis!issal, dispel !aic, lesser
lobe of in%ulnerability, repulsion, resist enery, shield8 Co#t
/1,;;; gp
'taff of Charming
.ura moderate enchantment8 C1 %th
'lot none8 Price 1!,0;; gp8 Aeight 5 l#s.
De#cription
Made of t)isting )ood ornately shaped and car*ed, this staff
allo)s use of the follo)ing spellsB
Char! person 71 charge9
Char! !onster 7& charges9
Con#truction
Re>uirement# Craft $taff, char! person, char! !onster8
Co#t %,%;; gp
'taff of ConKuration
.ura strong con?uration8 C1 1,th
'lot none8 Price %&,;;; gp8 Aeight 5 l#s.
De#cription
his staff is usually made of ash or )alnut and #ears ornate
car*ings of many different kinds of creatures. :t allo)s use of
the follo)ing spellsB
Stin"in cloud 71 charge9
Su!!on s#ar! 71 charge9
6nseen ser%ant 71 charge9
Cloud"ill 7& charges9
Minor creation 7& charges9
Su!!on !onster 20 7, charges9
Con#truction
Re>uirement# Craft $taff, cloud"ill, !inor creation,
stin"in cloud, su!!on !onster 20, su!!on s#ar!, unseen
ser%ant8 Co#t /1,;;; gp
'taff of Defen#e
.ura strong a#?uration8 C1 15th
'lot none8 Price 0&,;;; gp8 Aeight 5 l#s.
De#cription
he staff of defense is a simple.looking polished )ooden
staff that thro#s )ith po)er )hen held defensi*ely. :t allo)s
use of the follo)ing spellsB
Shield 71 charge9
$hield of )aith 71 charge9
Shield other 71 charge9
Shield of la# 7, charges9
Con#truction
Re>uirement# Craft $taff, shield, shield of faith, shield of
la#, shield other, creator must #e la)ful8 Co#t ,1,;;; gp
'taff of 2arth and 'tone
.ura moderate transmutation8 C1 11th
Page /%%
'lot none8 Price %5,%;; gp8 Aeight 5 l#s.
De#cription
his staff is topped )ith a fist.sized emerald that gleams )ith
smoldering po)er. :t allo)s the use of the follo)ing spellsB
Mo%e earth 71 charge9
Pass#all 71 charge9
Con#truction
Re>uirement# Craft $taff, !o%e earth, pass#all8 Co#t
/&,2;; gp
'taff of Divination
.ura strong di*ination8 C1 1,th
'lot none8 Price %&,;;; gp8 Aeight 5 l#s.
De#cription
Made from a supple length of )illo), often )ith a forked tip,
this staff allo)s use of the follo)ing spellsB
'etect secret doors 71 charge9
&ocate ob:ect 71 charge9
Tonues 71 charge9
&ocate creature 7& charges9
Pryin eyes 7& charges9
True seein 7, charges9
Con#truction
Re>uirement# Craft $taff, detect secret doors, locate
creature, locate ob:ect, pryin eyes, tonues, true seein8
Co#t /1,;;; gp
'taff of 2nchantment
.ura strong enchantment8 C1 1,th
'lot none8 Price %&,;;; gp8 Aeight 5 l#s.
De#cription
Often made from apple)ood and topped )ith a clear crystal,
this staff allo)s use of the follo)ing spellsB
5ideous lauhter 71 charge9
Sleep 71 charge9
Suestion 71 charge9
Crushin despair 7& charges9
Mind fo 7& charges9
Mass suestion 7, charges9
Con#truction
Re>uirement# Craft $taff, crushin despair, hideous
lauhter, !ass suestion, !ind fo, sleep, suestion8 Co#t
/1,;;; gp
'taff of 2vocation
.ura strong e*ocation8 C1 1,th
'lot none8 Price %&,;;; gp8 Aeight 5 l#s.
De#cription
his smooth hickory or ye) staff allo)s use of the follo)ing
spellsB
)ireball 71 charge9
Maic !issile 71 charge9
Shatter 71 charge9
0ce stor! 7& charges9
9all of force 7& charges9
Chain lihtnin 7, charges9
Con#truction
Re>uirement# Craft $taff, chain lihtnin, fireball, ice
stor!, !aic !issile, shatter, #all of force8 Co#t /1,;;; gp
'taff of &ire
.ura moderate e*ocation8 C1 %th
'lot none8 Price 1%,25; gp8 Aeight 5 l#s.
De#cription
Crafted from #ronze)ood )ith #rass #indings, this staff
allo)s use of the follo)ing spellsB
Burnin hands 71 charge9
)ireball 7& charges9
9all of fire 7, charges9
Con#truction
Re>uirement# Craft $taff, burnin hands, fireball, #all of
fire8 Co#t 2,/!5 gp
'taff of &ro#t
.ura moderate e*ocation8 C1 1;th
'lot none8 Price /1,/;; gp8 Aeight 5 l#s.
De#cription
ipped on either end )ith a glistening diamond, this rune.
co*ered staff allo)s use of the follo)ing spellsB
0ce stor! 71 charge9
9all of ice 7& charges9
Cone of cold 7, charges9
Con#truction
Re>uirement# Craft $taff, cone of cold, ice stor!, #all of
ice8 Co#t &;,!;; gp
Page /%2
'taff of 5ealing
.ura moderate con?uration8 C1 %th
'lot none8 Price &2,0;; gp8 Aeight 5 l#s.
De#cription
his )hite ash staff is decorated )ith inlaid sil*er runes. :t
allo)s use of the follo)ing spellsB
Cure serious #ounds 71 charge9
&esser restoration 71 charge9
.e!o%e blindness=deafness 7& charges9
.e!o%e disease 7, charges9
Con#truction
Re>uirement# Craft $taff, cure serious #ounds, lesser
restoration, re!o%e blindness=deafness, re!o%e disease8 Co#t
1/,%;; gp
'taff of -llumination
.ura strong e*ocation8 C1 15th
'lot none8 Price 51,5;; gp8 Aeight 5 l#s.
De#cription
his staff is usually sheathed in sil*er and decorated )ith
sun#ursts. :t allo)s use of the follo)ing spellsB
'ancin lihts 71 charge9
)lare 71 charge9
'ayliht 7& charges9
Sunburst 7, charges9
Con#truction
Re>uirement# Craft $taff, dancin lihts, dayliht, flare,
sunburst8 Co#t &;,!5; gp
'taff of -llu#ion
.ura strong illusion8 C1 1,th
'lot none8 Price %&,;;; gp8 Aeight 5 l#s.
De#cription
his staff is made from e#ony or other dark )ood and car*ed
into an intricately t)isted, fluted, or spiral shape. :t allo)s
use of the follo)ing spellsB
'isuise self 71 charge9
Ma:or i!ae 71 charge9
Mirror i!ae 71 charge9
Persistent i!ae 7& charges9
.ainbo# pattern 7& charges9
Mislead 7, charges9
Con#truction
Re>uirement# Craft $taff, disuise self, !a:or i!ae,
!irror i!ae, persistent i!ae, !islead, rainbo# pattern8
Co#t /1,;;; gp
'taff of 1ife
.ura moderate con?uration8 C1 11th
'lot none8 Price 1;2,/;; gp8 Aeight 5 l#s.
De#cription
" staff of life is made of thick polished oak shod in gold and
decorated )ith sinuous runes. his staff allo)s use of the
follo)ing spellsB
5eal 71 charge9
.aise dead 75 charges9
Con#truction
Re>uirement# Craft $taff, heal, raise dead8 Co#t !2,!;; gp
'taff of Necromancy
.ura strong necromancy8 C1 1,th
'lot none8 Price %&,;;; gp8 Aeight 5 l#s.
De#cription
his staff is made from e#ony or other dark )ood and car*ed
)ith images of #ones and skulls mingled )ith strange
spidery runes. :t allo)s use of the follo)ing spellsB
Cause fear 71 charge9
/houl touch 71 charge9
5alt undead 71 charge9
+ner%ation 7& charges9
9a%es of fatiue 7& charges9
Circle of death 7, charges9
Con#truction
Re>uirement# Craft $taff, cause fear, circle of death,
ener%ation, houl touch, halt undead, #a%es of fatiue8 Co#t
/1,;;; gp
'taff of Pa##age
.ura strong *aried8 C1 1!th
'lot none8 Price &;0,2;; gp8 Aeight 5 l#s.
De#cription
his potent item allo)s use of the follo)ing spellsB
'i!ension door 71 charge9
Pass#all 71 charge9
/reater teleport 7& charges9
Page /2;
Phase door 7& charges9
Astral pro:ection 7& charges9
Con#truction
Re>uirement# Craft $taff, astral pro:ection, di!ension door,
reater teleport, pass#all, phase door8 Co#t 115,25; gp
'taff of Po6er
.ura strong *aried8 C1 15th
'lot none8 Price &,5,;;; gp8 Aeight 5 l#s.
De#cription
he staff of po#er is a *ery potent magic item )ith offensi*e
and defensi*e a#ilities. :t is usually topped )ith a glistening
gem that often #urns from )ithin )ith a flickering red light.
he staff allo)s the use of the follo)ing spellsB
Continual fla!e 71 charge9
)ireball 7heightened to 5th le*el9 71 charge9
&e%itate 71 charge9
&ihtnin bolt 7heightened to 5th le*el9 71 charge9
Maic !issile 71 charge9
.ay of enfeeble!ent 7heightened to 5th le*el9 71
charge9
Cone of cold 7& charges9
/lobe of in%ulnerability 7& charges9
5old !onster 7& charges9
9all of force 7in a 1;.ft..diameter hemisphere
around the caster only9 7& charges9
he )ielder of a staff of po#er gains a G& luck #onus to "C
and on sa*ing thro)s. he staff is also a K2 >uarterstaff, and
its )ielder may use it to smite opponents. :f 1 charge is
expended 7as a free action9, the staff causes dou#le damage
7L, on a critical hit9 for 1 round.
" staff of po#er can #e used for a retri#uti*e strike, re6uiring
it to #e #roken #y its )ielder. 7:f this #reaking of the staff is
purposeful and declared #y the )ielder, it can #e performed
as a standard action that does not re6uire the )ielder to make
a $trength check.9 "ll charges currently in the staff are
instantly released in a ,;.foot spread. "ll )ithin & s6uares of
the #roken staff take points of damage e6ual to &; L the
num#er of charges in the staff, those , or / s6uares a)ay
take 15 L the num#er of charges in damage, and those 5 or 0
s6uares distant take 1; L the num#er of charges in damage.
"ll those affected can make (C 1! 'eflex sa*es to reduce
the damage #y half.
he character #reaking the staff has a 5;I chance of
tra*eling to another plane of existence, #ut if he does not, the
explosi*e release of spell energy destroys him. Only certain
items, including the staff of the !ai and the staff of po#er,
are capa#le of #eing used for a retri#uti*e strike.
Con#truction
Re>uirement# Craft $taff, Craft Magic "rms and "rmor,
cone of cold, continual fla!e, heightened fireball, lobe of
in%ulnerability, hold !onster, le%itate, heightened lihtnin
bolt, !aic !issile, heightened ray of enfeeble!ent, #all of
force8 Co#t 11!,5;; gp
'taff of 'i$e .lteration
.ura moderate transmutation8 C1 %th
'lot none8 Price &0,15; gp8 Aeight 5 l#s.
De#cription
his staff of dark )ood is relati*ely more stout and sturdy
than most magical sta*es, )ith a gnarled and t)isted knot of
)ood at the top end. :t allo)s use of the follo)ing spellsB
+nlare person 71 charge9
.educe person 71 charge9
Shrin" ite! 7& charges9
Mass enlare person 7, charges9
Mass reduce person 7, charges9
Con#truction
Re>uirement# Craft $taff, enlare person, !ass enlare
person, !ass reduce person, reduce person, shrin" ite!8
Co#t 1,,;!5 gp
'taff of '6arming -n#ect#
.ura moderate con?uration8 C1 2th
'lot none8 Price &&,%;; gp8 Aeight 5 l#s.
De#cription
Made of t)isted dark)ood co*ered )ith knots and nodules
resem#ling cra)ling insects 7)hich occasionally seem to
mo*e9, this staff allo)s use of the follo)ing spellsB
Su!!on s#ar! 71 charge9
0nsect plaue 7, charges9
Con#truction
Re>uirement# Craft $taff, insect plaue, su!!on s#ar!8
Co#t 11,/;; gp
'taff of ,ran#mutation
.ura strong transmutation8 C1 1,th
'lot none8 Price %&,;;; gp8 Aeight 5 l#s.
De#cription
his staff is generally car*ed from or decorated )ith
petrified )ood or fossilized #one, each etched )ith tiny #ut
complex runes. :t allo)s use of the follo)ing spellsB
Page /21
Alter self 71 charge9
Blin" 71 charge9
+,peditious retreat 71 charge9
Baleful poly!orph 7& charges9
Poly!orph 7& charges9
'isinterate 7, charges9
Con#truction
Re>uirement# Craft $taff, alter self, baleful poly!orph,
blin", disinterate, e,peditious retreat, poly!orph8 Co#t
/1,;;; gp
'taff of the Aoodland#
.ura strong *aried8 C1 1,th
'lot none8 Price 1;;,/;; gp8 Aeight 5 l#s.
De#cription
"ppearing to ha*e gro)n naturally into its shape, this oak,
ash, or ye) staff allo)s use of the follo)ing spellsB
Char! ani!al 71 charge9
Spea" #ith ani!als 71 charge9
Bar"s"in 7& charges9
Su!!on nature(s ally 20 7, charges9
9all of thorns 7, charges9
Ani!ate plants 7/ charges9
he staff may #e used as a )eapon, functioning as a K2
>uarterstaff. he staff of the #oodlands also allo)s its
)ielder to cast pass #ithout trace at )ill, )ith no charge
cost. hese t)o attri#utes continue to function after all the
charges are expended.
Con#truction
Re>uirement# Craft Magic "rms and "rmor, Craft $taff,
ani!ate plants, bar"s"in, char! ani!al, pass #ithout trace,
spea" #ith ani!als, su!!on nature(s ally 20, #all of thorns8
Co#t 5;,5;; gp
+ands
Table 1@-1C: 9ands
!inor !edium !aKor 'pell 1evel Ca#ter 1evel
;1H;5 K K ; 1st
;0H0; K K 1st 1st
01H1;; ;1H0; K &nd ,rd
K 01H1;; ;1H0; ,rd 5th
K K 01H1;; /th !th
" )and is a thin #aton that contains a single spell of /th le*el
or lo)er. " )and has 5; charges )hen createdKeach charge
allo)s the use of the )andCs spell one time. " )and that runs
out of charges is ?ust a stick. he price of a )and is e6ual to
the le*el of the spell L the creatorCs caster le*el L !5; gp. :f
the )and has a material component cost, it is added to the
#ase price and cost to create once for each charge 75; L
material component cost9. a#leB 4ands gi*es sample prices
for )ands created at the lo)est possi#le caster le*el for each
spellcasting class. Aote that some spells appear at different
le*els for different casters. he le*el of such spells depends
on the caster crafting the )and.
Table 1@-2D: 9and Costs
'pell
1evel
Cleric, Druid,
Ai$ard
'orcerer ard
Paladin,
Ranger
; ,!5 gp ,!5 gp ,!5 gp K
1st !5; gp !5; gp !5; gp !5; gp
&nd /,5;; gp 0,;;; gp 0,;;; gp 0,;;; gp
,rd 11,&5; gp 1,,5;; gp 15,!5; gp 15,!5; gp
/th &1,;;; gp &/,;;; gp ,;,;;; gp ,;,;;; gp
Phy#ical De#criptionB " )and is 0 to 1& inches long, 1@/
inch thick, and )eighs no more than 1 ounce. Most )ands
are )ood, #ut some are #one, metal, or e*en crystal. "
typical )and has "C !, 5 hit points, hardness 5, and a #reak
(C of 10.
.ctivationB 4ands use the spell trigger acti*ation method, so
casting a spell from a )and is usually a standard action that
doesnCt pro*oke attacks of opportunity. 7:f the spell #eing
cast has a longer casting time than 1 action, ho)e*er, it takes
that long to cast the spell from a )and.9 o acti*ate a )and, a
character must hold it in hand 7or )hate*er passes for a hand,
for nonhumanoid creatures9 and point it in the general
direction of the target or area. " )and may #e used )hile
grappling or )hile s)allo)ed )hole.
'pecial Jualitie#B 'oll dI. " ;1H,; result indicates that
something 7a design, inscription, or the like9 pro*ides some
clue to the )andCs function, and ,1H1;; indicates no special
6ualities.
Page /2&
+ondro%s Items
Table 1@-21: Minor 9ondrous 0te!s
dS -tem
!ar"et
Price
;1 )eather to"en, anchor 5; gp
;& 6ni%ersal sol%ent 5; gp
;, +li,ir of lo%e 15; gp
;/ 6nuent of ti!elessness 15; gp
;5 )eather to"en, fan &;; gp
;0 'ust of tracelessness &5; gp
;! +li,ir of hidin &5; gp
;% +li,ir of tu!blin &5; gp
;2 +li,ir of s#i!!in &5; gp
1; +li,ir of %ision &5; gp
11 Sil%ersheen &5; gp
1& )eather to"en, bird ,;; gp
1, )eather to"en, tree /;; gp
1/ )eather to"en, s#an boat /5; gp
15 +li,ir of truth 5;; gp
10 )eather to"en, #hip 5;; gp
1! 'ust of dryness %5; gp
1% 5and of the !ae 2;; gp
12 Bracers of ar!or K1 1,;;; gp
&; Cloa" of resistance K1 1,;;; gp
&1 Pearl of po#er, 1st-le%el spell 1,;;; gp
&& Phylactery of faithfulness 1,;;; gp
&, Sal%e of slipperiness 1,;;; gp
&/ +li,ir of fire breath 1,1;; gp
&5 Pipes of the se#ers 1,15; gp
&0 'ust of illusion 1,&;; gp
&! Brooch of shieldin 1,5;; gp
&% 3ec"lace of fireballs type 0 1,05; gp
&2 'ust of appearance 1,%;; gp
,; 5at of disuise 1,%;; gp
,1 Pipes of soundin 1,%;; gp
,& +fficient >ui%er 1,%;; gp
,, A!ulet of natural ar!or K1 &,;;; gp
,/ 5andy ha%ersac" &,;;; gp
,5 5orn of fo &,;;; gp
,0 +le!ental e! &,&5; gp
,! .obe of bones &,/;; gp
,% So%erein lue &,/;; gp
,2 Ba of holdin type 0 &,5;; gp
dS -tem
!ar"et
Price
/; Boots of el%en"ind &,5;; gp
/1 Boots of the #interlands &,5;; gp
/& Candle of truth &,5;; gp
/, Cloa" of el%en"ind &,5;; gp
// +yes of the eale &,5;; gp
/5 /oles of !inute seein &,5;; gp
/0 Scarab, ole!bane &,5;; gp
/! 3ec"lace of fireballs type 00 &,!;; gp
/% Stone of alar! &,!;; gp
/2 Bead of force ,,;;; gp
5; Chi!e of openin ,,;;; gp
51 5orseshoes of speed ,,;;; gp
5& .ope of cli!bin ,,;;; gp
5, Ba of tric"s, ray ,,/;; gp
5/ 'ust of disappearance ,,5;; gp
55 &ens of detection ,,5;; gp
50 2est!ent, druid(s ,,!5; gp
5! )iurine of #ondrous po#er, sil%er ra%en ,,%;; gp
5% Belt of iant strenth K2 /,;;; gp
52 Belt of incredible de,terity K2 /,;;; gp
0; Belt of !ihty constitution K2 /,;;; gp
01 Bracers of ar!or K2 /,;;; gp
0& Cloa" of resistance K2 /,;;; gp
0, /lo%es of arro# snarin /,;;; gp
0/ 5eadband of allurin charis!a K2 /,;;; gp
05 5eadband of inspired #isdo! K2 /,;;; gp
00 5eadband of %ast intellience K2 /,;;; gp
0! 0oun stone, clear spindle /,;;; gp
0% .estorati%e oint!ent /,;;; gp
02 Mar%elous pi!ents /,;;; gp
!; Pearl of po#er, 2nd-le%el spell /,;;; gp
!1 Stone sal%e /,;;; gp
!& 3ec"lace of fireballs type 000 /,,5; gp
!, Circlet of persuasion /,5;; gp
!/ Slippers of spider cli!bin /,%;; gp
!5 0ncense of !editation /,2;; gp
!0 A!ulet of !ihty fists K1 5,;;; gp
!! Ba of holdin type 00 5,;;; gp
!% Bracers of archery, lesser 5,;;; gp
!2 0oun stone, dusty rose pris! 5,;;; gp
%;
5el! of co!prehend lanuaes and read
!aic
5,&;; gp
%1 2est of escape 5,&;; gp
Page /2,
dS -tem
!ar"et
Price
%& +%ers!o"in bottle 5,/;; gp
%, Sustainin spoon 5,/;; gp
%/ 3ec"lace of fireballs type 02 5,/;; gp
%5 Boots of stridin and sprinin 5,5;; gp
%0 9ind fan 5,5;; gp
%! 3ec"lace of fireballs type 2 5,%5; gp
%% 5orseshoes of a <ephyr 0,;;; gp
%2 Pipes of hauntin 0,;;; gp
2; /lo%es of s#i!!in and cli!bin 0,&5; gp
21 Cro#n of blastin, !inor 0,/%; gp
2& 5orn of oodness=e%il 0,5;; gp
2, .obe of useful ite!s !,;;; gp
2/ Boat, foldin !,&;; gp
25 Cloa" of the !anta ray !,&;; gp
20 Bottle of air !,&5; gp
2! Ba of holdin type 000 !,/;; gp
2% Periapt of health !,/;; gp
22 Boots of le%itation !,5;; gp
1;; 5arp of char!in !,5;; gp
Table 1@-22: Mediu! 9ondrous 0te!s
dS -tem
!ar"et
Price
;1 A!ulet of natural ar!or K2 %,;;; gp
;& /ole! !anual, flesh %,;;; gp
;, 5and of lory %,;;; gp
;/ 0oun stone, deep red sphere %,;;; gp
;5 0oun stone, incandescent blue sphere %,;;; gp
;0 0oun stone, pale blue rho!boid %,;;; gp
;! 0oun stone, pin" and reen sphere %,;;; gp
;% 0oun stone, pin" rho!boid %,;;; gp
;2 0oun stone, scarlet and blue sphere %,;;; gp
1; 'ec" of illusions %,1;; gp
11 3ec"lace of fireballs type 20 %,1;; gp
1& Candle of in%ocation %,/;; gp
1, .obe of blendin %,/;; gp
1/ Ba of tric"s, rust %,5;; gp
15 3ec"lace of fireballs type 200 %,!;; gp
10 Bracers of ar!or K3 2,;;; gp
1! Cloa" of resistance K3 2,;;; gp
1% 'ecanter of endless #ater 2,;;; gp
12 3ec"lace of adaptation 2,;;; gp
dS -tem
!ar"et
Price
&; Pearl of po#er, 3rd-le%el spell 2,;;; gp
&1
)iurine of #ondrous po#er, serpentine
o#l
2,1;; gp
&& Strand of prayer beads, lesser 2,0;; gp
&, Ba of holdin type 02 1;,;;; gp
&/ Belt of physical !iht K2 1;,;;; gp
&5
)iurine of #ondrous po#er, bron<e
riffon
1;,;;; gp
&0 )iurine of #ondrous po#er, ebony fly 1;,;;; gp
&! /lo%e of storin 1;,;;; gp
&% 5eadband of !ental pro#ess K2 1;,;;; gp
&2 0oun stone, dar" blue rho!boid 1;,;;; gp
,; Cape of the !ounteban" 1;,;%; gp
,1 Phylactery of neati%e channelin 11,;;; gp
,& Phylactery of positi%e channelin 11,;;; gp
,, /auntlet of rust 11,5;; gp
,/ Boots of speed 1&,;;; gp
,5 /oles of niht 1&,;;; gp
,0 /ole! !anual, clay 1&,;;; gp
,! Medallion of thouhts 1&,;;; gp
,% Blessed boo" 1&,5;; gp
,2 /e! of brihtness 1,,;;; gp
/; &yre of buildin 1,,;;; gp
/1 .obe, Mon"(s 1,,;;; gp
/& Cloa" of arachnida 1/,;;; gp
/, Belt of d#ar%en"ind 1/,2;; gp
// Periapt of #ound closure 15,;;; gp
/5 Pearl of the sirines 15,,;; gp
/0 )iurine of #ondrous po#er, ony, do 15,5;; gp
/! Ba of tric"s, tan 10,;;; gp
/% Belt of iant strenth K7 10,;;; gp
/2 Belt of incredible de,terity K7 10,;;; gp
5; Belt of !ihty constitution K7 10,;;; gp
51 Belt of physical perfection K2 10,;;; gp
5& Boots, #ined 10,;;; gp
5, Bracers of ar!or K7 10,;;; gp
5/ Cloa" of resistance K7 10,;;; gp
55 5eadband of allurin charis!a K7 10,;;; gp
50 5eadband of inspired #isdo! K7 10,;;; gp
5! 5eadband of !ental superiority K2 10,;;; gp
5% 5eadband of %ast intellience K7 10,;;; gp
52 Pearl of po#er, 7th-le%el spell 10,;;; gp
0; Scabbard of "een edes 10,;;; gp
Page /2/
dS -tem
!ar"et
Price
01
)iurine of #ondrous po#er, olden
lions
10,5;; gp
0& Chi!e of interruption 10,%;; gp
0, Broo! of flyin 1!,;;; gp
0/
)iurine of #ondrous po#er, !arble
elephant
1!,;;; gp
05 A!ulet of natural ar!or K3 1%,;;; gp
00 0oun stone, iridescent spindle 1%,;;; gp
0! Bracelet of friends 12,;;; gp
0% A!ulet of !ihty fists K2 &;,;;; gp
02 Carpet of flyin, 5 ft. #y 5 ft. &;,;;; gp
!; 5orn of blastin &;,;;; gp
!1 0oun stone, pale la%ender ellipsoid &;,;;; gp
!& 0oun stone, pearly #hite spindle &;,;;; gp
!, Portable hole &;,;;; gp
!/ Stone of ood luc" *luc"stone- &;,;;; gp
!5 )iurine of #ondrous po#er, i%ory oats &1,;;; gp
!0 .ope of entanle!ent &1,;;; gp
!! /ole! !anual, stone &&,;;; gp
!% Mas" of the s"ull &&,;;; gp
!2 Mattoc" of the titans &,,,/% gp
%; Cro#n of blastin, !a:or &,,!0; gp
%1 Cloa" of displace!ent, !inor &/,;;; gp
%& 5el! of under#ater action &/,;;; gp
%, Bracers of archery, reater &5,;;; gp
%/ Bracers of ar!or K8 &5,;;; gp
%5 Cloa" of resistance K8 &5,;;; gp
%0 +yes of doo! &5,;;; gp
%! Pearl of po#er, 8th-le%el spell &5,;;; gp
%% Maul of the titans &5,,;5 gp
%2 Cloa" of the bat &0,;;; gp
2; 0ron bands of bindin &0,;;; gp
21 Cube of frost resistance &!,;;; gp
2& 5el! of telepathy &!,;;; gp
2, Periapt of proof aainst poison &!,;;; gp
2/ .obe of scintillatin colors &!,;;; gp
25 Manual of bodily health K1 &!,5;; gp
20 Manual of ainful e,ercise K1 &!,5;; gp
2! Manual of >uic"ness in action K1 &!,5;; gp
2% To!e of clear thouht K1 &!,5;; gp
22 To!e of leadership and influence K1 &!,5;; gp
1;; To!e of understandin K1 &!,5;; gp
Table 1@-23: Ma:or 9ondrous 0te!s
dS -tem
!ar"et
Price
;1 'i!ensional shac"les &%,;;; gp
;&
)iurine of #ondrous po#er, obsidian
steed
&%,5;; gp
;, 'ru!s of panic ,;,;;; gp
;/ 0oun stone, orane pris! ,;,;;; gp
;5 0oun stone, pale reen pris! ,;,;;; gp
;0 &antern of re%ealin ,;,;;; gp
;! A!ulet of natural ar!or K7 ,&,;;; gp
;%
A!ulet of proof aainst detection and
location
,5,;;; gp
;2 Carpet of flyin, 5 ft. #y 1; ft. ,5,;;; gp
1; /ole! !anual, iron ,5,;;; gp
11 Belt of iant strenth K@ ,0,;;; gp
1& Belt of incredible de,terity K@ ,0,;;; gp
1, Belt of !ihty constitution K@ ,0,;;; gp
1/ Bracers of ar!or K@ ,0,;;; gp
15 5eadband of allurin charis!a K@ ,0,;;; gp
10 5eadband of inspired #isdo! K@ ,0,;;; gp
1! 5eadband of %ast intellience K@ ,0,;;; gp
1% 0oun stone, %ibrant purple pris! ,0,;;; gp
12 Pearl of po#er, @th-le%el spell ,0,;;; gp
&; Scarab of protection ,%,;;; gp
&1 Belt of physical !iht K7 /;,;;; gp
&& 5eadband of !ental pro#ess K7 /;,;;; gp
&, 0oun stone, la%ender and reen ellipsoid /;,;;; gp
&/ .in ates /;,;;; gp
&5 Crystal ball /&,;;; gp
&0 /ole! !anual, stone uardian //,;;; gp
&! A!ulet of !ihty fists K3 /5,;;; gp
&% Strand of prayer beads /5,%;; gp
&2 ?rb of stor!s /%,;;; gp
,; Boots of teleportation /2,;;; gp
,1 Bracers of ar!or KA /2,;;; gp
,& Pearl of po#er, Ath-le%el spell /2,;;; gp
,, A!ulet of natural ar!or K8 5;,;;; gp
,/ Cloa" of displace!ent, !a:or 5;,;;; gp
,5 Crystal ball #ith see in%isibility 5;,;;; gp
,0 5orn of 2alhalla 5;,;;; gp
,! Crystal ball #ith detect thouhts 51,;;; gp
,% 9ins of flyin 5/,;;; gp
,2 Cloa" of etherealness 55,;;; gp
/; 0nstant fortress 55,;;; gp
Page /25
dS -tem
!ar"et
Price
/1 Manual of bodily health K2 55,;;; gp
/& Manual of ainful e,ercise K2 55,;;; gp
/, Manual of >uic"ness in action K2 55,;;; gp
// To!e of clear thouht K2 55,;;; gp
/5 To!e of leadership and influence K2 55,;;; gp
/0 To!e of understandin K2 55,;;; gp
/! +yes of char!in 50,;;; gp
/% .obe of stars 5%,;;; gp
/2 Carpet of flyin, 1; ft. #y 1; ft. 0;,;;; gp
5; 'ar"s"ull 0;,;;; gp
51 Cube of force 0&,;;; gp
5& Belt of physical perfection K7 0/,;;; gp
5, Bracers of ar!or KB 0/,;;; gp
5/ 5eadband of !ental superiority K7 0/,;;; gp
55 Pearl of po#er, Bth-le%el spell 0/,;;; gp
50 Crystal ball #ith telepathy !;,;;; gp
5! 5orn of blastin, reater !;,;;; gp
5% Pearl of po#er, t#o spells !;,;;; gp
52 5el! of teleportation !,,5;; gp
0; /e! of seein !5,;;; gp
01 .obe of the arch!ai !5,;;; gp
0& Mantle of faith !0,;;; gp
0, A!ulet of !ihty fists K7 %;,;;; gp
0/ Crystal ball #ith true seein %;,;;; gp
05 Pearl of po#er, Cth-le%el spell %1,;;; gp
00 9ell of !any #orlds %&,;;; gp
0! Manual of bodily health K3 %&,5;; gp
0% Manual of ainful e,ercise K3 %&,5;; gp
02 Manual of >uic"ness in action K3 %&,5;; gp
!; To!e of clear thouht K3 %&,5;; gp
!1 To!e of leadership and influence K3 %&,5;; gp
!& To!e of understandin K3 %&,5;; gp
!, Apparatus of the crab 2;,;;; gp
!/ Belt of physical !iht K@ 2;,;;; gp
!5 5eadband of !ental pro#ess K@ 2;,;;; gp
!0 Mantle of spell resistance 2;,;;; gp
!! Mirror of opposition 2&,;;; gp
!% Strand of prayer beads, reater 25,%;; gp
!2 Manual of bodily health K7 11;,;;; gp
%; Manual of ainful e,ercise K7 11;,;;; gp
%1 Manual of >uic"ness in action K7 11;,;;; gp
%& To!e of clear thouht K7 11;,;;; gp
%, To!e of leadership and influence K7 11;,;;; gp
dS -tem
!ar"et
Price
%/ To!e of understandin K7 11;,;;; gp
%5 A!ulet of the planes 1&;,;;; gp
%0 .obe of eyes 1&;,;;; gp
%! A!ulet of !ihty fists K8 1&5,;;; gp
%% 5el! of brilliance 1&5,;;; gp
%2 Manual of bodily health K8 1,!,5;; gp
2; Manual of ainful e,ercise K8 1,!,5;; gp
21 Manual of >uic"ness in action K8 1,!,5;; gp
2& To!e of clear thouht K8 1,!,5;; gp
2, To!e of leadership and influence K8 1,!,5;; gp
2/ To!e of understandin K8 1,!,5;; gp
25 Belt of physical perfection K@ 1//,;;; gp
20 5eadband of !ental superiority K@ 1//,;;; gp
2! +freeti bottle 1/5,;;; gp
2% Cubic ate 10/,;;; gp
22 0ron flas" 1!;,;;; gp
1;; Mirror of life trappin &;;,;;; gp
his is a catch all category for anything that doesnCt fall into
the other groups. "nyone can use a )ondrous item 7unless
specified other)ise in the description9.
Phy#ical De#criptionB >aries.
.ctivationB 5sually use.acti*ated or command )ord, #ut
details *ary from item to item.
'pecial Jualitie#B 'oll dI. "n ;1 result indicates the
)ondrous item is intelligent, ;&H,1 indicates that something
7a design, inscription, or the like9 pro*ides a clue to its
function, and ,&H1;; indicates no special 6ualities.
:ntelligent items ha*e extra a#ilities and sometimes
extraordinary po)ers and special purposes 7see :ntelligent
:tems9.
4ondrous items )ith charges can ne*er #e intelligent.
()tradimensional "paces
" num#er of spells and magic items utilize extradimensional
spaces, such as rope tric", a ba of holdin, a handy
ha%ersac", and a portable hole. hese spells and magic
items create a tiny pocket space that does not exist in any
dimension. $uch items do not function, ho)e*er, inside
another extradimensional space. :f placed inside such a
space, they cease to function until remo*ed from the
extradimensional space. 3or example, if a ba of holdin is
#rought into a rope tric", the contents of the ba of holdin
#ecome inaccessi#le until the ba of holdin is taken outside
the rope tric". he only exception to this is )hen a ba of
holdin and a portable hole interact, forming a rift to the
"stral Plane, as noted in their descriptions.
Page /20
.mulet of !ighty &i#t#
.ura faint e*ocation8 C1 5th
'lot neck8 Price 5,;;; gp 7G19, &;,;;; gp 7G&9, /5,;;; gp
7G,9, %;,;;; gp 7G/9, 1&5,;;; gp 7G598 Aeight K
De#cription
his amulet grants an enhancement #onus of G1 to G5 on
attack and damage rolls )ith unarmed attacks and natural
)eapons.
"lternati*ely, this amulet can grant melee )eapon special
a#ilities, so long as they can #e applied to unarmed attacks.
$ee a#leB Melee 4eapon $pecial "#ilities for a list of
a#ilities. $pecial a#ilities count as additional #onuses for
determining the market *alue of the item, #ut do not modify
attack or damage #onuses. "n a!ulet of !ihty fists cannot
ha*e a modified #onus 7enhancement #onus plus special
a#ility #onus e6ui*alents9 higher than G5. "n a!ulet of
!ihty fists does not need to ha*e a G1 enhancement #onus
to grant a melee )eapon special a#ility.
Con#truction
Re>uirement# Craft 4ondrous :tem, reater !aic fan,
creatorCs caster le*el must #e at least three times the amuletCs
#onus, plus any re6uirements of the melee )eapon special
a#ilities8 Co#t &,5;; gp 7G19, 1;,;;; gp 7G&9, &&,5;; gp 7G,9,
/;,;;; gp 7G/9, 0&,5;; gp 7G59
.mulet of Natural .rmor
.ura faint transmutation8 C1 5th
'lot neck8 Price &,;;; gp 7G19, %,;;; gp 7G&9, 1%,;;; gp
7G,9, ,&,;;; gp 7G/9, or 5;,;;; gp 7G598 Aeight K
De#cription
his amulet, usually crafted from #one or #east scales,
toughens the )earerCs #ody and flesh, gi*ing him an
enhancement #onus to his natural armor from G1 to G5,
depending on the kind of amulet.
Con#truction
Re>uirement# Craft 4ondrous :tem, bar"s"in, creatorCs
caster le*el must #e at least three times the amuletCs #onus8
Co#t 1,;;; gp 7G19, /,;;; gp 7G&9, 2,;;; gp 7G,9, 10,;;; gp
7G/9, &5,;;; gp 7G59
.mulet of the Plane#
.ura strong con?uration8 C1 15th
'lot neck8 Price 1&;,;;; gp8 Aeight K
De#cription
his de*ice usually appears to #e a #lack circular amulet,
although any character looking closely at it sees a dark,
mo*ing s)irl of color. he amulet allo)s its )earer to utilize
plane shift. -o)e*er, this is a difficult item to master. he
user must make a (C 15 :ntelligence check in order to get
the amulet to take her to the plane 7and the specific location
on that plane9 that she )ants. :f she fails, the amulet
transports her and all those tra*eling )ith her to a random
location on that plane 7;1H0; on dI9 or to a random plane
701H1;;9.
Con#truction
Re>uirement# Craft 4ondrous :tem, plane shift8 Co#t
0;,;;; gp
.mulet of Proof again#t Detection and 1ocation
.ura moderate a#?uration8 C1 %th
'lot neck8 Price ,5,;;; gp8 Aeight K
De#cription
his sil*er amulet protects the )earer from scrying and
magical location ?ust as a nondetection spell does. :f a
di*ination spell is attempted against the )earer, the caster of
the di*ination must succeed on a caster le*el check 71d&; G
caster le*el9 against a (C of 12 7as if the )earer had cast
nondetection on herself 9.
Con#truction
Re>uirement# Craft 4ondrous :tem, nondetection8 Co#t
1!,5;; gp
.pparatu# of the Crab
.ura strong e*ocation and transmutation8 C1 12th
'lot K8 Price 2;,;;; gp8 Aeight 5;; l#s.
De#cription
"t first glance, an inacti*e apparatus of the crab appears to
#e a large, sealed iron #arrel #ig enough to hold t)o Medium
creatures. Close examination, and a (C &; Perception check,
re*eals a secret catch that opens a hatch at one end. "nyone
)ho cra)ls inside finds 1; 7unla#eled9 le*ers and seating for
t)o Medium or $mall occupants. hese le*ers allo) those
inside to acti*ate and control the apparatusCs mo*ements and
actions.
1ever /8d800 1ever &unction
1 +xtend@retract legs and tail
& 5nco*er@co*er for)ard porthole
, 5nco*er@co*er side portholes
/ +xtend@retract pincers and feelers
Page /2!
1ever /8d800 1ever &unction
5 $nap pincers
0 Mo*e for)ard@#ack)ard
! urn left@right
%
Open@close DeyesF )ith continual fla!e
inside
2 'ise@sink in )ater
1; Open@close hatch
Operating a le*er is a full.round action, and no le*er may #e
operated more than once per round. -o)e*er, since t)o
characters can fit inside, the apparatus can mo*e and attack
in the same round. he de*ice can function in )ater up to
2;; feet deep. :t holds enough air for a cre) of t)o to
sur*i*e 1d/G1 hours 7t)ice as long for a single occupant9.
4hen acti*ated, the apparatus looks something like a giant
lo#ster.
4hen acti*e, an apparatus of the crab has the follo)ing
characteristicsB hp &;;8 hardne## 158 'pd &; ft., s)im &; ft.8
.C &; 7H1 size, G11 natural98 .ttac" & pincers G1& melee
7&d%98 C! G1/8 C!D &/.
Con#truction
Re>uirement# Craft 4ondrous :tem, ani!ate ob:ects,
continual fla!e, creator must ha*e % ranks in <no)ledge
7engineering98 Co#t /5,;;; gp
ag of 5olding
.ura moderate con?uration8 C1 2th
'lot K8 Price see #elo)8 Aeight see #elo)
De#cription
his appears to #e a common cloth sack a#out & feet #y /
feet in size. he ba of holdin opens into a nondimensional
spaceB its inside is larger than its outside dimensions.
'egardless of )hat is put into the #ag, it )eighs a fixed
amount. his )eight, and the limits in )eight and *olume of
the #agCs contents, depend on the #agCs type, as sho)n on the
ta#le #elo).
ag
ag
Aeight
Content#
1imit
Content#
Dolume 1imit
!ar"et
Price
ype : 15 l#s. &5; l#s. ,; cu#ic ft. &,5;; gp
ype :: &5 l#s. 5;; l#s. !; cu#ic ft. 5,;;; gp
ype ::: ,5 l#s. 1,;;; l#s. 15; cu#ic ft. !,/;; gp
ype :> 0; l#s. 1,5;; l#s. &5; cu#ic ft. 1;,;;; gp
:f a ba of holdin is o*erloaded, or if sharp o#?ects pierce it
7from inside or outside9, the #ag immediately ruptures and is
ruined, and all contents are lost fore*er. :f a ba of holdin is
turned inside out, all of its contents spill out, unharmed, #ut
the #ag must #e put right #efore it can #e used again. :f
li*ing creatures are placed )ithin the #ag, they can sur*i*e
for up to 1; minutes, after )hich time they suffocate.
'etrie*ing a specific item from a ba of holdin is a mo*e
action, unless the #ag contains more than an ordinary
#ackpack )ould hold, in )hich case retrie*ing a specific
item is a full.round action. Magic items placed inside the #ag
do not offer any #enefit to the character carrying the #ag.
:f a ba of holdin is placed )ithin a portable hole, a rift to
the "stral Plane is torn in the spaceB #ag and hole alike are
sucked into the *oid and fore*er lost. :f a portable hole is
placed )ithin a ba of holdin, it opens a gate to the "stral
PlaneB the hole, the #ag, and any creatures )ithin a 1;.foot
radius are dra)n there, destroying the portable hole and ba
of holdin in the process.
Con#truction
Re>uirement# Craft 4ondrous :tem, secret chest8 Co#t
1,&5; gp 7type :9, &,5;; gp 7type ::9, ,,!;; gp 7type :::9,
5,;;; gp 7type :>9
ag of ,ric"#
.ura faint 7gray or rust9 or moderate 7tan9 con?uration8 C1
,rd 7gray9, 5th 7rust9, 2th 7tan9
'lot K8 Price ,,/;; gp 7gray98 %,5;; gp 7rust98 10,;;; gp
7tan9
De#cription
his small sack appears empty. "nyone reaching into the #ag
feels a small, fuzzy #all. :f the #all is remo*ed and tossed up
to &; feet a)ay, it turns into an animal. he animal ser*es the
character )ho dre) it from the #ag for 1; minutes 7or until
slain or ordered #ack into the #ag9, at )hich point it
disappears. :t can follo) any of the commands descri#ed in
the -andle "nimal skill. +ach of the three kinds of bas of
tric"s produces a different set of animals. 5se the follo)ing
ta#les to determine )hat animals can #e dra)n out of each.
Gray ag Ru#t ag ,an ag
dS .nimal dS .nimal dS .nimal
;1H,; 1at ;1H,; 4ol*erine ;1H,; Grizzly #ear
,1H0; 'at ,1H0; 4olf ,1H0; =ion
01H!5 Cat 01H%5 1oar 01H%; -ea*y horse
!0H2; 4easel %0H1;; =eopard %1H2; iger
21H1;;
'iding
dog
K 21H1;; 'hinoceros
he hea*y horse appears )ith harness and tack and accepts
the character )ho dre) it from the #ag as a rider.
"nimals produced are al)ays random, and only one may
exist at a time. 5p to 1; animals can #e dra)n from the #ag
Page /2%
each )eek, #ut no more than t)o per day.
Con#truction
Re>uirement# Craft 4ondrous :tem, su!!on nature(s ally
00 7gray9, su!!on nature(s ally 000 7rust9, or su!!on nature(s
ally 2 7tan98 Co#t 1,!;; gp 7gray98 /,&5; gp 7rust98 %,;;; gp
7tan9
ead of &orce
.ura moderate e*ocation8 C1 1;th
'lot K8 Price ,,;;; gp8 Aeight K
De#cription
his small #lack sphere appears to #e a lusterless pearl. "
bead of force can #e thro)n up to 0; feet )ith no range
penalties. 5pon sharp impact, the #ead explodes, sending
forth a #urst that deals 5d0 points of force damage to all
creatures )ithin a 1;.foot radius.
Once thro)n, a bead of force functions like a resilient sphere
spell 7'eflex (C 10 negates9 )ith a radius of 1; feet and a
duration of 1; minutes. " glo#e of shimmering force
encloses a creature, pro*ided the latter is small enough to fit
)ithin the diameter of the sphere. he sphere contains its
su#?ect for the spellCs duration. he sphere is not su#?ect to
damage of any sort except from a rod of cancellation, a rod
of neation, disinterate, or a targeted dispel !aic spell.
hese effects destroy the sphere )ithout harm to the su#?ect.
Aothing can pass through the sphere, inside or out, though
the su#?ect can #reathe normally. he su#?ect may struggle,
#ut the glo#e cannot #e physically mo*ed either #y people
outside it or #y the struggles of those )ithin. he explosion
completely consumes the #ead, making this a one.use item.
Con#truction
Re>uirement# Craft 4ondrous :tem, resilient sphere8 Co#t
1,5;; gp
elt of D6arven"ind
.ura strong di*ination8 C1 1&th
'lot #elt8 Price 1/,2;; gp8 Aeight 1 l#.
De#cription
his #elt gi*es the )earer a G/ competence #onus on
Charisma checks and Charisma.#ased skill checks as they
relate to dealing )ith d)ar*es, a G& competence #onus on
similar checks )hen dealing )ith gnomes and halflings, and
a H& competence penalty on similar checks )hen dealing
)ith anyone else. he )earer can understand, speak, and
read ()ar*en. :f the )earer is not a d)arf, he gains 0;.foot
dark*ision, d)ar*en stonecunning, a G& enhancement #onus
to Constitution, and a G& resistance #onus on sa*es against
poison, spells, and spell.like effects.
Con#truction
Re>uirement# Craft 4ondrous :tem, tonues, creator must
#e a d)arf8 Co#t !,/5; gp
elt of Giant 'trength
.ura moderate transmutation8 C1 %th
'lot #elt8 Aeight 1 l#.8 Price /,;;; gp 7G&9, 10,;;; gp 7G/9,
,0,;;; gp 7G09
De#cription
his #elt is a thick leather affair, often decorated )ith huge
metal #uckles. he #elt grants the )earer an enhancement
#onus to $trength of G&, G/, or G0. reat this as a temporary
a#ility #onus for the first &/ hours the #elt is )orn.
Con#truction
Re>uirement# Craft 4ondrous :tem, bull(s strenth8 Co#t
&,;;; gp 7G&9, %,;;; gp 7G/9, 1%,;;; gp 7G09
elt of -ncredible De3terity
.ura moderate transmutation8 C1 %th
'lot #elt8 Aeight 1 l#.8 Price /,;;; gp 7G&9, 10,;;; gp 7G/9,
,0,;;; gp 7G09
De#cription
his #elt has a large sil*er #uckle, usually depicting the
image of a tiger. he #elt grants the )earer an enhancement
#onus to (exterity of G&, G/, or G0. reat this as a temporary
a#ility #onus for the first &/ hours the #elt is )orn.
Con#truction
Re>uirement# Craft 4ondrous :tem, cat(s race8 Co#t &,;;;
gp 7G&9, %,;;; gp 7G/9, 1%,;;; gp 7G09
elt of !ighty Con#titution
.ura moderate transmutation8 C1 %th
'lot #elt8 Aeight 1 l#.8 Price /,;;; gp 7G&9, 10,;;; gp 7G/9,
,0,;;; gp 7G09
De#cription
his #eltCs golden #uckle depicts a #ear. he #elt grants the
)earer an enhancement #onus to Constitution of G&, G/, or
G0.reat this as a temporary a#ility #onus for the first &/
hours the #elt is )orn.
Con#truction
Re>uirement# Craft 4ondrous :tem, bear(s endurance8 Co#t
&,;;; gp 7G&9, %,;;; gp 7G/9, 1%,;;; gp 7G09
Page /22
elt of Phy#ical !ight
.ura strong transmutation8 C1 1&th
'lot #elt8 Aeight 1 l#.8 Price 1;,;;; gp 7G&9, /;,;;; gp
7G/9, 2;,;;; gp 7G09
De#cription
his #elt has a large steel #uckle, usually depicting the image
of a giant. he #elt grants the )earer an enhancement #onus
to t)o physical a#ility scores 7$trength, (exterity, or
Constitution9 of G&, G/, or G0. reat this as a temporary
a#ility #onus for the first &/ hours the #elt is )orn. hese
#onuses are chosen )hen the #elt is created and cannot #e
changed.
Con#truction
Re>uirement# Craft 4ondrous :tem, bear(s endurance,
bull(s strenth, and@or cat(s race8 Co#t 5,;;; gp 7G&9,
&;,;;; gp 7G/9, /5,;;; gp 7G09
elt of Phy#ical Perfection
.ura strong transmutation8 C1 10th
'lot #elt8 Aeight 1 l#.8 Price 10,;;; gp 7G&9, 0/,;;; gp
7G/9, 1//,;;; gp 7G09
De#cription
his #elt has a large platinum #uckle, usually depicting the
image of a titan. he #elt grants the )earer an enhancement
#onus to all physical a#ility scores 7$trength, (exterity, and
Constitution9 of G&, G/, or G0. reat this as a temporary
a#ility #onus for the first &/ hours the #elt is )orn.
Con#truction
Re>uirement# Craft 4ondrous :tem, bear(s endurance,
bull(s strenth, cat(s race8 Co#t %,;;; gp 7G&9, ,&,;;; gp
7G/9, !!,;;; gp 7G09
le##ed oo"
.ura moderate transmutation8 C1 !th
'lot K8 Price 1&,5;; gp8 Aeight 1 l#.
De#cription
his )ell.made tome is al)ays of small size, typically no
more than 1& inches tall, % inches )ide, and 1 inch thick. "ll
such #ooks are dura#le, )aterproof, #ound )ith iron o*erlaid
)ith sil*er, and locked.
" )izard can fill the 1,;;; pages of a blessed boo" )ith
spells )ithout paying the material cost. his #ook is ne*er
found as randomly generated treasure )ith spells already
inscri#ed in it.
Con#truction
Re>uirement# Craft 4ondrous :tem, secret pae8 Co#t
0,&5; gp
oat, &olding
.ura moderate transmutation8 C1 0th
'lot K8 Price !,&;; gp8 Aeight / l#s.
De#cription
" foldin boat looks like a small )ooden #ox a#out 1&
inches long, 0 inches )ide, and 0 inches deep )hen it is
inacti*e. :n this mode, it can #e used to store items ?ust like
any other #ox. Jet )hen the proper command )ord is gi*en,
the #ox unfolds itself rapidly in the space of a single round to
form a #oat 1; feet long, / feet )ide, and & feet in depth. "
second command )ord causes it to unfold e*en further into a
ship &/ feet long, % feet )ide, and 0 feet deep. he foldin
boat cannot unfold if there isnCt enough open space for it to
occupy once unfolded. "ny o#?ects formerly stored in the
#ox no) rest inside the #oat or ship.
:n its smaller form, the #oat has one pair of oars, an anchor, a
mast, and a lateen sail. :n its larger form, the #oat has a deck,
single ro)ing seats, fi*e sets of oars, a rudder, an anchor, a
deck ca#in, and a mast )ith a s6uare sail. he #oat can hold
/ people comforta#ly, )hile the ship carries 15 )ith ease.
" third )ord of command causes the #oat or ship to fold
itself into a #ox once again, #ut only )hen it is unoccupied.
Con#truction
Re>uirement# Craft 4ondrous :tem, fabricate, creator must
ha*e & ranks in the Craft 7ships9 skill8 Co#t ,,0;; gp
oot# of 2lven"ind
.ura faint transmutation8 C1 5th
'lot feet8 Price &,5;; gp8 Aeight 1 l#.
De#cription
hese soft #oots ena#le the )earer to mo*e nim#ly a#out in
*irtually any surroundings, granting a G5 competence #onus
on "cro#atics checks.
Con#truction
Re>uirement# Craft 4ondrous :tem, creator must #e an elf8
Co#t 1,&5; gp
oot# of 1evitation
.ura faint transmutation8 C1 ,rd
'lot feet8 Price !,5;; gp8 Aeight 1 l#.
Page 5;;
De#cription
hese soft leather #oots are incredi#ly light and comforta#le,
)ith thin soles reinforced #y strips of tough hide that pro*ide
an unexpected amount of support and protection to the foot.
On command, these #oots allo) the )earer to le*itate as if
she had cast le%itate on herself.
Con#truction
Re>uirement# Craft 4ondrous :tem, le%itate8 Co#t ,,!5; gp
oot# of 'peed
.ura moderate transmutation8 C1 1;th
'lot feet8 Price 1&,;;; gp8 Aeight 1 l#.
De#cription
"s a free action, the )earer can click her heels together,
letting her act as though affected #y a haste spell for up to 1;
rounds each day. he haste effectCs duration need not #e
consecuti*e rounds.
Con#truction
Re>uirement# Craft 4ondrous :tem, haste8 Co#t 0,;;; gp
oot# of 'triding and 'pringing
.ura faint transmutation8 C1 ,rd
'lot feet8 Price 5,5;; gp8 Aeight 1 l#.
De#cription
hese #oots increase the )earerCs #ase land speed #y 1; feet.
:n addition to this striding a#ility 7considered an
enhancement #onus9, these #oots allo) the )earer to make
great leaps. $he can ?ump )ith a G5 competence #onus on
"cro#atics checks.
Con#truction
Re>uirement# Craft 4ondrous :tem, lonstrider, creator
must ha*e 5 ranks in the "cro#atics skill8 Co#t &,!5; gp
oot# of ,eleportation
.ura moderate con?uration8 C1 2th
'lot feet8 Price /2,;;; gp8 Aeight , l#s.
De#cription
"ny character )earing this foot)ear may teleport three times
per day, exactly as if he had cast the spell of the same name.
Con#truction
Re>uirement# Craft 4ondrous :tem, teleport8 Co#t &/,5;;
gp
oot# of the Ainterland#
.ura faint a#?uration and transmutation8 C1 5th
'lot feet8 Price &,5;; gp8 Aeight 1 l#.
De#cription
his footgear #esto)s many po)ers upon the )earer. 3irst,
he is a#le to tra*el across sno) at his normal speed, lea*ing
no tracks. $econd, the #oots also ena#le him to tra*el at
normal speed across the most slippery ice 7horizontal
surfaces only, not *ertical or sharply slanted ones9 )ithout
falling or slipping. 3inally, boots of the #interlands )arm the
)earer, as if he )ere affected #y an endure ele!ents spell.
Con#truction
Re>uirement# Craft 4ondrous :tem, cat(s race, endure
ele!ents, pass #ithout trace8 Co#t 1,&5; gp
oot#, Ainged
.ura moderate transmutation8 C1 %th
'lot feet8 Price 10,;;; gp8 Aeight 1 l#.
De#cription
hese #oots appear to #e ordinary footgear. On command,
they sprout )ings at the heel and let the )earer fly, )ithout
ha*ing to maintain concentration, as if affected #y a fly spell
7including a G/ #onus on 3ly skill checks9. -e can fly three
per times day for up to 5 minutes per flight.
Con#truction
Re>uirement# Craft 4ondrous :tem, fly8 Co#t %,;;; gp
ottle of .ir
.ura moderate transmutation8 C1 !th
'lot K8 Price !,&5; gp8 Aeight & l#s.
De#cription
his item appears to #e a normal glass #ottle )ith a cork.
4hen taken to any airless en*ironment, it retains air )ithin it
at all times, continually rene)ing its contents. his means
that a character can dra) air out of the #ottle to #reathe. he
#ottle can e*en #e shared #y multiple characters )ho pass it
around. 1reathing out of the #ottle is a standard action, #ut a
character so doing can then act for as long as she can hold
her #reath.
Con#truction
Re>uirement# Craft 4ondrous :tem, #ater breathin8 Co#t
,,0&5 gp
Page 5;1
racelet of &riend#
.ura strong con?uration8 C1 15th
'lot )rists8 Price 12,;;; gp8 Aeight K
De#cription
his sil*er charm #racelet has four charms upon it )hen
created. he o)ner may designate one person kno)n to him
to #e keyed to each charm. 7his designation takes a standard
action, #ut once done it lasts fore*er or until changed.9 4hen
a charm is grasped and the name of the keyed indi*idual is
spoken, that person is called to the spot 7a standard action9
along )ith his gear, as long as the o)ner and the called
person are on the same plane. he keyed indi*idual kno)s
)ho is calling, and the bracelet of friends only functions on
)illing tra*elers. Once a charm is acti*ated, it disappears.
Charms separated from the #racelet are )orthless. " #racelet
found )ith fe)er than four charms is )orth &5I less for
each missing charm.
Con#truction
Re>uirement# Craft 4ondrous :tem, refue8 Co#t 2,5;; gp
racer# of .rchery, Greater
.ura moderate transmutation8 C1 %th
'lot )rists8 Price &5,;;; gp8 Aeight 1 l#.
De#cription
hese )rist#ands look like normal protecti*e )ear. he
#racers empo)er the )earer to use any #o) 7not including
cross#o)s9 as if she )ere proficient in its use. :f she already
has proficiency )ith any type of #o), she gains a G&
competence #onus on attack rolls and a G1 competence
#onus on damage rolls )hene*er using that type of #o).
1oth #racers must #e )orn for the magic to #e effecti*e.
Con#truction
Re>uirement# Craft 4ondrous :tem, Craft Magic "rms and
"rmor, crafter must #e proficient )ith a long#o) or
short#o)8 Co#t 1&,5;; gp
racer# of .rchery, 1e##er
.ura faint transmutation8 C1 /th
'lot )rists8 Price 5,;;; gp8 Aeight 1 l#.
De#cription
hese )rist#ands function as reater bracers of archery,
except that they grant a G1 competence #onus on attack rolls
and no #onus on damage rolls.
Con#truction
Re>uirement# Craft 4ondrous :tem, Craft Magic "rms and
"rmor, crafter must #e proficient )ith a long#o) or
short#o)8 Co#t &,5;; gp
racer# of .rmor
.ura moderate con?uration8 C1 !th
'lot )rists8 Price 1,;;; gp 7G19, /,;;; gp 7G&9, 2,;;; gp
7G,9, 10,;;; gp 7G/9, &5,;;; gp 7G59, ,0,;;; gp 7G09, /2,;;;
gp 7G!9, 0/,;;; gp 7G%98 Aeight 1 l#.
De#cription
hese items appear to #e )rist or arm guards. hey surround
the )earer )ith an in*isi#le #ut tangi#le field of force,
granting him an armor #onus of G1 to G%, ?ust as though he
)ere )earing armor. 1oth #racers must #e )orn for the
magic to #e effecti*e.
"lternati*ely, bracers of ar!or can #e enchanted )ith armor
special a#ilities. $ee a#leB "rmor $pecial Qualities for a list
of a#ilities. $pecial a#ilities usually count as additional
#onuses for determining the market *alue of an item, #ut do
not impro*e "C. Bracers of ar!or cannot ha*e a modified
#onus 7armor #onus plus armor special a#ility #onus
e6ui*alents9 higher than G%. Bracers of ar!or must ha*e at
least a G1 armor #onus to grant an armor special a#ility.
Bracers of ar!or cannot ha*e any armor special a#ilities that
add a flat gp amount to their cost. Bracers of ar!or and
ordinary armor do not stack. :f a creature recei*es a larger
armor #onus from another source, the bracers of ar!or cease
functioning and do not grant their armor #onus or their armor
special a#ilities. :f the bracers of ar!or grant a larger armor
#onus, the other source of armor ceases functioning.
Con#truction
Re>uirement# Craft 4ondrous :tem, !ae ar!or, creatorCs
caster le*el must #e at least t)o times that of the #onus
placed in the #racers, plus any re6uirements of the armor
special a#ilities8 Co#t 5;; gp 7G19, &,;;; gp 7G&9, /,5;; gp
7G,9, %,;;; gp 7G/9, 1&,5;; gp 7G59, 1%,;;; gp 7G09, &/,5;;
gp 7G!9, ,&,;;; gp 7G%9
rooch of 'hielding
.ura faint a#?uration8 C1 1st
'lot neck8 Price 1,5;; gp8 Aeight K
De#cription
his appears to #e a piece of sil*er or gold ?e)elry used to
fasten a cloak or cape. :n addition to this mundane task, it
can a#sor# !aic !issiles of the sort generated #y the spell
or spell.like a#ility. " #rooch can a#sor# up to 1;1 points of
damage from !aic !issiles #efore it melts and #ecomes
useless.
Page 5;&
Con#truction
Re>uirement# Craft 4ondrous :tem, shield8 Co#t !5; gp
room of &lying
.ura moderate transmutation8 C1 2th
'lot K8 Price 1!,;;; gp8 Aeight , l#s.
De#cription
his #room is a#le to fly through the air as if affected #y an
o%erland fliht spell 7G/ on 3ly skill checks9 for up to 2
hours per day 7split up as its o)ner desires9. he #room can
carry &;; pounds and fly at a speed of /; feet, or up to /;;
pounds at a speed at ,; feet. :n addition, the #room can
tra*el alone to any destination named #y the o)ner as long as
she has a good idea of the location and layout of that
destination. :t flies to its o)ner from as far a)ay as ,;;
yards )hen she speaks the command )ord. he broo! of
flyin has a speed of /; feet )hen it has no rider.
Con#truction
Re>uirement# Craft 4ondrous :tem, o%erland fliht,
per!anency8 Co#t %,5;; gp
Candle of -nvocation
.ura strong con?uration8 C1 1!th
'lot K8 Price %,/;; gp8 Aeight 1@& l#.
De#cription
+ach of these special tapers is dedicated to one of the nine
alignments. $imply #urning the candle generates a fa*ora#le
aura for the indi*idual if the candleCs alignment matches that
of the character. Characters of the same alignment as the
#urning candle add a G& morale #onus on attack rolls, sa*ing
thro)s, and skill checks )hile )ithin ,; feet of the flame.
" cleric )hose alignment matches the candleCs operates as if
t)o le*els higher for purposes of determining spells per day
if he #urns the candle during or ?ust prior to his spell
preparation time. -e can e*en cast spells normally
una*aila#le to him as if he )ere of that higher le*el, #ut only
so long as the candle continues to #urn. +xcept in special
cases 7see #elo)9, a candle #urns for / hours. :t is possi#le to
extinguish the candle simply #y #lo)ing it out, so users often
place it in a lantern to protect it from drafts and the like.
(oing this doesnCt interfere )ith its magical properties.
:n addition, #urning a candle also allo)s the o)ner to cast a
ate spell, the respondent #eing of the same alignment as the
candle, #ut the taper is immediately consumed in the process.
Con#truction
Re>uirement# Craft 4ondrous :tem, ate, creator must #e
same alignment as candle created8 Co#t /,&;; gp
Candle of ,ruth
.ura faint enchantment8 C1 ,rd
'lot K8 Price &,5;; gp8 Aeight 1@& l#.
De#cription
his )hite tallo) candle, )hen #urned, calls into place a
<one of truth spell 74ill (C 1, negates9 in a 5.foot radius
centered on the candle. he zone lasts for 1 hour, )hile the
candle #urns. :f the candle is snuffed #efore that time, the
effect is canceled and the candle ruined.
Con#truction
Re>uirement# Craft 4ondrous :tem, <one of truth8 Co#t
1,&5; gp
Cape of the !ounteban"
.ura moderate con?uration8 C1 2th
'lot shoulders8 Price 1;,;%; gp8 Aeight 1 l#.
De#cription
On command, this #right red and gold cape allo)s the )earer
to use the magic of the di!ension door spell once per day.
4hen he disappears, he lea*es #ehind a cloud of smoke,
appearing in a similar fashion at his destination.
Con#truction
Re>uirement# Craft 4ondrous :tem, di!ension door8 Co#t
5,/;; gp
Carpet of &lying
.ura moderate transmutation8 C1 1;th
'lot K8 Price *aries8 Aeight K
De#cription
his rug is a#le to fly through the air as if affected #y an
o%erland fliht spell of unlimited duration. he size, carrying
capacity, and speed of the different carpets of flyin are
sho)n on the ta#le #elo). 1eautifully and intricately made,
each carpet has its o)n command )ord to acti*ate itKif the
de*ice is )ithin *oice range, the command )ord acti*ates it,
)hether the speaker is on the rug or not. he carpet is then
controlled #y spoken directions.
'i$e Capacity 'peed Aeight !ar"et Price
5 ft. #y 5 ft. &;; l#s. /; ft. % l#s. &;,;;; gp
5 ft. #y 1; ft. /;; l#s. /; ft. 1; l#s. ,5,;;; gp
1; ft. #y 1; ft. %;; l#s. /; ft. 15 l#s. 0;,;;; gp
" carpet of flyin can carry up to dou#le its capacity, #ut
doing so reduces its speed to ,; feet. " carpet of flyin can
Page 5;,
ho*er )ithout making a 3ly skill check and gi*es a G5 #onus
to other 3ly checks.
Con#truction
Re>uirement# Craft 4ondrous :tem, o%erland fliht8 Co#t
1;,;;; gp 75 ft. #y 5 ft.9, 1!,5;; gp 75 ft. #y 1; ft.9, ,;,;;;
gp 71; ft. #y 1; ft.9
Chime of -nterruption
.ura moderate e*ocation8 C1 !th
'lot K8 Price 10,%;; gp8 Aeight 1 l#.
De#cription
his instrument can #e struck once e*ery 1; minutes, and its
resonant tone lasts for , full minutes.
4hile the chime is resonating, no spell re6uiring a *er#al
component can #e cast )ithin a ,;.foot radius of it unless the
caster can make a concentration check 7(C 15 G the spellCs
le*el9.
Con#truction
Re>uirement# Craft 4ondrous :tem, shout8 Co#t %,/;; gp
Chime of Fpening
.ura moderate transmutation8 C1 11th
'lot K8 Price ,,;;; gp8 Aeight 1 l#.
De#cription
" chi!e of openin is a hollo) mithral tu#e a#out 1 foot
long. 4hen struck, it sends forth magical *i#rations that
cause locks, lids, doors, *al*es, and portals to open. he
de*ice functions against normal #ars, shackles, chains, #olts,
and so on. " chi!e of openin also automatically dispels a
hold portal spell or e*en an arcane loc" cast #y a )izard of
lo)er than 15th le*el.
he chime must #e pointed at the item or gate to #e loosed or
opened 7)hich must #e *isi#le and kno)n to the user9. he
chime is then struck and a clear tone rings forth. he )ielder
can make a caster le*el check against the lock or #inding,
using the chimeCs caster le*el of 11th. he (C of this check
is e6ual to the (isa#le (e*ice (C to open the lock or
#inding. +ach sounding only opens one form of locking, so if
a chest is chained, padlocked, locked, and arcane loc"ed, it
takes four successful uses of a chi!e of openin to get it
open. " silence spell negates the po)er of the de*ice. "
#rand.ne) chime can #e used a total of 1; times #efore it
cracks and #ecomes useless.
Con#truction
Re>uirement# Craft 4ondrous :tem, "noc"8 Co#t 1,5;; gp
Circlet of Per#ua#ion
.ura faint transmutation8 C1 5th
'lot head8 Price /,5;; gp8 Aeight K
De#cription
his sil*er head#and grants a G, competence #onus on the
)earerCs Charisma.#ased checks.
Con#truction
Re>uirement# Craft 4ondrous :tem, eale(s splendor8 Co#t
&,&5; gp
Cloa" of .rachnida
.ura moderate con?uration and transmutation8 C1 0th
'lot shoulders8 Price 1/,;;; gp8 Aeight 1 l#.
De#cription
his #lack garment, em#roidered )ith a )e#.like pattern in
silk, gi*es the )earer the a#ility to clim# as if a spider cli!b
spell had #een placed upon her. :n addition, the cloak grants
her immunity to entrapment #y #eb spells or )e#s of any
sort8 she can actually mo*e in )e#s at half her normal speed.
Once per day, the )earer of this cloak can cast #eb. $he also
gains a G& luck #onus on all 3ortitude sa*es against poison
from spiders.
Con#truction
Re>uirement# Craft 4ondrous :tem, spider cli!b, #eb8
Co#t !,;;; gp
Cloa" of the at
.ura moderate transmutation8 C1 !th
'lot shoulders8 Price &0,;;; gp8 Aeight 1 l#.
De#cription
3ashioned of dark #ro)n or #lack cloth, this cloak #esto)s a
G5 competence #onus on $tealth checks. he )earer is also
a#le to hang upside do)n from the ceiling like a #at.
1y holding the edges of the garment, the )earer is a#le to fly
as per the spell 7including a G! #onus on 3ly skill checks9. :f
he desires, the )earer can actually polymorph himself into an
ordinary #at and fly accordingly 7as beast shape 0009. "ll
possessions )orn or carried are part of the transformation.
3lying, either )ith the cloak or in #at form, can #e
accomplished only in darkness 7either under the night sky or
in a lightless or near.lightless en*ironment underground9.
+ither of the flying po)ers is usa#le for up to ! minutes at a
time, #ut after a flight of any duration the cloak cannot
#esto) any flying po)er for a like period of time.
Page 5;/
Con#truction
Re>uirement# Craft 4ondrous :tem, beast shape 000, fly8
Co#t 1,,;;; gp
Cloa" of Di#placement, !aKor
.ura moderate illusion8 C1 !th
'lot shoulders8 Price 5;,;;; gp8 Aeight 1 l#.
De#cription
his item appears to #e a normal cloak, #ut on command its
magical properties distort and )arp light )a*es. his
displacement )orks ?ust like the displace!ent spell and lasts
for a total of 15 rounds per day, )hich the )earer can di*ide
up as she sees fit.
Con#truction
Re>uirement# Craft 4ondrous :tem, +xtend $pell,
displace!ent8 Co#t &5,;;; gp
Cloa" of Di#placement, !inor
.ura faint illusion8 C1 ,rd
'lot shoulders8 Price &/,;;; gp8 Aeight 1 l#.
De#cription
his item appears to #e a normal cloak, #ut )hen )orn #y a
character, its magical properties distort and )arp light )a*es.
his displacement )orks similar to the blur spell, granting a
&;I miss chance on attacks against the )earer. :t functions
continually.
Con#truction
Re>uirement# Craft 4ondrous :tem, blur8 Co#t 1&,;;; gp
Cloa" of 2lven"ind
.ura faint illusion8 C1 ,rd
'lot shoulders8 Price &,5;; gp8 Aeight 1 l#.
De#cription
4hen this plain gray cloak is )orn )ith the hood dra)n up
around the head, the )earer gains a G5 competence #onus on
$tealth checks.
Con#truction
Re>uirement# Craft 4ondrous :tem, in%isibility, creator
must #e an elf8 Co#t 1,&5; gp
Cloa" of 2therealne##
.ura strong transmutation8 C1 15th
'lot shoulders8 Price 55,;;; gp8 Aeight 1 l#.
De#cription
his sil*ery gray cloak seems to a#sor# light rather than #e
illuminated #y it. On command, the cloak makes its )earer
ethereal 7as the ethereal :aunt spell9. he effect is
dismissi#le. he cloak )orks for a total of up to 1; minutes
per day. his duration need not #e continuous, #ut it must #e
used in 1 minute increments.
Con#truction
Re>uirement# Craft 4ondrous :tem, ethereal :aunt8 Co#t
&!,5;; gp
Cloa" of the !anta Ray
.ura moderate transmutation8 C1 2th
'lot shoulders8 Price !,&;; gp8 Aeight 1 l#.
De#cription
his cloak appears to #e made of leather until the )earer
enters salt )ater. "t that time, the cloa" of the !anta ray
adheres to the indi*idual, and he appears nearly identical to a
manta ray 7as the beast shape 00 spell, except that it allo)s
only manta ray form9. -e gains a G, natural armor #onus, the
a#ility to #reathe under)ater, and a s)im speed of 0; feet,
like a real manta ray.
he cloak does allo) the )earer to attack )ith a manta rayCs
tail spine, dealing 1d0 points of damage. his attack can #e
used in addition to any other attack the character has, using
his highest melee attack #onus. he )earer can release his
arms from the cloak )ithout sacrificing under)ater
mo*ement if so desired.
Con#truction
Re>uirement# Craft 4ondrous :tem, beast shape 00, #ater
breathin8 Co#t ,,0;; gp
Cloa" of Re#i#tance
.ura faint a#?uration8 C1 5th
'lot shoulders8 Price 1,;;; gp 7G19, /,;;; gp 7G&9, 2,;;; gp
7G,9, 10,;;; gp 7G/9, &5,;;; gp 7G598 Aeight 1 l#.
De#cription
hese garments offer magic protection in the form of a G1 to
G5 resistance #onus on all sa*ing thro)s 73ortitude, 'eflex,
and 4ill9.
Con#truction
Re>uirement# Craft 4ondrous :tem, resistance, creatorCs
caster le*el must #e at least three times the cloakCs #onus8
Co#t 5;; gp 7G19, &,;;; gp 7G&9, /,5;; gp 7G,9, %,;;; gp
7G/9, 1&,5;; gp 7G59
Page 5;5
Cro6n of la#ting, !inor
.ura moderate e*ocation8 C1 0th
'lot head8 Aeight 1 l#.8 Price 0,/%; gp
De#cription
On command, this simple golden cro)n pro?ects a #last of
searin liht 7,d% points of damage9 once per day.
Con#truction
Re>uirement# Craft 4ondrous :tem, searin liht8 Co#t
,,&/; gp
Cro6n of la#ting, !aKor
.ura strong e*ocation8 C1 1!th
'lot head8 Aeight 1 l#.8 Price &,,!0; gp
De#cription
On command, this ela#orate golden cro)n pro?ects a #last of
searin liht 75d% maximized for /; points of damage9 once
per day.
Con#truction
Re>uirement# Craft 4ondrous :tem, Maximize $pell,
searin liht8 Co#t 11,%%; gp
Cry#tal all
.ura moderate di*ination8 C1 1;th
'lot K8 Price *aries8 Aeight ! l#s.
De#cription
his is the most common form of scrying de*ice, a crystal
sphere a#out 0 inches in diameter. $o )ell.kno)n are these
items that many so.called oracles or fortune.tellers use
similar appearing 7#ut completely non.magical9 replicas of
these items to ply their trades. " character can use a magical
crystal ball to see o*er *irtually any distance or into other
planes of existence, as )ith the spell scryin 74ill (C 10
negates9. " crystal ball can #e used multiple times per day,
#ut the (C to resist its po)er decreases #y 1 for each
additional use.
Certain crystal balls ha*e additional po)ers that can #e used
through the crystal ball on the target *ie)ed.
Cry#tal all ,ype
!ar"et
Price
Crystal ball /&,;;; gp
Crystal ball )ith see in%isibility 5;,;;; gp
Crystal ball )ith telepathyP !;,;;; gp
Crystal ball )ith true seein %;,;;; gp
Crystal ball )ith detect thouhts *9ill 'C 13 51,;;; gp
Cry#tal all ,ype
!ar"et
Price
neates-
P he *ie)er is a#le to send and recei*e silent mental
messages )ith the person appearing in the crystal #all. Once
per day, the character may attempt to implant a suestion
7as the spell, 4ill (C 1/ negates9 as )ell.
Con#truction
Re>uirement# Craft 4ondrous :tem, scryin 7plus any
additional spells put into item98 Co#t &1,;;; gp 7standard9,
&5,;;; 7)ith see in%isibility9, &5,5;; gp 7)ith detect
thouhts9, ,5,;;; gp 7)ith telepathy9, /;,;;; gp 7)ith true
seein9
Cube of &orce
.ura moderate e*ocation8 C1 1;th
'lot K8 Price 0&,;;; gp8 Aeight 1@& l#.
De#cription
his de*ice is ?ust under an inch across and can #e made of
i*ory, #one, or any hard mineral. ypically, each of the cu#eCs
faces are polished smooth, #ut sometimes they are etched
)ith runes. he de*ice ena#les its possessor to put up a
special cu#e made up of 0 indi*idual #all of force spells, 1;
feet on a side around her person. his cu#ic screen mo*es
)ith the character and is imper*ious to the attack forms
mentioned on the ta#le #elo). he cu#e has ,0 charges )hen
fully chargedKcharges used are automatically rene)ed each
day. he possessor presses one face of the cu#e to acti*ate a
particular type of screen or to deacti*ate the de*ice. +ach
effect costs a certain num#er of charges to maintain for e*ery
minute 7or portion of a minute9 it is in operation. "lso, )hen
an effect is acti*e, the possessorCs speed is limited to the
maximum *alue gi*en on the ta#le.
4hen the cube of force is acti*e, attacks dealing more than
,; points of damage drain 1 charge for e*ery 1; points of
damage #eyond ,; that they deal. he charge cost to
maintain each of the cu#eCs six )alls is summarized #elo).
Cube
&ace
Charge Co#t
per !inute
!a3*
'peed
2ffect
1 1 ,; ft. <eeps out gases, )ind, etc.
& & &; ft.
<eeps out nonli*ing
matter
, , 15 ft. <eeps out li*ing matter
/ / 1; ft. <eeps out magic
5 0 1; ft. <eeps out all things
0 ; "s normal (eacti*ates
$pells that affect the integrity of the screen also drain extra
Page 5;0
charges. hese spells cannot #e cast into or out of the cu#e.
.ttac" &orm 23tra Charge#
(isintegrate 0
-orn of #lasting 0
Pass)all ,
Phase door 5
Prismatic spray !
4all of fire &
Con#truction
Re>uirement# Craft 4ondrous :tem, #all of force8 Co#t
,1,;;; gp
Cube of &ro#t Re#i#tance
.ura faint a#?uration8 C1 5th
'lot K8 Price &!,;;; gp8 Aeight & l#s.
De#cription
his cu#e is acti*ated or deacti*ated #y pressing one side.
4hen acti*ated, it creates a cu#e.shaped area 1; feet on a
side centered on the possessor 7or on the cu#e itself, if the
item is later placed on a surface9$ he temperature )ithin this
area is al)ays at least 05W 3. he field a#sor#s all cold.#ased
attacks. -o)e*er, if the field is su#?ected to more than 5;
points of cold damage in 1 round 7from one or multiple
attacks9, it collapses and cannot #e reacti*ated for 1 hour. :f
the field a#sor#s more than 1;; points of cold damage in a
1;.round period, the cu#e is destroyed.
Con#truction
Re>uirement# Craft 4ondrous :tem, protection fro! enery8
Co#t 1,,5;; gp
Cubic Gate
.ura strong con?uration8 C1 1,th
'lot K8 Price 10/,;;; gp8 Aeight & l#s.
De#cription
his potent magical item is a small cu#e fashioned from
carnelian. +ach of the six sides of the cu#e is keyed to a
different plane of existence or dimension, one of )hich is the
Material Plane. he character creating the item chooses the
planes to )hich the other fi*e sides are keyed.
:f a side of the cubic ate is pressed once, it opens a ate to a
random point on the plane keyed to that side. here is a 1;I
chance per minute that an outsider from that plane
7determine randomly9 comes through it looking for food, fun,
or trou#le. Pressing the side a second time closes the ate. :t
is impossi#le to open more than one ate at a time.
:f a side is pressed t)ice in 6uick succession, the character so
doing is transported to a random point on the other plane,
along )ith all creatures in ad?acent s6uares. he other
creatures may a*oid this fate #y succeeding on (C &, 4ill
sa*es.
Con#truction
Re>uirement# Craft 4ondrous :tem, plane shift8 Co#t
%&,;;; gp
Dar"#"ull
.ura moderate e*ocation Te*ilU8 C1 2th
'lot K8 Price 0;,;;; gp8 Aeight 5 l#s.
De#cription
his skull, car*ed from e#ony, is )holly e*il. 4here*er the
skull goes, the area around it is treated as though an
unhallo# spell had #een cast )ith the skull as the touched
point of origin. +ach dar"s"ull has a single spell effect tied to
it. his spell is from the standard list gi*en in the unhallo#
spell description, and it cannot #e changed.
Con#truction
Re>uirement# Craft 4ondrous :tem, unhallo#, creator must
#e e*il8 Co#t ,;,;;; gp
Decanter of 2ndle## Aater
.ura moderate transmutation8 C1 2th
'lot K8 Price 2,;;; gp8 Aeight & l#s.
De#cription
:f the stopper is remo*ed from this ordinary.looking flask
and a command )ord spoken, an amount of fresh or salt
)ater pours out. $eparate command )ords determine the
type of )ater as )ell as the *olume and *elocity.
D$treamF pours out 1 gallon per round.
D3ountainF produces a 5.foot.long stream at 5
gallons per round.
DGeyserF produces a &;.foot.long, 1.foot.)ide
stream at ,; gallons per round.
he geyser effect exerts considera#le pressure, re6uiring the
holder to make a (C 1& $trength check to a*oid #eing
knocked do)n each round the effect is maintained. :n
addition, the po)erful force of the geyser deals 1d/ points of
damage per round to a creature that is su#?ected to it. he
geyser can only affect one target per round, #ut the user can
direct the #eam of )ater )ithout needing to make an attack
role to strike the target since the geyserCs constant flo)
allo)s for ample opportunity to aim. Creatures )ith the fire
su#type take &d/ points of damage per round from the geyser
rather than 1d/. he command )ord must #e spoken to stop
it.
Page 5;!
Con#truction
Re>uirement# Craft 4ondrous :tem, control #ater8 Co#t
/,5;; gp
Dec" of -llu#ion#
.ura moderate illusion8 C1 0th
'lot K8 Price %,1;; gp8 Aeight 1@& l#.
De#cription
his set of parchment cards is usually found in an i*ory,
leather, or )ooden #ox. " full deck consists of ,/ cards.
4hen a card is dra)n at random and thro)n to the ground, a
!a:or i!ae of a creature is formed. he figment lasts until
dispelled. he illusory creature cannot mo*e more than ,;
feet a)ay from )here the card landed, #ut other)ise mo*es
and acts as if it )ere real. "t all times it o#eys the desires of
the character )ho dre) the card. 4hen the illusion is
dispelled, the card #ecomes #lank and cannot #e used again.
:f the card is picked up, the illusion is automatically and
instantly dispelled. he cards in a deck and the illusions they
#ring forth are summarized on the follo)ing ta#le. 75se one
of the first t)o columns to simulate the contents of a full
deck using either ordinary playing cards or tarot cards.9
Playing Card ,arot Card Creature
"ce of hearts :>. he +mperor 'ed dragon
<ing of hearts <night of s)ords
Male human fighter
and four guards
Queen of hearts Queen of sta*es 3emale human )izard
Oack of hearts <ing of sta*es Male human druid
en of hearts >::. he Chariot Cloud giant
Aine of hearts Page of sta*es +ttin
+ight of hearts "ce of cups 1ug#ear
)o of hearts 3i*e of sta*es Go#lin
"ce of diamonds :::. he +mpress Gla#rezu 7demon9
<ing of
diamonds
)o of cups
Male elf )izard and
female apprentice
Queen of
diamonds
Queen of s)ords -alf.elf ranger
Oack of diamonds N:>. emperance -arpy
en of diamonds $e*en of sta*es
Male half.orc
#ar#arian
Aine of diamonds 3our of pentacles Ogre mage
+ight of
diamonds
"ce of pentacles Gnoll
)o of diamonds $ix of pentacles <o#old
"ce of spades
::. he -igh
Priestess
=ich
<ing of spades hree of sta*es hree human clerics
Playing Card ,arot Card Creature
Queen of spades 3our of cups Medusa
Oack of spades
<night of
pentacles
Male d)arf paladin
en of spades $e*en of s)ords 3rost giant
Aine of spades hree of s)ords roll
+ight of spades "ce of s)ords -o#go#lin
)o of spades 3i*e of cups Go#lin
"ce of clu#s >:::. $trength :ron golem
<ing of clu#s Page of pentacles hree halfling rogues
Queen of clu#s en of cups Pixies
Oack of clu#s Aine of pentacles -alf.elf #ard
en of clu#s Aine of sta*es -ill giant
Aine of clu#s <ing of s)ords Ogre
+ight of clu#s "ce of sta*es Orc
)o of clu#s 3i*e of cups <o#old
Ooker )o of pentacles
:llusion of deckCs
o)ner
Ooker )o of sta*es
:llusion of deckCs
o)ner 7sex re*ersed9
" randomly generated deck is usually complete 711H1;; on d
I9, #ut may #e disco*ered 7;1H1;9 )ith 1d&; of its cards
missing. :f cards are missing, reduce the price #y a
corresponding amount.
Con#truction
Re>uirement# Craft 4ondrous :tem, !a:or i!ae8 Co#t
/,;5; gp
Dimen#ional 'hac"le#
.ura moderate a#?uration8 C1 11th
'lot )rists8 Price &%,;;; gp8 Aeight 5 l#s.
De#cription
hese shackles ha*e golden runes traced across their cold
iron links. "ny creature #ound )ithin them is affected as if a
di!ensional anchor spell )ere cast upon it 7no sa*e9. hey
fit any $mall to =arge creature. he (C to #reak or slip out
of the shackles is ,;.
Con#truction
Re>uirement# Craft 4ondrous :tem, di!ensional anchor8
Co#t 1/,;;; gp
Drum# of Panic
.ura moderate necromancy8 C1 !th
'lot K8 Price ,;,;;; gp8 Aeight 1; l#s. for the pair.
Page 5;%
De#cription
hese drums are kettle drums 7hemispheres a#out 1.1@& feet
in diameter on stands9. hey come in pairs and are
unremarka#le in appearance. :f #oth of the pair are sounded,
all creatures )ithin 1&; feet 7)ith the exception of those
)ithin a &;.foot.radius safe zone around the drums9 are
affected as #y a fear spell 74ill (C 10 partial9. 'ru!s of
panic can #e used once per day.
Con#truction
Re>uirement# Craft 4ondrous :tem, fearJ Co#t 15,;;; gp
Du#t of .ppearance
.ura faint con?uration8 C1 5th
'lot K8 Price 1,%;; gp8 Aeight K
De#cription
his po)der appears to #e a *ery fine, *ery light metallic
dust. " single handful of this su#stance flung into the air
coats o#?ects )ithin a 1;.foot radius, making them *isi#le
e*en if they are in*isi#le. :t like)ise negates the effects of
blur and displace!ent. :n this, it )orks ?ust like the faerie
fire spell. he dust also re*eals figments, mirror images, and
pro?ected images for )hat they are. " creature coated )ith
the dust takes a H,; penalty on its $tealth checks. he dustCs
effect lasts for 5 minutes.
'ust of appearance is typically stored in small silk packets
or hollo) #one tu#es.
Con#truction
Re>uirement# Craft 4ondrous :tem, litterdustJ Co#t 2;;
gp
Du#t of Di#appearance
.ura moderate illusion8 C1 !th
'lot K8 Price ,,5;; gp8 Aeight K
De#cription
his dust looks like dust of appearance and is typically
stored in the same manner. " creature or o#?ect touched #y it
#ecomes in*isi#le 7as reater in%isibility9. Aormal *ision
canCt see dusted creatures or o#?ects, nor can they #e detected
#y magical means, including see in%isibility or in%isibility
pure. 'ust of appearance, ho)e*er, does re*eal people and
o#?ects made in*isi#le #y dust of disappearance. Other
factors, such as sound and smell, also allo) possi#le
detection. he reater in%isibility #esto)ed #y the dust lasts
for &d0 rounds. he in*isi#le creature doesnCt kno) )hen the
duration )ill end.
Con#truction
Re>uirement# Craft 4ondrous :tem, reater in%isibilityJ
Co#t 1,!5; gp
Du#t of Dryne##
.ura moderate transmutation8 C1 11th
'lot K8 Price %5; gp8 Aeight K
De#cription
his special dust has many uses. :f it is thro)n into )ater, a
*olume of as much as 1;; gallons is instantly transformed
into nothingness, and the dust #ecomes a mar#le.sized pellet,
floating or resting )here it )as thro)n. :f this pellet is
hurled, it #reaks and releases the same *olume of )ater. he
dust affects only )ater 7fresh, salt, alkaline9, not other
li6uids.
:f the dust is employed against an outsider )ith the elemental
and )ater su#types, the creature must make a (C 1%
3ortitude sa*e or #e destroyed. he dust deals 5d0 points of
damage to the creature e*en if its sa*ing thro) succeeds.
Con#truction
Re>uirement# Craft 4ondrous :tem, control #aterJ Co#t
/&5 gp
Du#t of -llu#ion
.ura moderate illusion8 C1 0th
'lot KJ Price 1,&;; gp8 Aeight K
De#cription
his unremarka#le po)der resem#les chalk dust or po)dered
graphite. $tare at it, ho)e*er, and the dust changes color and
form. Put dust of illusion on a creature, and that creature is
affected as if #y a disuise self glamer, )ith the indi*idual
)ho sprinkles the dust en*isioning the illusion desired. "n
un)illing target is allo)ed a (C 11 'eflex sa*e to a*oid the
dust. he glamer lasts for & hours.
Con#truction
Re>uirement# Craft 4ondrous :tem, disuise selfJ Co#t 0;;
gp
Du#t of ,racele##ne##
.ura faint transmutation8 C1 ,rd
'lot K8 Price &5; gp8 Aeight K
De#cription
his normal.seeming dust is actually a magic po)der that
can conceal the passage of its possessor and his companions.
ossing a handful of this dust into the air causes a cham#er
Page 5;2
of up to 1;; s6uare feet of floor space to #ecome as dusty,
dirty, and co#)e#.laden as if it had #een a#andoned and
disused for a decade.
" handful of dust sprinkled along a trail causes e*idence of
the passage of as many as a dozen men and horses to #e
o#literated for &5; feet #ack into the distance. he results of
the dust are instantaneous, and no magical aura lingers
after)ard from this use of the dust. $ur*i*al checks made to
track a 6uarry across an area affected #y this dust ha*e a (C
&; higher than normal.
Con#truction
Re>uirement# Craft 4ondrous :tem, pass #ithout traceJ
%ost 1&5 gp
2fficient Juiver
.ura moderate con?uration8 C1 2th
'lot K8 Price 1,%;; gp8 Aeight & l#s.
De#cription
his appears to #e a typical arro) container capa#le of
holding a#out &; arro)s. :t has three distinct portions, each
)ith a nondimensional space allo)ing it to store far more
than )ould normally #e possi#le. he first and smallest one
can contain up to 0; o#?ects of the same general size and
shape as an arro). he second slightly longer compartment
holds up to 1% o#?ects of the same general size and shape as a
?a*elin. he third and longest portion of the case contains as
many as 0 o#?ects of the same general size and shape as a
#o) 7spears, staffs, or the like9. Once the o)ner has filled it,
the 6ui*er can 6uickly produce any item she )ishes that is
)ithin the 6ui*er, as if from a regular 6ui*er or sca##ard.
he efficient 6ui*er )eighs the same no matter )hatCs placed
inside it.
Con#truction
Re>uirement# Craft 4ondrous :tem, secret chestJ Co#t 2;;
gp
2freeti ottle
.ura strong con?uration8 C1 1/th
'lot K8 Price 1/5,;;; gp8 Aeight 1 l#.
De#cription
his item is typically fashioned of #rass or #ronze, )ith a
lead stopper #earing special seals. Periodically, a thin stream
of #itter.smelling smoke issues from the #ottleCs top. he
#ottle can #e opened once per day. 4hen opened, the efreeti
imprisoned )ithin issues from the #ottle instantly amid a
cloud of noxious smoke. here is a 1;I chance 7;1H1; on d
I9 that the efreeti is insane and attacks immediately upon
#eing released. here is also a 1;I chance 721H1;;9 that the
efreeti of the #ottle grants three #ishes$ :n either case,
after)ard the efreeti disappears fore*er, and the #ottle
#ecomes nonmagical. he other %;I of the time 711H2;9, the
inha#itant of the #ottle loyally ser*es the character for up to
1; minutes per day 7or until the efreetiCs death9, doing as she
commands. 'oll each day the #ottle is opened for that dayCs
effect.
Con#truction
Re>uirement# Craft 4ondrous :tem, planar bindinJ %ost
!&,5;; gp
2lemental Gem
.ura moderate con?uration8 C1 11th
'lot K8 Price &,&5; gp8 Aeight K
De#cription
"n elemental gem comes in one of four different *arieties.
+ach contains a con?uration spell attuned to a specific
elemental plane 7"ir, +arth, 3ire, or 4ater9.
4hen the gem is crushed, smashed, or #roken 7a standard
action9, a =arge elemental appears as if summoned #y a
su!!on nature(s ally spell. he elemental is under the
control of the creature that #roke the gem.
he coloration of the gem *aries )ith the type of elemental it
summons. "ir elemental gems are transparent, earth
elemental gems are light #ro)n, fire elemental gems are
reddish orange, and )ater elemental gems are #lue.green.
Con#truction
Re>uirement# Craft 4ondrous :tem, su!!on !onster 2 or
su!!on nature(s ally 2J Co#t 1,1&5 gp
2li3ir of &ire reath
.ura moderate e*ocation8 C1 11th
'lot K8 Price 1,1;; gp8 Aeight K
De#cription
his strange #u##ling elixir #esto)s upon the drinker the
a#ility to spit gouts of flame. -e can #reathe fire up to three
times, each time dealing /d0 points of fire damage to a single
target up to &5 feet a)ay. he *ictim can attempt a (C 1,
'eflex sa*e for half damage. 5nused #lasts of fire dissipate 1
hour after the li6uid is consumed.
Con#truction
Re>uirement# Craft 4ondrous :tem, scorchin rayJ Co#t
55; gp
2li3ir of 5iding
.ura faint illusion8 C1 5th
Page 51;
'lot K8 Price &5; gp8 Aeight K
De#cription
" character drinking this li6uid gains an intuiti*e a#ility to
sneak and hide 7G1; competence #onus on $tealth checks for
1 hour9.
Con#truction
Re>uirement# Craft 4ondrous :tem, in%isibilityJ Co#t 1&5
gp
2li3ir of 1ove
.ura faint enchantment8 C1 /th
'lot K8 Price 15; gp8 Aeight K
De#cription
his s)eet.tasting li6uid causes the character drinking it to
#ecome enraptured )ith the first creature she sees after
consuming the draft 7as char! personKthe drinker must #e a
humanoid of Medium or smaller size, 4ill (C 1/ negates9.
he charm effect )ears off in 1d, hours.
Con#truction
Re>uirement# Craft 4ondrous :tem, char! personJ Co#t !5
gp
2li3ir of '6imming
.ura faint transmutation8 C1 &nd
'lot K8 Price &5; gp8 Aeight K
De#cription
his elixir #esto)s s)imming a#ility. "n almost
impercepti#le magic sheath surrounds the drinker, allo)ing
him to glide through the )ater easily 7G1; competence #onus
on $)im checks for 1 hour9.
Con#truction
Re>uirement# Craft 4ondrous :tem, creator must ha*e 5
ranks in the $)im skill8 Co#t 1&5 gp
2li3ir of ,ruth
.ura faint enchantment8 C1 5th
'lot K8 Price 5;; gp8 Aeight K
De#cription
his elixir forces the drinker it to say nothing #ut the truth
for 1; minutes 74ill (C 1, negates9. $he must ans)er any
6uestions put to her in that time, #ut )ith each 6uestion she
can make a separate (C 1, 4ill sa*e. :f one of these
secondary sa*es is successful, she doesnCt #reak free of the
truth.compelling enchantment #ut also doesnCt ha*e to
ans)er that particular 6uestion 7if she does ans)er, she must
tell the truth9. Ao more than one 6uestion can #e asked each
round. his is a mind.affecting compulsion enchantment.
Con#truction
Re>uirement# Craft 4ondrous :tem, <one of truthJ Co#t &5;
gp
2li3ir of ,umbling
.ura faint transmutation8 C1 5th
'lot K8 Price &5; gp8 Aeight K
De#cription
his draught of li6uid grants the drinker the a#ility to tum#le
a#out, a*oiding attacks and mo*ing carefully across nearly
any surface, granting a G1; competence #onus on "cro#atics
checks for 1 hour.
Con#truction
Re>uirement# Craft 4ondrous :tem, cat(s raceJ Co#t 1&5
gp
2li3ir of Di#ion
.ura faint di*ination8 C1 &nd
'lot K8 Price &5; gp8 Aeight K
De#cription
(rinking this elixir grants the im#i#er the a#ility to notice
acute details )ith great accuracy 7G1; competence #onus on
Perception checks for 1 hour9.
Con#truction
Re>uirement# Craft 4ondrous :tem, true seeinJ Co#t 1&5
gp
2ver#mo"ing ottle
.ura faint transmutation8 C1 ,rd
'lot K8 Price 5,/;; gp8 Aeight 1 l#.
De#cription
his metal urn is identical in appearance to an efreeti bottle,
except that it does nothing #ut smoke. he amount of smoke
is great if the stopper is pulled out, pouring from the #ottle
and totally o#scuring *ision across a 5;.foot spread in 1
round. :f the #ottle is left unstoppered, the smoke #illo)s out
another 1; feet per round until it has co*ered a 1;;.foot
radius. his area remains smoke.filled until the e%ers!o"in
bottle is stoppered.
he #ottle must #e resealed #y a command )ord, after )hich
the smoke dissipates normally. " moderate )ind 711G mph9
disperses the smoke in / rounds8 a strong )ind 7&1G mph9
Page 511
disperses the smoke in 1 round.
Con#truction
Re>uirement# Craft 4ondrous :tem, pyrotechnicsJ Co#t
&,!;; gp
2ye# of Charming
.ura moderate enchantment8 C1 !th
'lot eyes8 Price 50,;;; gp for a pair8 Aeight K
De#cription
hese t)o crystal lenses fit o*er the userCs eyes. he )earer
is a#le to use char! person 7one target per round9 merely #y
meeting a targetCs gaze. hose failing a (C 10 4ill sa*e are
charmed as per the spell. 1oth lenses must #e )orn for the
magic item to take effect.
Con#truction
Re>uirement# Craft 4ondrous :tem, -eighten $pell, char!
personJ Co#t &%,;;; gp
2ye# of Doom
.ura moderate necromancy8 C1 11th
'lot eyes8 Price &5,;;; gp8 Aeight K
De#cription
hese crystal lenses fit o*er the userCs eyes, ena#ling him to
cast doo! upon those around him 7one target per round9 as a
gaze attack, except that the )earer must take a standard
action, and those merely looking at the )earer are not
affected. hose failing a (C 11 4ill sa*e are affected as #y
the doo! spell. he )earer also gains the additional po)er of
a continual death#atch effect and can use fear 74ill (C 10
partial9 as a normal gaze attack once per )eek. 1oth lenses
must #e )orn for the magic item to take effect.
Con#truction
Re>uirement# Craft 4ondrous :tem, doo!, death#atch,
fearJ Co#t 1&,5;; gp
2ye# of the 2agle
.ura faint di*ination8 C1 ,rd
'lot eyes8 Price &,5;; gp8 Aeight K
De#cription
hese items are made of special crystal and fit o*er the eyes
of the )earer. hese lenses grant a G5 competence #onus on
Perception checks. 4earing only one of the pair causes a
character to #ecome dizzy and stunned for 1 round. 1oth
lenses must #e )orn for the magic item to take effect.
Con#truction
Re>uirement# Craft 4ondrous :tem,
clairaudience=clair%oyanceJ Co#t 1,&5; gp
&eather ,o"en
.ura strong con?uration8 C1 1&th
'lot K8 Price 5; gp 7anchor9, ,;; gp 7#ird9, &;; gp 7fan9,
/5; gp 7s)an #oat9, /;; gp 7tree9, 5;; gp 7)hip98 Aeight K
De#cription
+ach of these items is a small feather that has a po)er to suit
a special need. he kinds of tokens are descri#ed #elo).
+ach token is usa#le once. " particular feather token has no
specific features to identify it unless its magic aura is *ie)ed
Ke*en tokens )ith identical po)ers can #e )ildly different
in appearance.
AnchorB " token that creates an anchor that moors a craft in
)ater so as to render it immo#ile for up to 1 day.
BirdB " token that creates a small #ird that can #e used to
deli*er a small )ritten message unerringly to a designated
target. he token lasts as long as it takes to carry the
message.
)anB " token that forms a huge flapping fan, causing a
#reeze of sufficient strength to propel one ship 7a#out &5
mph9. his )ind is not cumulati*e )ith existing )ind speed.
he token can, ho)e*er, #e used to lessen existing )inds,
creating an area of relati*e calm or lighter )inds 7#ut )a*e
size in a storm is not affected9. he fan can #e used for up to
% hours. :t does not function on land.
S#an BoatB " token that forms a s)an.like #oat capa#le of
mo*ing on )ater at a speed of 0; feet. :t can carry eight
horses and gear, ,& Medium characters, or any e6ui*alent
com#ination. he #oat lasts for 1 day.
TreeB " token that causes a great oak to spring into #eing 75.
foot.diameter trunk, 0;.foot height, /;.foot top diameter9.
his is an instantaneous effect.
9hipB " token that forms into a huge leather )hip and )ields
itself against any opponent desired ?ust like a dancin
#eapon. he )eapon has a G1; #ase attack #onus, does
1d0G1 points of nonlethal damage, has a G1 enhancement
#onus on attack and damage rolls, and a makes a free grapple
attack 7)ith a G15 #onus on its com#at maneu*er checks9 if
it hits. he )hip lasts no longer than 1 hour.
Con#truction
Re>uirement# Craft 4ondrous :tem, !a:or creationJ Co#t
&5 gp 7anchor9, 15; gp 7#ird9, 1;; gp 7fan9, &&5 gp 7s)an
#oat9, &;; gp 7tree9, &5; gp 7)hip9
Page 51&
&igurine# of Aondrou# Po6er
.ura *aries8 C1 *aries
'lot K8 Price 1;,;;; gp 7#ronze griffon9, 1;,;;; gp 7e#ony
fly9, 10,5;; gp 7golden lions9, &1,;;; gp 7i*ory goats9,
1!,;;; gp 7mar#le elephant9, &%,5;; gp 7o#sidian steed9,
15,5;; gp 7onyx dog9, 2,1;; gp 7serpentine o)l9, ,,%;; gp
7sil*er ra*en98 Aeight 1 l#.
De#cription
+ach of the se*eral kinds of fiurines of #ondrous po#er
appears to #e a miniature statuette of a creature an inch or so
high 7)ith one exception9. 4hen the figurine is tossed do)n
and the correct command )ord spoken, it #ecomes a li*ing
creature of normal size 7except )hen noted other)ise
#elo)9. he creature o#eys and ser*es its o)ner. 5nless
stated other)ise, the creature understands Common #ut does
not speak.
:f a fiurine of #ondrous po#er is #roken or destroyed in its
statuette form, it is fore*er ruined. "ll magic is lost, its
po)er departed. :f slain in animal form, the figurine simply
re*erts to a statuette that can #e used again at a later time.
ron$e GriffonB 4hen animated, a #ronze griffon acts in all
)ays like a normal griffon under the command of its
possessor. he item can #e used t)ice per )eek for up to 0
hours per use. 4hen 0 hours ha*e passed or )hen the
command )ord is spoken, the #ronze griffon once again
#ecomes a tiny statuette. Moderate transmutation8 C= 11th8
Craft 4ondrous :tem, ani!ate ob:ects.
2bony &lyB 4hen animated, an e#ony fly is the size of a
pony and has all the statistics of a pegasus #ut can make no
attacks. he item can #e used three times per )eek for up to
1& hours per use. 4hen 1& hours ha*e passed or )hen the
command )ord is spoken, the e#ony fly again #ecomes a
tiny statuette. Moderate transmutation8 C= 11th8 Craft
4ondrous :tem, ani!ate ob:ects.
Golden 1ion#B hese figurines come in pairs. hey #ecome
normal adult male lions. :f slain in com#at, the lions cannot
#e #rought #ack from statuette form for 1 full )eek.
Other)ise, they can #e used once per day for up to 1 hour.
hey enlarge and shrink upon speaking the command )ord.
Moderate transmutation8 C= 11th8 Craft 4ondrous :tem,
ani!ate ob:ects.
-vory Goat#B hese figurines come in threes. +ach goat of
this trio looks slightly different from the others, and each has
a different functionB
The /oat of Tra%elinB his statuette pro*ides a
speedy and enduring mount e6ual to that of a hea*y
horse in e*ery )ay except appearance. he goat can
tra*el for a maximum of 1 day each )eekK
continuously or in any com#ination of periods
totaling &/ hours. "t this point, or )hen the
command )ord is uttered, it returns to its statuette
form for no less than 1 day #efore it can again #e
used.
The /oat of Tra%ailB his statuette #ecomes an
enormous creature, larger than a #ull, )ith the
statistics of a nightmare except for the addition of a
pair of )icked horns of exceptional size 7damage
1d%G/ for each horn9. :f it is charging to attack, it
may only use its horns 7#ut add 0 points of damage
to each successful attack in that round9. :t can #e
called to life ?ust once per month for up to 1& hours
at a time.
The /oat of TerrorB 4hen called upon )ith the
proper command )ord, this statuette #ecomes a
destrier.like mount )ith the statistics of a light
horse. -o)e*er, its rider can employ the goatCs
horns as )eapons 7one horn as a K3 hea%y lance, the
other as a K8 lons#ord9. 4hen ridden in an attack
against an opponent, the goat of terror radiates fear
as the spell in a ,;.foot radius 74ill (C 10 partial9.
:t can #e used once e*ery & )eeks for up to , hours
per use. Moderate transmutation8 C= 11th8 Craft
4ondrous :tem, ani!ate ob:ects.
!arble 2lephantB his is the largest of the figurines, the
statuette #eing a#out the size of a human hand. 5pon
utterance of the command )ord, a mar#le elephant gro)s to
the size and specifications of a true elephant. he animal
created from the statuette is fully o#edient to the figurineCs
o)ner, ser*ing as a #east of #urden, a mount, or a com#atant.
he statuette can #e used four times per month for up to &/
hours at a time. Moderate transmutation8 C= 11th8 Craft
4ondrous :tem, ani!ate ob:ects.
Fb#idian 'teedB his figurine appears to #e a small,
shapeless lump of #lack stone. Only careful inspection
re*eals that it *aguely resem#les some form of 6uadruped.
On command, the near.formless piece of o#sidian #ecomes a
fantastic mount. reat it as a hea*y horse )ith the follo)ing
additional po)ers usa#le once per round at )illB o%erland
fliht, plane shift, and ethereal :aunt$ he steed allo)s itself
to #e ridden, #ut if the rider is of good alignment, the steed is
1;I likely per use to carry him to the lo)er planes and then
return to its statuette form. he statuette can #e used once per
)eek for one continuous period of up to &/ hours. Aote that
)hen an o#sidian steed #ecomes ethereal or plane shifts, its
rider and his gear follo) suit. hus, the user can tra*el to
other planes *ia this means. $trong con?uration and
transmutation8 C= 15th8 Craft 4ondrous :tem, ani!ate
ob:ects, etherealness, fly, plane shift.
Fny3 DogB 4hen commanded, this statuette changes into a
creature )ith the same properties as a riding dog except that
it is endo)ed )ith an :ntelligence of %, can communicate in
Common, and has exceptional olfactory and *isual a#ilities.
:t has the scent a#ility and adds G/ on its Perception checks.
:t has 0;.foot dark*ision, and it can see in%isibility. "n onyx
Page 51,
dog can #e used once per )eek for up to 0 hours. :t o#eys
only its o)ner. Moderate transmutation8 C= 11th8 Craft
4ondrous :tem, ani!ate ob:ects.
'erpentine F6lB his figurine #ecomes either a normal.
sized horned o)l or a giant o)l 7use the stats for the giant
eagle9 according to the command )ord used. he
transformation can take place once per day, )ith a maximum
duration of % continuous hours. -o)e*er, after three
transformations into giant o)l form, the statuette loses all its
magical properties. he o)l communicates )ith its o)ner #y
telepathic means, informing her of all it sees and hears.
Moderate transmutation8 C= 11th8 Craft 4ondrous :tem,
ani!ate ob:ects.
'ilver RavenB his sil*er figurine turns into a ra*en on
command 7#ut it retains its metallic consistency, )hich gi*es
it hardness 1;9. "nother command sends it off into the air,
#earing a message ?ust like a creature affected #y an ani!al
!essener spell. :f not commanded to carry a message, the
ra*en o#eys the commands of its o)ner, although it has no
special po)ers or telepathic a#ilities. :t can maintain its
nonfigurine status for only &/ hours per )eek, #ut the
duration need not #e continuous. Moderate enchantment and
transmutation8 C= 0th8 Craft 4ondrous :tem, ani!al
!essener, ani!ate ob:ects.
Con#truction
Re>uirement# Craft 4ondrous :tem, ani!ate ob:ects,
additional spells, see textJ Co#t 5,;;; gp 7#ronze griffon9,
5,;;; gp 7e#ony fly9, %,&5; gp 7golden lions9, 1;,5;; gp
7i*ory goats9, %,5;; gp 7mar#le elephant9, 1/,&5; gp
7o#sidian steed9, !,!5; gp 7onyx dog9, /,55; gp 7serpentine
o)l9, 1,2;; gp 7sil*er ra*en9
Gauntlet of Ru#t
.ura moderate transmutation8 C1 !th
'lot hands8 Price 11,5;; gp8 Aeight & l#s.
De#cription
his single metal gauntlet looks rusted and pitted #ut is
actually 6uite po)erful. Once per day, it can affect an o#?ect
as )ith the rustin rasp spell. :t also completely protects the
)earer and her gear from rust 7magical or other)ise9,
including the attack of a rust monster.
Con#truction
Re>uirement# Craft 4ondrous :tem, rustin raspJ Co#t
5,!5; gp
Gem of rightne##
.ura moderate e*ocation8 C1 0th
'lot K8 Price 1,,;;; gp8 Aeight K
De#cription
his crystal appears to #e a long, rough prism. 5pon
utterance of a command )ord, though, the gemCs facets
suddenly gro) highly polished as the crystal emits #right
light of one of three sorts.
One command )ord causes the gem to shed light as
a hooded lantern. his use of the gem does not
expend any charges, and it continues to emit light
until this command )ord is spoken a second time to
extinguish the illumination.
"nother command )ord causes the e! of
brihtness to send out a #right ray 1 foot in diameter
and 5; feet long. his strikes as a ranged touch
attack, and any creature struck #y this #eam is
#linded for 1d/ rounds unless it makes a (C 1/
3ortitude sa*e. his use of the gem expends 1
charge.
he third command )ord causes the gem to flare in
a #linding flash of light that fills a ,;.foot cone.
"lthough this glare lasts #ut a moment, any creature
)ithin the cone must make a (C 1/ 3ortitude sa*e
or #e #linded for 1d/ rounds. his use expends 5
charges.
" ne)ly created e! of brihtness has 5; charges. 4hen all
its charges are expended, the gem #ecomes nonmagical and
its facets gro) cloudy )ith a fine net)ork of cracks.
Con#truction
Re>uirement# Craft 4ondrous :tem, daylihtJ Co#t 0,5;;
gp
Gem of 'eeing
.ura moderate di*ination8 C1 1;th
'lot K8 Price !5,;;; gp8 Aeight K
De#cription
his finely cut and polished stone is indistinguisha#le from
an ordinary ?e)el in appearance. 4hen it is gazed through, a
e! of seein ena#les the user to see as though she )ere
affected #y the true seein spell. " e! of seein can #e used
for as many as ,; minutes a day, in increments of 5 minutes.
hese increments do not need to #e consecuti*e.
Con#truction
Re>uirement# Craft 4ondrous :tem, true seeinJ Co#t
,!,5;; gp
Glove# of .rro6 'naring
.ura faint a#?uration8 C1 ,rd
'lot hands8 Price /,;;; gp8 Aeight K
Page 51/
De#cription
Once )orn, these snug glo*es seem to meld )ith the hands,
#ecoming almost in*isi#le to casual o#ser*ation. )ice per
day, the )earer can act as if he had the $natch "rro)s feat
7see 3eats for details9, e*en if he does not meet the
prere6uisites for the feat. 1oth glo*es must #e )orn for the
magic to #e effecti*e, and at least one hand must #e free to
take ad*antage of the magic.
Con#truction
Re>uirement# Craft 4ondrous :tem, shieldJ Co#t &,;;; gp
Glove of 'toring
.ura moderate transmutation8 C1 0th
'lot hands8 Price 1;,;;; gp 7one glo*e98 Aeight K
De#cription
his de*ice is a single leather glo*e. On command, one item
held in the hand )earing the glo*e disappears. he item can
)eigh no more than &; pounds and must #e a#le to #e held in
one hand. 4hile stored, the item has negligi#le )eight. 4ith
a snap of the fingers )earing the glo*e, the item reappears. "
glo*e can only store one item at a time. $toring or retrie*ing
the item is a free action. he item is shrunk do)n so small
)ithin the palm of the glo*e that it cannot #e seen. $pell
durations are not suppressed, #ut continue to expire. :f the
glo*eCs effect is suppressed or dispelled, the stored item
appears instantly. " lo%e of storin uses up your entire
hands slot. Jou may not use another item 7e*en another
lo%e of storin9 that also uses the hands slot.
Con#truction
Re>uirement# Craft 4ondrous :tem, shrin" ite!J Co#t
5,;;; gp
Glove# of '6imming and Climbing
.ura faint transmutation8 C1 5th
'lot hands8 Price 0,&5; gp8 Aeight K
De#cription
hese apparently normal light)eight glo*es grant a G5
competence #onus on $)im checks and Clim# checks. 1oth
glo*es must #e )orn for the magic to #e effecti*e.
Con#truction
Re>uirement# Craft 4ondrous :tem, bull(s strenth, cat(s
raceJ Co#t ,,1&5 gp
Goggle# of !inute 'eeing
.ura faint di*ination8 C1 ,rd
'lot eyes8 Price &,5;; gp8 Aeight K
De#cription
he lenses of this item are made of special crystal. 4hen
placed o*er the eyes of the )earer, the lenses ena#le her to
see much #etter than normal at distances of 1 foot or less,
granting her a G5 competence #onus on (isa#le (e*ice
checks. 1oth lenses must #e )orn for the magic to #e
effecti*e.
Con#truction
Re>uirement# Craft 4ondrous :tem, true seeinJ Co#t 1,&5;
gp
Goggle# of Night
.ura faint transmutation8 C1 ,rd
'lot eyes8 Price 1&,;;; gp8 Aeight K
De#cription
he lenses of this item are made of dark crystal. +*en though
the lenses are opa6ue, )hen placed o*er the eyes of the
)earer, they ena#le him to see normally and also grant him
0;.foot dark*ision. 1oth lenses must #e )orn for the magic
to #e effecti*e.
Con#truction
Re>uirement# Craft 4ondrous :tem, dar"%isionJ Co#t 0,;;;
gp
Golem !anual
.ura *aries8 C1 *aries
'lot K8 Price 1&,;;; gp 7clay9, %,;;; gp 7flesh9, ,5,;;; gp
7iron9, &&,;;; gp 7stone9, //,;;; gp 7stone guardian98 Aeight
5 l#s.
De#cription
" ole! !anual contains information, incantations, and
magical po)er that help a character to craft a golem. he
instructions therein grant a G5 competence #onus on skill
checks made to craft the golemCs #ody. +ach manual also
holds the prere6uisite spells needed for a specific golem
7although these spells can only #e used to create a golem and
cannot #e copied9, effecti*ely granting the #uilder use of the
Craft Construct feat during the construction of the golem,
and an increase to her caster le*el for the purpose of crafting
a golem.
he spells included in a ole! !anual re6uire a spell trigger
acti*ation and can #e acti*ated only to assist in the
construction of a golem. he cost of the #ook does not
include the cost of constructing the golemCs #ody. Once the
golem is finished, the )riting in the manual fades and the
#ook is consumed in flames. 4hen the #ookCs ashes are
sprinkled upon the golem, it #ecomes fully animated.
Page 515
Clay /ole! ManualB he #ook contains ani!ate ob:ects,
bless, co!!une, prayer, and resurrection. he reader may
treat her caster le*el as t)o le*els higher than normal for the
purpose of crafting a clay golem. Moderate con?uration,
di*ination, enchantment, and transmutation8 C= 11th8 Craft
Construct, creator must #e caster le*el 11th, ani!ate ob:ects,
co!!une, prayer, resurrection$
)lesh /ole! ManualB he #ook contains ani!ate dead,
bull(s strenth, eas=>uest, and li!ited #ish. he reader may
treat her caster le*el as one le*el higher than normal for the
purpose of crafting a flesh golem. Moderate enchantment,
necromancy Te*ilU, and transmutation8 C= %th8 Craft
Construct, creator must #e caster le*el %th, ani!ate dead,
bull(s strenth, eas=>uest, li!ited #ish$
0ron /ole! ManualB he #ook contains cloud"ill,
eas=>uest, li!ited #ish, and poly!orph any ob:ect$ he
reader may treat her caster le*el as four le*els higher than
normal for the purpose of crafting a iron golem. $trong
con?uration, enchantment, and transmutation8 C= 10th8 Craft
Construct, creator must #e caster le*el 10th, cloud"ill,
eas=>uest, li!ited #ish, poly!orph any ob:ect$
Stone /ole! ManualB he #ook contains eas=>uest, li!ited
#ish, poly!orph any ob:ect, and slo#. he reader may treat
her caster le*el as three le*els higher than normal for the
purpose of crafting a stone golem. $trong a#?uration and
enchantment8 C= 1/th8 Craft Construct, creator must #e
caster le*el 1/th, anti!aic field, eas=>uest, li!ited #ish,
sy!bol of stunnin$
Stone /ole! /uardian ManualB he #ook contains
eas=>uest, i!bue #ith spell-li"e ability, li!ited #ish,
poly!orph any ob:ect, shield other, and slo#$ he reader may
treat her caster le*el as three le*els higher than normal for
the purpose of crafting a stone golem guardian. $trong
a#?uration and enchantment8 C= 1/th8 Craft Construct,
creator must #e caster le*el 1/th, anti!aic field, eas=>uest,
i!bue #ith spell-li"e ability, li!ited #ish, poly!orph any
ob:ect, shield other, slo#$
Con#truction
Re>uirement# Craft Construct, caster must #e of a specific
le*el, additional spellsJ Co#t 0,;;; gp 7clay9, /,;;; gp
7flesh9, 1!,5;; gp 7iron9, 11,;;; gp 7stone9, &&,;;; gp 7stone
guardian9
5and of Glory
.ura faint *aried8 C1 5th
'lot neck8 Price %,;;; gp8 Aeight & l#s.
De#cription
his mummified human hand hangs #y a leather cord around
a characterCs neck 7taking up space as a magic necklace
)ould9. :f a magic ring is placed on one of the fingers of the
hand, the )earer #enefits from the ring as if )earing it
herself, and it does not count against her t)o.ring limit. he
hand can )ear only one ring at a time. +*en )ithout a ring,
the hand itself allo)s its )earer to use dayliht and see
in%isibility each once per day.
Con#truction
Re>uirement# Craft 4ondrous :tem, ani!ate dead,
dayliht, see in%isibilityJ Co#t /,;;; gp
5and of the !age
.ura faint transmutation8 C1 &nd
'lot neck8 Price 2;; gp8 Aeight & l#s.
De#cription
his mummified elf hand hangs #y a golden chain around a
characterCs neck 7taking up space as a magic necklace
)ould9. :t allo)s the )earer to utilize the spell !ae hand at
)ill.
Con#truction
Re>uirement# Craft 4ondrous :tem, !ae handJ Co#t /5;
gp
5andy 5aver#ac"
.ura moderate con?uration8 C1 2th
'lot K8 Price &,;;; gp8 Aeight 5 l#s.
De#cription
" #ackpack of this sort appears to #e )ell made, )ell used,
and 6uite ordinary. :t is constructed of finely tanned leather,
and the straps ha*e #rass hard)are and #uckles. :t has t)o
side pouches, each of )hich appears large enough to hold
a#out a 6uart of material. :n fact, each is like a ba of
holdin and can actually hold material of as much as & cu#ic
feet in *olume or &; pounds in )eight. he large central
portion of the pack can contain up to % cu#ic feet or %;
pounds of material. +*en )hen so filled, the #ackpack
al)ays )eighs only 5 pounds.
4hile such storage is useful enough, the pack has an e*en
greater po)er. 4hen the )earer reaches into it for a specific
item, that item is al)ays on top. hus, no digging around and
fum#ling is e*er necessary to find )hat a ha*ersack contains.
'etrie*ing any specific item from a ha*ersack is a mo*e
action, #ut it does not pro*oke the attacks of opportunity that
retrie*ing a stored item usually does.
Con#truction
Re>uirement# Craft 4ondrous :tem, secret chestJ Co#t
1,;;; gp
Page 510
5arp of Charming
.ura faint enchantment8 C1 5th
'lot K8 Price !,5;; gp8 Aeight 5 l#s.
De#cription
his #eautiful and intricately car*ed harp can #e held
comforta#ly in one hand, #ut #oth hands are re6uired to
utilize its magic. 4hen played, a harp of char!in ena#les
the performer to )ork one suestion 7as the spell, 4ill (C
1/ negates9 into the music for each 1; minutes of playing if
he can succeed on a (C 1/ Perform 7string instruments9
check. :f the check fails, the audience cannot #e affected #y
any further performances from the harpist for &/ hours.
Con#truction
Re>uirement# Craft 4ondrous :tem, suestionJ Co#t ,,!5;
gp
5at of Di#gui#e
.ura faint illusion8 C1 1st
'lot head8 Price 1,%;; gp8 Aeight K
De#cription
his apparently normal hat allo)s its )earer to alter her
appearance as )ith a disuise self spell. "s part of the
disguise, the hat can #e changed to appear as a com#, ri##on,
head#and, cap, coif, hood, helmet, and so on.
Con#truction
Re>uirement# Craft 4ondrous :tem, disuise selfJ Co#t 2;;
gp
5eadband of .lluring Chari#ma
.ura moderate transmutation8 C1 %th
'lot head#and8 Price /,;;; gp 7G&9, 10,;;; gp 7G/9, ,0,;;;
gp 7G098 Aeight 1 l#.
De#cription
his attracti*e sil*er head#and is decorated )ith a num#er of
small red and orange gemstones. he head#and grants the
)earer an enhancement #onus to Charisma of G&, G/, or G0.
reat this as a temporary a#ility #onus for the first &/ hours
the head#and is )orn.
Con#truction
Re>uirement# Craft 4ondrous :tem, eale(s splendor8 Co#t
&,;;; gp 7G&9, %,;;; gp 7G/9, 1%,;;; gp 7G09
5eadband of -n#pired Ai#dom
.ura moderate transmutation8 C1 %th
'lot head#and8 Price /,;;; gp 7G&9, 10,;;; gp 7G/9, ,0,;;;
gp 7G098 Aeight 1 l#.
De#cription
his simple #ronze head#and is decorated )ith an intricate
pattern of small green gemstones. he head#and grants the
)earer an enhancement #onus to 4isdom of G&, G/, or G0.
reat this as a temporary a#ility #onus for the first &/ hours
the head#and is )orn.
Con#truction
Re>uirement# Craft 4ondrous :tem, o#l(s #isdo!8 Co#t
&,;;; gp 7G&9, %,;;; gp 7G/9, 1%,;;; gp 7G09
5eadband of !ental Pro6e##
.ura strong transmutation8 C1 1&th
'lot head#and8 Price 1;,;;; gp 7G&9, /;,;;; gp 7G/9, 2;,;;;
gp 7G098 Aeight 1 l#.
De#cription
his simple copper head#and has a small yello) gem set so
that )hen it rests upon the forehead of the )earer, the yello)
gem sits perched on the )earerCs #ro) as if it )ere a third
eye in the middle of his forehead. Often, the head#and
contains additional designs to further accentuate the
appearance of a third, crystal eye.
he head#and grants the )earer an enhancement #onus to
t)o mental a#ility scores 7:ntelligence, 4isdom, or
Charisma9 of G&, G/, or G0. reat this as a temporary a#ility
#onus for the first &/ hours the head#and is )orn. hese
#onuses are chosen )hen the head#and is created and cannot
#e changed. :f the head#and grants a #onus to :ntelligence, it
also grants skill ranks as a 5eadband of %ast intellience$
Con#truction
Re>uirement# Craft 4ondrous :tem, eale(s splendor, fo,(s
cunnin, and@or o#l(s #isdo!8 Co#t 5,;;; gp 7G&9, &;,;;; gp
7G/9, /5,;;; gp 7G09
5eadband of !ental 'uperiority
.ura strong transmutation8 C1 10th
'lot head#and8 Price 10,;;; gp 7G&9, 0/,;;; gp 7G/9,
1//,;;; gp 7G098 Aeight 1 l#.
De#cription
his ornate head#and is decorated )ith numerous small
)hite gemstones. he head#and grants the )earer an
enhancement #onus to all mental a#ility scores 7:ntelligence,
4isdom, and Charisma9 of G&, G/, or G0. reat this as a
temporary a#ility #onus for the first &/ hours the head#and is
)orn. he head#and also grants skill ranks as a 5eadband of
%ast intellience$
Page 51!
Con#truction
Re>uirement# Craft 4ondrous :tem, eale(s splendor, fo,(s
cunnin, o#l(s #isdo!8 Co#t %,;;; gp 7G&9, ,&,;;; gp 7G/9,
!!,;;; gp 7G09
5eadband of Da#t -ntelligence
.ura moderate transmutation8 C1 %th
'lot head#and8 Price /,;;; gp 7G&9, 10,;;; gp 7G/9, ,0,;;;
gp 7G098 Aeight 1 l#.
De#cription
his intricate gold head#and is decorated )ith se*eral small
#lue and deep purple gemstones. he head#and grants the
)earer an enhancement #onus to :ntelligence of G&, G/, or
G0. reat this as a temporary a#ility #onus for the first &/
hours the head#and is )orn. " headband of %ast intellience
has one skill associated )ith it per G& #onus it grants. "fter
#eing )orn for &/ hours, the head#and grants a num#er of
skill ranks in those skills e6ual to the )earerCs total -it (ice.
hese ranks do not stack )ith the ranks a creature already
possesses. hese skills are chosen )hen the head#and is
created. :f no skill is listed, the head#and is assumed to grant
skill ranks in randomly determined <no)ledge skills.
Con#truction
Re>uirement# Craft 4ondrous :tem, fo,(s cunnin8 Co#t
&,;;; gp 7G&9, %,;;; gp 7G/9, 1%,;;; gp 7G09
5elm of rilliance
.ura strong *aried8 C1 1,th
'lot head8 Price 1&5,;;; gp8 Aeight , l#s.
De#cription
his normal.looking helm takes its true form and manifests
its po)ers )hen the user dons it and speaks the command
)ord. Made of #rilliant sil*er and polished steel, a ne)ly
created helm is set )ith large magic gemsB 1; diamonds, &;
ru#ies, ,; fire opals, and /; opals. 4hen struck #y #right
light, the helm scintillates and sends forth reflecti*e rays in
all directions from its cro)n.like, gem.tipped spikes. he
?e)elsC functions are as follo)sB
(iamondB Prismatic spray 7sa*e (C &;9
'u#yB 9all of fire
3ire opalB )ireball 71;d0, 'eflex (C &; half9
OpalB 'ayliht
he helm may #e used once per round, #ut each gem can
perform its spell.like po)er ?ust once. 5ntil all its ?e)els are
depleted, a hel! of brilliance also has the follo)ing magical
properties )hen acti*ated.
:t emanates a #luish light )hen undead are )ithin
,; feet. his light causes 1d0 points of damage per
round to all such creatures )ithin that range.
he )earer may command any )eapon he )ields to
#ecome a fla!in #eapon. his is in addition to
)hate*er a#ilities the )eapon may already ha*e
7unless the )eapon already is a fla!in #eapon9.
he command takes 1 round to take effect.
he helm pro*ides fire resistance ,;. his
protection does not stack )ith similar protection
from other sources.
Once all its ?e)els ha*e lost their magic, the helm loses its
po)ers and the gems turn to )orthless po)der. 'emo*ing a
?e)el destroys it.
:f a creature )earing the helm is damaged #y magical fire
7after the fire protection is taken into account9 and fails an
additional (C 15 4ill sa*e, the remaining gems on the helm
o*erload and detonate. 'emaining diamonds #ecome
pris!atic sprays that each randomly target a creature )ithin
range 7possi#ly the )earer9, ru#ies #ecome straight.line
#alls of fire extending out)ard in a random direction from
the helm )earer, and fire opals #ecome fireballs centered on
the helm )earer. he opals and the helm itself are destroyed.
Con#truction
Re>uirement# Craft 4ondrous :tem, detect undead, fireball,
fla!e blade, dayliht, pris!atic spray, protection fro!
enery, #all of fireJ Co#t 0&,5;; gp
5elm of Comprehend 1anguage# and Read
!agic
.ura faint di*ination8 C1 /th
'lot head8 Price 5,&;; gp8 Aeight , l#s.
De#cription
"ppearing as a normal helmet, a hel! of co!prehend
lanuaes and read !aic grants its )earer the a#ility to
understand the spoken )ords of any creature and to read text
in any language and any magical )riting. he )earer gains a
G5 competence #onus on =inguistics checks to understand
messages )ritten in incomplete, archaic, or exotic forms.
Aote that understanding a magical text does not necessarily
imply spell use.
Con#truction
Re>uirement# Craft 4ondrous :tem, co!prehend
lanuaes, read !aicJ Co#t &,0;; gp
5elm of ,elepathy
.ura faint di*ination and enchantment8 C1 5th
'lot head8 Price &!,;;; gp8 Aeight , l#s.
Page 51%
De#cription
his pale metal or i*ory helm co*ers much of the head )hen
)orn. he )earer can use detect thouhts at )ill.
3urthermore, he can send a telepathic message to anyone
)hose surface thoughts he is reading 7allo)ing t)o.)ay
communication9. Once per day, the )earer of the helm can
implant a suestion 7as the spell, 4ill (C 1/ negates9 along
)ith his telepathic message.
Con#truction
Re>uirement# Craft 4ondrous :tem, detect thouhts,
suestionJ Co#t 1,,5;; gp
5elm of ,eleportation
.ura moderate con?uration8 C1 2th
'lot head8 Price !,,5;; gp8 Aeight , l#s.
De#cription
" character )earing this de*ice may teleport three times per
day, exactly as if he had cast the spell of the same name.
Con#truction
Re>uirement# Craft 4ondrous :tem, teleportJ Co#t ,0,!5;
gp
5elm of Hnder6ater .ction
.ura faint transmutation8 C1 5th
'lot head8 Price &/,;;; gp8 Aeight , l#s.
De#cription
he )earer of this helmet can see under)ater. (ra)ing the
small lenses in compartments on either side into position
#efore the )earerCs eyes acti*ates the *isual properties of the
helm, allo)ing her to see fi*e times farther than )ater and
light conditions )ould allo) for normal human *ision.
74eeds, o#structions, and the like #lock *ision in the usual
manner.9 :f the command )ord is spoken, the hel! of
under#ater action gi*es the )earer a ,;.foot s)im speed
and creates a glo#e of air around the )earerCs head and
maintains it until the command )ord is spoken again,
ena#ling her to #reathe freely.
Con#truction
Re>uirement# Craft 4ondrous :tem, #ater breathin8 Co#t
1&,;;; gp
5orn of la#ting
.ura moderate e*ocation8 C1 !th
'lot K8 Price &;,;;; gp8 Aeight 1 l#.
De#cription
his horn appears to #e a normal trumpet. :t can #e sounded
as a normal horn, #ut if the command )ord is spoken and the
instrument is then played, it deals 5d0 points of sonic
damage to creatures )ithin a /;.foot cone and causes them
to #e deafened for &d0 rounds 7a (C 10 3ortitude sa*e
reduces the damage #y half and negates the deafening9.
Crystalline o#?ects and creatures take !d0 points of sonic
damage, )ith no sa*e unless theyCre held, )orn, or carried #y
creatures 73ortitude (C 10 negates9.
:f a horn of blastin is used magically more than once in a
gi*en day, there is a &;I cumulati*e chance )ith each extra
use that it explodes and deals 1;d0 points of sonic damage to
the person sounding it.
Con#truction
Re>uirement# Craft 4ondrous :tem, shoutJ Co#t 1;,;;; gp
5orn of la#ting, Greater
.ura strong e*ocation8 C1 10th
'lot K8 Price !;,;;; gp8 Aeight 1 l#.
De#cription
his horn functions as a horn of blastin, except that it deals
1;d0 points of sonic damage, stuns creatures for 1 round, and
deafens them for /d0 rounds 7a (C 12 3ortitude reduces the
damage #y half and negates the stunning and deafening9.
Crystalline o#?ects take 10d0 points of sonic damage as
descri#ed for the horn of blastin$ " reater horn of blastin
also has a &;I cumulati*e chance of exploding for each
usage #eyond the first each day.
Con#truction
Re>uirement# Craft 4ondrous :tem, reater shoutJ Co#t
,5,;;; gp
5orn of &og
.ura faint con?uration8 C1 ,rd
'lot K8 Price &,;;; gp8 Aeight 1 l#.
De#cription
his small #ugle allo)s its possessor to #lo) forth a thick
cloud of hea*y fog similar to that of an obscurin !ist spell.
he fog co*ers a 1;.foot s6uare next to the horn #lo)er each
round that the user continues to #lo) the horn8 a fog cloud
tra*els 1; feet each round in a straight line from the
emanation point unless #locked #y something su#stantial
such as a )all. he de*ice makes a deep, foghorn.like noise,
)ith the note dropping a#ruptly to a lo)er register at the end
of each #last. he fog dissipates after , minutes. " moderate
)ind 711G mph9 disperses the fog in / rounds8 a strong )ind
Page 512
7&1G mph9 disperses the fog in 1 round.
Con#truction
Re>uirement# Craft 4ondrous :tem, obscurin !istJ Co#t
1,;;; gp
5orn of Goodne##)2vil
.ura moderate a#?uration8 C1 0th
'lot K8 Price 0,5;; gp8 Aeight 1 l#.
De#cription
his trumpet adapts itself to its o)ner, so it produces either a
good or an e*il effect depending on the o)nerCs alignment. :f
the o)ner is neither good nor e*il, the horn has no po)er
)hatsoe*er. :f he is good, then #lo)ing the horn has the
effect of a !aic circle aainst e%il. :f he is e*il, then
#lo)ing the horn has the effect of a !aic circle aainst
ood. :n either case, this )ard lasts for 1 hour. he horn can
#e #lo)n once per day.
Con#truction
Re>uirement# Craft 4ondrous :tem, !aic circle aainst
ood, !aic circle aainst e%ilJ Co#t ,,&5; gp
5orn of Dalhalla
.ura strong con?uration8 C1 1,th
'lot K8 Price 5;,;;; gp8 Aeight & l#s.
De#cription
his magic instrument comes in four *arieties. +ach appears
to #e normal until someone speaks its command )ord and
#lo)s the horn. hen the horn summons a num#er of human
#ar#arians to fight for the character )ho summoned them.
+ach horn can #e #lo)n ?ust once e*ery ! days. 'oll dI and
refer to the ta#le a#o*e to see )hat type of horn is found. he
hornCs type determines )hat #ar#arians are summoned and
)hat prere6uisite is needed to use the horn. "ny character
)ho uses a horn of 2alhalla #ut doesnCt ha*e the prere6uisite
is attacked #y the #ar#arians she herself summoned.
Table 1@-27: 5orn of 2alhalla
dS
,ype of
5orn
arbarian#
'ummoned
Prere>ui#ite
;1H/; $il*er
&d/G&, &nd.
le*el
Aone
/1H!5 1rass
&d/G1, ,rd.
le*el
$pellcaster le*el 1st
!0H2; 1ronze &d/, /th.le*el
Proficiency )ith all martial
)eapons or #ardic
performance a#ility
dS
,ype of
5orn
arbarian#
'ummoned
Prere>ui#ite
21H1;; :ron
1d/G1, 5th.
le*el
Proficiency )ith all martial
)eapons or #ardic
performance a#ility
$ummoned #ar#arians are constructs, not actual people
7though they seem to #e98 they arri*e )ith the starting
e6uipment for #ar#arians. hey attack anyone the possessor
of the horn commands them to fight until they or their
opponents are slain or until 1 hour has elapsed, )hiche*er
comes first.
Con#truction
Re>uirement# Craft 4ondrous :tem, su!!on !onster 20J
Co#t &5,;;; gp
5or#e#hoe# of 'peed
.ura faint transmutation8 C1 ,rd
'lot feet8 Price ,,;;; gp8 Aeight 1& l#s. 7for four9
De#cription
hese iron shoes come in sets of four like ordinary
horseshoes. 4hen affixed to an animalCs hoo*es, they
increase the animalCs #ase land speed #y ,; feet8 this counts
as an enhancement #onus. "s )ith other effects that increase
speed, ?umping distances increase proportionally 7see 5sing
$kills9. "ll four shoes must #e )orn #y the same animal for
the magic to #e effecti*e.
Con#truction
Re>uirement# Craft 4ondrous :tem, hasteJ Co#t 1,5;; gp
5or#e#hoe# of a Rephyr
.ura faint transmutation8 C1 ,rd
'lot feet8 Price 0,;;; gp8 Aeight / l#s. 7for four9.
De#cription
hese four iron shoes are affixed like normal horseshoes.
hey allo) a horse to tra*el )ithout actually touching the
ground. he horse must still run a#o*e 7al)ays around /
inches a#o*e9 a roughly horizontal surface. his means that
non.solid or unsta#le surfaces can #e crossed, and that
mo*ement is possi#le )ithout lea*ing tracks on any sort of
ground. he horse mo*es at its normal #ase land speed. "ll
four shoes must #e )orn #y the same animal for the magic to
#e effecti*e.
Con#truction
Re>uirement# Craft 4ondrous :tem, le%itateJ Co#t ,,;;; gp
Page 5&;
-ncen#e of !editation
.ura moderate enchantment8 C1 !th
'lot K8 Price /,2;; gp8 Aeight 1 l#.
De#cription
his small rectangular #lock of s)eet.smelling incense is
*isually indistinguisha#le from nonmagical incense until lit.
4hen it is #urned, the special fragrance and pearly hued
smoke of this special incense are recogniza#le #y anyone
making a (C 15 $pellcraft check.
4hen a di*ine spellcaster lights a #lock of incense of
!editation and then spends % hours praying and meditating
near#y, the incense ena#les him to prepare all his spells as
though affected #y the Maximize $pell feat. -o)e*er, all the
spells prepared in this )ay are at their normal le*el, not at
three le*els higher 7as )ith the regular metamagic feat9.
+ach #lock of incense #urns for % hours, and the effects
persist for &/ hours.
Con#truction
Re>uirement# Craft 4ondrous :tem, Maximize $pell, blessJ
Co#t &,/5; gp
-n#tant &ortre##
.ura strong con?uration8 C1 1,th
'lot K8 Price 55,;;; gp8 Aeight 1 l#.
De#cription
his metal cu#e is small, #ut )hen acti*ated #y speaking a
command )ord it gro)s to form a to)er &; feet s6uare and
,; feet high, )ith arro) slits on all sides and a crenellated
#attlement atop it. he metal )alls extend 1; feet into the
ground, rooting it to the spot and pre*enting it from #eing
tipped o*er. he fortress has a small door that opens only at
the command of the o)ner of the fortressKe*en "noc" spells
canCt open the door.
he adamantine )alls of an instant fortress ha*e 1;; hit
points and hardness &;. he fortress cannot #e repaired
except #y a #ish or a !iracle, )hich restores 5; points of
damage taken.
he fortress springs up in ?ust 1 round, )ith the door facing
the de*iceCs o)ner. he door opens and closes instantly at his
command. People and creatures near#y 7except the o)ner9
must #e careful not to #e caught #y the fortressCs sudden
gro)th. "nyone so caught takes 1;d1; points of damage
7'eflex (C 12 half9.
he fortress is deacti*ated #y speaking a command )ord
7different from the one used to acti*ate it9. :t cannot #e
deacti*ated unless it is empty.
Con#truction
Re>uirement# Craft 4ondrous :tem, !ae(s !anificent
!ansionJ Co#t &!,5;; gp
-oun 'tone#
.ura strong *aried8 C1 1&th
'lot K8 Price *aries8 Aeight K
De#cription
hese crystalline stones al)ays float in the air and must #e
)ithin , feet of their o)ner to #e of any use. 4hen a
character first ac6uires a stone, she must hold it and then
release it, )hereupon it takes up a circling or#it 1d, feet
from her head. hereafter, a stone must #e grasped or netted
to separate it from its o)ner. he o)ner may *oluntarily
seize and sto) a stone 7to keep it safe )hile she is sleeping,
for example9, #ut she loses the #enefits of the stone during
that time. :oun stones ha*e "C &/, 1; hit points, and
hardness 5. he po)ers of each stone *ary depending on its
color and shape 7see the ta#le9.
Table 1@-28: 0oun Stones
Color 'hape 2ffect
!ar"et
Price
Clear $pindle
$ustains creature
)ithout food or )ater
/,;;; gp
(usty rose Prism G1 insight #onus to "C 5,;;; gp
(eep red $phere
G& enhancement #onus
to (exterity
%,;;; gp
:ncandescent
#lue
$phere
G& enhancement #onus
to 4isdom
%,;;; gp
Pale #lue 'hom#oid
G& enhancement #onus
to $trength
%,;;; gp
Pink 'hom#oid
G& enhancement #onus
to Constitution
%,;;; gp
Pink and
green
$phere
G& enhancement #onus
to Charisma
%,;;; gp
$carlet and
#lue
$phere
G& enhancement #onus
to :ntelligence
%,;;; gp
(ark #lue 'hom#oid "lertness 7as the feat9 1;,;;; gp
:ridescent $pindle
$ustains creature
)ithout air
1%,;;; gp
Pale
la*ender
+llipsoid
"#sor#s spells of /th
le*el or lo)erP
&;,;;; gp
Pearly )hite $pindle
'egenerate 1 point of
damage per 1; minutes
&;,;;; gp
Pale green Prism
G1 competence #onus
on attack rolls, sa*es,
skill checks, and a#ility
checks
,;,;;; gp
Page 5&1
Color 'hape 2ffect
!ar"et
Price
Orange Prism G1 caster le*el ,;,;;; gp
>i#rant
purple
Prism
$tores three le*els of
spells, as a rin of spell
storin
,0,;;; gp
=a*ender
and green
+llipsoid
"#sor#s spells of %th
le*el or lo)erPP
/;,;;; gp
P"fter a#sor#ing &; spell le*els, the stone #urns out and
turns to dull gray, fore*er useless.
PP"fter a#sor#ing 5; spell le*els, the stone #urns out and
turns dull gray, fore*er useless.
'egeneration from the pearly )hite ioun stone )orks like a
rin of reeneration$ :t only cures damage taken )hile the
character is using the stone. he pale la*ender and la*ender.
and.green stones )ork like a rod of absorption, #ut
a#sor#ing a spell re6uires a readied action, and these stones
cannot #e used to empo)er spells. $tored spells in the
*i#rant purple stone must #e placed #y a spellcaster #ut can
#e used #y anyone 7see rin of !inor spell storin9.
Con#truction
Re>uirement# Craft 4ondrous :tem, creator must #e 1&th
le*el8 Co#t half the market price
-ron and# of inding
.ura strong e*ocation8 C1 1,th
'lot K8 Price &0,;;; gp8 Aeight 1 l#.
De#cription
his potent item appears to #e a ,.inch.diameter rusty iron
sphere )ith #andings on the glo#e.
4hen the proper command )ord is spoken and the spherical
iron de*ice is hurled at an opponent, the #ands expand and
then contract to #ind the target creature on a successful
ranged touch attack. " single =arge or smaller creature can
#e captured thus and held immo#ile 7as if pinned9 until the
command )ord is spoken to #ring the #ands into spherical
form again. he creature can #reak 7and destroy9 the #ands
)ith a (C ,; $trength check or escape them )ith a (C ,;
com#at maneu*er check or +scape "rtist check. 0ron bands
of bindin are usa#le once per day.
Con#truction
Re>uirement# Craft 4ondrous :tem, raspin handJ Co#t
1,,;;; gp
-ron &la#"
.ura strong con?uration8 C1 &;th
'lot K8 Price 1!;,;;; gp 7empty98 Aeight 1 l#.
De#cription
hese special containers are typically inlaid )ith runes of
sil*er and stoppered #y a #rass plug #earing a seal engra*ed
)ith sigils, glyphs, and special sym#ols. 4hen the user
speaks the command )ord, he can force any creature from
another plane into the container, pro*ided that creature fails a
(C 12 4ill sa*e. he range of this effect is 0; feet. Only one
creature at a time can #e so contained. =oosing the stopper
frees the captured creature.
he command )ord can #e used only once per day.
:f the indi*idual freeing the captured creature speaks the
command )ord, the creature can #e forced to ser*e for 1
hour. :f freed )ithout the command )ord, the creature acts
according to its natural inclinations. 7:t usually attacks the
user, unless it percei*es a good reason not to.9 "ny attempt to
force the same creature into the flask a second time pro*ides
it a G& #onus on its sa*ing thro) and makes it hostile. "
ne)ly disco*ered #ottle might contain any of the follo)ingB
dS Content# dS Content#
;1H5; +mpty %2 (emon 7gla#rezu9
51H5/ =arge air elemental 2; (emon 7succu#us9
55H5% :n*isi#le stalker 21 (e*il 7osyluth9
52H0& =arge earth elemental 2& (e*il 7#ar#azu9
0,H00 Norn 2, (e*il 7erinyes9
0!H!; =arge fire elemental 2/ (e*il 7cornugon9
!1H!/ $alamander 25 25 "gathion 7a*oral9
!5H!% =arge )ater elemental 20 "zata 7ghaele9
!2H%& Nill 2! "rchon 7trumpet9
%,H%5 Jeth hound 2% 'akshasa
%0 (emon 7shado)9 22 (emon 7#alor9
%! (emon 7*rock9 1;; (e*il 7pit fiend9
%% (emon 7hezrou9
Con#truction
Re>uirement# Craft 4ondrous :tem, trap the soulJ Co#t
%5,;;; gp
1antern of Revealing
.ura faint e*ocation8 C1 5th
'lot K8 Price ,;,;;; gp8 Aeight & l#s.
De#cription
his lantern operates as a normal hooded lantern. 4hile it is
lit, it also re*eals all in*isi#le creatures and o#?ects )ithin &5
feet of it, ?ust like the spell in%isibility pure.
Page 5&&
Con#truction
Re>uirement# Craft 4ondrous :tem, in%isibility pureJ Co#t
15,;;; gp
1en# of Detection
.ura moderate di*ination8 C1 2th
'lot K8 Price ,,5;; gp8 Aeight 1 l#.
De#cription
his circular prism lets its user detect minute details,
granting a G5 competence #onus on Perception checks. :t
also aids in tracking, adding a G5 competence #onus on
$ur*i*al checks )hen tracking. he lens is a#out 0 inches in
diameter and set in a frame )ith a handle.
Con#truction
Re>uirement# Craft 4ondrous :tem, true seeinJ Co#t 1,!5;
gp
1yre of uilding
.ura moderate transmutation8 C1 0th
'lot K8 Price 1,,;;; gp8 Aeight 5 l#s.
De#cription
his magical instrument is usually made of gold and inlaid
)ith numerous gems. :f the proper chords are struck, a single
use of this lyre negates any attacks made against inanimate
construction 7)alls, roof, floor, and so on9 )ithin ,;; feet.
his includes the effects of a horn of blastin, a disinterate
spell, or an attack from a ram or similar siege )eapon. he
lyre can #e used in this )ay once per day, )ith the protection
lasting for ,; minutes.
he lyre is also useful )ith respect to #uilding. Once a )eek,
its strings can #e strummed so as to produce chords that
magically construct #uildings, mines, tunnels, ditches, etc.
he effect produced in ,; minutes of playing is e6ual to the
)ork of 1;; humans la#oring for , days. +ach hour after the
first, a character playing the lyre must make a (C 1%
Perform 7string instruments9 check. :f it fails, she must stop
and cannot play the lyre again for this purpose until a )eek
has passed.
Con#truction
Re>uirement# Craft 4ondrous :tem, fabricateJ Co#t 0,5;;
gp
!antle of &aith
.ura strong a#?uration TgoodU8 C1 &;th
'lot chest8 Price !0,;;; gp8 Aeight K
De#cription
his holy garment, )orn o*er normal clothing, grants
damage reduction 5@e*il to the character )earing it.
Con#truction
Re>uirement# Craft 4ondrous :tem, stones"inJ Co#t ,%,;;;
gp
!antle of 'pell Re#i#tance
.ura moderate a#?uration8 C1 2th
'lot chest8 Price 2;,;;; gp8 Aeight K
De#cription
his garment, )orn o*er normal clothing or armor, grants the
)earer spell resistance &1.
Con#truction
Re>uirement# Craft 4ondrous :tem, spell resistanceJ Co#t
/5,;;; gp
!anual of odily 5ealth
.ura strong e*ocation 7if !iracle is used98 C1 1!th
'lot K8 Price &!,5;; gp 7G19, 55,;;; gp 7G&9, %&,5;; gp
7G,9, 11;,;;; gp 7G/9, 1,!,5;; gp 7G598 Aeight 5 l#s.
De#cription
his thick tome contains tips on health and fitness, #ut
ent)ined )ithin the )ords is a po)erful magical effect. :f
anyone reads this #ook, )hich takes a total of /% hours o*er
a minimum of 0 days, he gains an inherent #onus from G1 to
G5 7depending on the type of manual9 to his Constitution
score. Once the #ook is read, the magic disappears from the
pages and it #ecomes a normal #ook.
Con#truction
Re>uirement# Craft 4ondrous :tem, #ish or !iracleJ Co#t
&0,&5; gp 7G19, 5&,5;; gp 7G&9, !%,!5; gp 7G,9, 1;5,;;; gp
7G/9, 1,1,&5; gp 7G59
!anual of Gainful 23erci#e
.ura strong e*ocation 7if !iracle is used98 C1 1!th
'lot K8 Price &!,5;; gp 7G19, 55,;;; gp 7G&9, %&,5;; gp
7G,9, 11;,;;; gp 7G/9, 1,!,5;; gp 7G598 Aeight 5 l#s.
De#cription
his thick tome contains exercise descriptions and diet
suggestions, #ut ent)ined )ithin the )ords is a po)erful
magical effect. :f anyone reads this #ook, )hich takes a total
of /% hours o*er a minimum of 0 days, she gains an inherent
#onus from G1 to G5 7depending on the type of manual9 to
Page 5&,
her $trength score. Once the #ook is read, the magic
disappears from the pages and it #ecomes a normal #ook.
Con#truction
Re>uirement# Craft 4ondrous :tem, #ish or !iracleJ Co#t
&0,&5; gp 7G19, 5&,5;; gp 7G&9, !%,!5; gp 7G,9, 1;5,;;; gp
7G/9, 1,1,&5; gp 7G59
!anual of Juic"ne## of .ction
.ura strong e*ocation 7if !iracle is used98 C1 1!th
'lot K8 Price &!,5;; gp 7G19, 55,;;; gp 7G&9, %&,5;; gp
7G,9, 11;,;;; gp 7G/9, 1,!,5;; gp 7G598 Aeight 5 l#s.
De#cription
his thick tome contains tips on coordination exercises and
#alance, #ut ent)ined )ithin the )ords is a po)erful magical
effect. :f anyone reads this #ook, )hich takes a total of /%
hours o*er a minimum of 0 days, he gains an inherent #onus
from G1 to G5 7depending on the type of manual9 to his
(exterity score. Once the #ook is read, the magic disappears
from the pages and it #ecomes a normal #ook.
Con#truction
Re>uirement# Craft 4ondrous :tem, #ish or !iracleJ Co#t
&0,&5; gp 7G19, 5&,5;; gp 7G&9, !%,!5; gp 7G,9, 1;5,;;; gp
7G/9, 1,1,&5; gp 7G59
!arvelou# Pigment#
.ura strong con?uration8 C1 15th
'lot K8 Price /,;;; gp8 Aeight K
De#cription
hese pigments ena#le their possessor to create actual,
permanent o#?ects simply #y depicting their form in t)o
dimensions. he pigments are applied #y a stick tipped )ith
#ristles, hair, or fur. he emulsion flo)s from the application
to form the desired o#?ect as the artist concentrates on the
image. One pot of !ar%elous pi!ents is sufficient to create
a 1,;;;.cu#ic.foot o#?ect #y depicting it t)o.dimensionally
o*er a 1;;.s6uare.foot surface.
Only normal, inanimate o#?ects can #e created. Creatures
canCt #e created. he pigments must #e applied to a surface.
:t takes 1; minutes and a (C 15 Craft 7painting9 check to
depict an o#?ect )ith the pigments. Mar%elous pi!ents
cannot create magic items. O#?ects of *alue depicted #y the
pigmentsKprecious metals, gems, ?e)elry, i*ory, and so on
Kappear to #e *alua#le #ut are really made of tin, lead,
glass, #rass, #one, and other such inexpensi*e materials. he
user can create normal )eapons, armor, and any other
mundane item 7including foodstuffs9 )hose *alue does not
exceed &,;;; gp. he effect is instantaneous.
Con#truction
Re>uirement# Craft 4ondrous :tem, !a:or creationJ Co#t
&,;;; gp
!a#" of the '"ull
.ura strong necromancy and transmutation8 C1 1,th
'lot head8 Price &&,;;; gp8 Aeight , l#s.
De#cription
his fearsome.looking mask of i*ory, #eaten copper, or pale
)ood is typically fashioned into the likeness of a human
skull )ith a missing lo)er ?a), allo)ing the #ottom half of
the )earerCs face to remain *isi#le )hen the mask is )orn.
Once per day, after it has #een )orn for at least 1 hour, the
mask can #e loosed to fly from the )earerCs face. :t tra*els up
to 5; feet a)ay from the )earer and attacks a target assigned
to it. he grinning skull mask makes a touch attack against
the target #ased on the )earerCs #ase attack #onus. :f the
attack succeeds, the target must make a (C &; 3ortitude sa*e
or take 1,; points of damage, as if affected #y a finer of
death spell. :f the target succeeds on his sa*ing thro), he
ne*ertheless takes ,d0G1, points of damage. "fter attacking
7)hether successful or not9, the mask flies #ack to its user.
he mask has "C 10, 1; hit points, and hardness 0.
Con#truction
Re>uirement# Craft 4ondrous :tem, ani!ate ob:ects, finer
of death, flyJ Co#t 11,;;; gp
!attoc" of the ,itan#
.ura strong transmutation8 C1 10th
'lot K8 Price &,,,/% gp8 Aeight 1&; l#s.
De#cription
his digging tool is 1; feet long. "ny creature of at least
-uge size can use it to loosen or tum#le earth or earthen
ramparts 7a 1;.foot cu#e e*ery 1; minutes9. :t also smashes
rock 7a 1;.foot cu#e per hour9. :f used as a )eapon, it is the
e6ui*alent of a Gargantuan K3 ada!antine #arha!!er,
dealing /d0 points of #ase damage.
Con#truction
Re>uirement# Craft 4ondrous :tem, Craft Magic "rms and
"rmor, !o%e earthJ Co#t 1,,,/% gp
!aul of the ,itan#
.ura strong e*ocation8 C1 15th
'lot K8 Price &5,,;5 gp8 Aeight 10; l#s.
Page 5&/
De#cription
his mallet is % feet long. :f used as a )eapon, it is the
e6ui*alent of a K3 reatclub and deals triple damage against
inanimate o#?ects. he )ielder must ha*e a $trength of at
least 1% to )ield it properly. Other)ise, she takes a H/
penalty on attack rolls.
Con#truction
Re>uirement# Craft 4ondrous :tem, Craft Magic "rms and
"rmor, clenched fistJ Co#t 1&,,;5 gp
!edallion of ,hought#
.ura faint di*ination8 C1 5th
'lot neck8 Price 1&,;;; gp8 Aeight K
De#cription
his appears to #e a normal pendant disk hung from a neck
chain. 5sually fashioned from #ronze, copper, or sil*er, the
medallion allo)s the )earer to read the thoughts of others, as
)ith the spell detect thouhts.
Con#truction
Re>uirement# Craft 4ondrous :tem, detect thouhtsJ Co#t
0,;;; gp
!irror of 1ife ,rapping
.ura strong a#?uration8 C1 1!th
'lot K8 Price &;;,;;; gp8 Aeight 5; l#s.
De#cription
his crystal de*ice is usually a#out / feet s6uare and framed
in metal or )ood. he frame typically depicts dragons,
demons, de*ils, genies, coiling nagas, or other po)erful
creatures that are )ell kno)n for their magical po)ers. :t can
#e hung or placed on a surface and then acti*ated #y gi*ing a
command )ord. he same command )ord deacti*ates the
mirror. " !irror of life trappin has 15 extradimensional
compartments )ithin it. "ny creature coming )ithin ,; feet
of the de*ice and looking at its o)n reflection must make a
(C &, 4ill sa*e or #e trapped )ithin the mirror in one of the
cells. " creature not a)are of the nature of the de*ice al)ays
sees its o)n reflection. he pro#a#ility of a creature seeing
its reflection, and thus needing to make the sa*ing thro),
drops to 5;I if the creature is a)are that the mirror traps life
and seeks to a*oid looking at it 7treat as a gaze attack9.
4hen a creature is trapped, it is taken #odily into the mirror.
$ize is not a factor, #ut constructs and undead are not
trapped, nor are inanimate o#?ects and other nonli*ing
matter. " *ictimCs e6uipment 7including clothing and
anything #eing carried9 remains #ehind. :f the mirrorCs o)ner
kno)s the right command )ord, he can call the reflection of
any creature trapped )ithin to its surface and engage his
po)erless prisoner in con*ersation. "nother command )ord
frees the trapped creature. +ach pair of command )ords is
specific to each prisoner.
:f the mirrorCs capacity is exceeded, one *ictim 7determined
randomly9 is set free in order to accommodate the latest one.
:f the mirror is destroyed 7-ardness 1, 5 hit points9, all
*ictims currently trapped in it are freed.
Con#truction
Re>uirement# Craft 4ondrous :tem, i!prison!entJ Co#t
1;;,;;; gp
!irror of Fppo#ition
.ura strong necromancy8 C1 15th
'lot K8 Price 2&,;;; gp8 Aeight /5 l#s.
De#cription
his item resem#les a normal mirror a#out / feet long and ,
feet )ide. :t can #e hung or placed on a surface and then
acti*ated #y speaking a command )ord. he same command
)ord deacti*ates the mirror. :f a creature sees its reflection in
the mirrorCs surface, an exact duplicate of that creature comes
into #eing. his opposite immediately attacks the original.
he duplicate has all the possessions and po)ers of its
original 7including magic9. 5pon the defeat or destruction of
either the duplicate or the original, the duplicate and its items
disappear completely. he mirror functions up to four times
per day. (estroying the mirror 7-ardness 1, 5 hit points9
causes all of the duplicates to immediately *anish.
Con#truction
Re>uirement# Craft 4ondrous :tem, cloneJ Co#t /0,;;; gp
Nec"lace of .daptation
.ura moderate transmutation8 C1 !th
'lot neck8 Price 2,;;; gp8 Aeight 1 l#.
De#cription
his necklace is a hea*y chain )ith a platinum medallion.
he magic of the necklace )raps the )earer in a shell of
fresh air, making him immune to all harmful *apors and
gases 7such as cloud"ill and stin"in cloud effects, as )ell as
inhaled poisons9 and allo)ing him to #reathe, e*en
under)ater or in a *acuum.
Con#truction
Re>uirement# Craft 4ondrous :tem, alter self8 Co#t /,5;;
gp
Nec"lace of &ireball#
.ura moderate e*ocation8 C1 1;th
Page 5&5
'lot neck 7does not take up slot98 Price 1,05; gp 7type :9,
&,!;; gp 7type ::9, /,,5; gp 7type :::9, 5,/;; gp 7type :>9,
5,%5; gp 7type >9, %,1;; gp 7type >:9, %,!;; gp 7type >::98
Aeight 1 l#.
De#cription
his item appears to #e a string of #eads, sometimes )ith the
ends tied together to form a necklace. 7:t does not count as an
item )orn around the neck for the purpose of determining
)hich of a characterCs )orn magic items is effecti*e.9 :f a
character holds it, ho)e*er, all can see the strand as it really
isKa golden chain from )hich hang a num#er of golden
spheres. he spheres are detacha#le #y the )earer 7and only
#y the )earer9, )ho can easily hurl one of them up to !; feet.
4hen a sphere arri*es at the end of its tra?ectory, it detonates
as a fireball spell 7'eflex (C 1/ half9.
$pheres come in different strengths, ranging from those that
deal &d0 points of fire damage to those that deal 1;d0. he
market price of a sphere is 15; gp for each die of damage it
deals.
Table 1@-2@: 3ec"lace of )ireballs
Nec"lace
80
d6
9d6
@d
6
?d
6
6d6
=d
6
<d
6
;d6
2d
6
!ar"et
Price
ype : K K K K K 1 K & K 1,05; gp
ype :: K K K K 1 K & K & &,!;; gp
ype ::: K K K 1 K & K / K /,,5; gp
ype :> K K 1 K & K & K / 5,/;; gp
ype > K 1 K & K & K & K 5,%5; gp
ype >: 1 K & K & K / K K %,1;; gp
ype >:: 1 & K & K & K & K %,!;; gp
+ach nec"lace of fireballs contains a com#ination of spheres
of *arious strengths. $ome traditional com#inations,
designated types : through >::, are detailed a#o*e.
:f the necklace is #eing )orn or carried #y a character )ho
fails her sa*ing thro) against a magical fire attack, the item
must make a sa*ing thro) as )ell 7)ith a sa*e #onus of G!9.
:f the necklace fails to sa*e, all its remaining spheres
detonate simultaneously, often )ith regretta#le conse6uences
for the )earer.
Con#truction
Re>uirement# Craft 4ondrous :tem, fireballJ Co#t %&5 gp
7type :9, 1,,5; gp 7type ::9, &,1!5 gp 7type :::9, &,!;; gp
7type :>9, &,2&5 gp 7type >9, /,;5; gp 7type >:9, /,,5; gp
7type >::9
Frb of 'torm#
.ura strong *aried8 C1 1%th
'lot K8 Price /%,;;; gp8 Aeight 0 l#s.
De#cription
his glass sphere is % inches in diameter. he possessor can
call forth all manner of )eather, e*en supernaturally
destructi*e storms. Once per day, she can call upon the or# to
use a control #eather spell. Once per month, she can con?ure
a stor! of %eneance$ he possessor of the or# is continually
protected #y an endure ele!ents effect.
Con#truction
Re>uirement# Craft 4ondrous :tem, control #eather,
endure ele!ents, stor! of %eneanceJ Co#t &/,;;; gp
Pearl of Po6er
.ura strong transmutation8 C1 1!th
'lot K8 Price 1,;;; gp 71st9, /,;;; gp 7&nd9, 2,;;; gp 7,rd9,
10,;;; gp 7/th9, &5,;;; gp 75th9, ,0,;;; gp 70th9, /2,;;; gp
7!th9, 0/,;;; gp 7%th9, %1,;;; gp 72th9, !;,;;; gp 7t)o
spells98 Aeight K
De#cription
his seemingly normal pearl of a*erage size and luster is a
potent aid to all spellcasters )ho prepare spells 7clerics,
druids, rangers, paladins, and )izards9. Once per day on
command, a pearl of po#er ena#les the possessor to recall
any one spell that she had prepared and then cast that day.
he spell is then prepared again, ?ust as if it had not #een
cast. he spell must #e of a particular le*el, depending on the
pearl. (ifferent pearls exist for recalling one spell per day of
each le*el from 1st through 2th and for the recall of t)o
spells per day 7each of a different le*el, 0th or lo)er9.
Con#truction
Re>uirement# Craft 4ondrous :tem, creator must #e a#le to
cast spells of the spell le*el to #e recalled8 Co#t 5;; gp 71st9,
&,;;; gp 7&nd9, /,5;; gp 7,rd9, %,;;; gp 7/th9, 1&,5;; gp
75th9, 1%,;;; gp 70th9, &/,5;; gp 7!th9, ,&,;;; gp 7%th9,
/;,5;; gp 72th9, ,5,;;; gp 7t)o spells9
Pearl of the 'irine#
.ura moderate a#?uration and transmutation8 C1 %th
'lot K8 Price 15,,;; gp8 Aeight K
De#cription
his pearl is )orth at least 1,;;; gp for its #eauty alone, yet
if it is clasped firmly in hand or held to the #reast )hile the
possessor attempts actions related to the pearlCs po)ers, she
understands and is a#le to employ the item.
he pearl ena#les its possessor to #reathe in )ater as if she
)ere in clean, fresh air. -er s)im speed is 0; feet, and she
can cast spells and act under)ater )ithout hindrance.
Page 5&0
Con#truction
Re>uirement# Craft 4ondrous :tem, freedo! of !o%e!ent,
#ater breathinJ Co#t %,15; gp
Periapt of 5ealth
.ura faint con?uration8 C1 5th
'lot neck8 Price !,5;; gp8 Aeight K
De#cription
he )earer of this #lue gem on a sil*er chain 7)orn on the
neck9 is immune to disease, including supernatural diseases.
Con#truction
Re>uirement# Craft 4ondrous :tem, re!o%e diseaseJ Co#t
,,!5; gp
Periapt of Proof again#t Poi#on
.ura faint con?uration8 C1 5th
'lot neck8 Price &!,;;; gp8 Aeight K
De#cription
his item is a #rilliant.cut #lack gem on a delicate sil*er
chain meant to #e )orn a#out the neck. he )earer is
immune to poison, although poisons acti*e )hen the periapt
is first donned still run their course.
Con#truction
Re>uirement# Craft 4ondrous :tem, neutrali<e poisonJ Co#t
1,,5;; gp
Periapt of Aound Clo#ure
.ura moderate con?uration8 C1 1;th
'lot neck8 Price 15,;;; gp8 Aeight K
De#cription
his stone is #right red and dangles on a gold chain meant to
#e )orn on the neck. he )earer of this periapt automatically
#ecomes sta#le if his hit points drop #elo) ; 7#ut not if the
damage is enough to kill the )earer9. he periapt dou#les the
)earerCs normal rate of healing or allo)s normal healing of
)ounds that )ould not do so normally. -it point damage
caused #y #leeding is negated for the )earer of the periapt,
#ut he is still suscepti#le to damage from #leeding that
causes a#ility damage or drain.
Con#truction
Re>uirement# Craft 4ondrous :tem, healJ Co#t !,5;; gp
Phylactery of &aithfulne##
.ura faint di*ination8 C1 1st
'lot head#and8 Price 1,;;; gp8 Aeight K
De#cription
his item is a tiny #ox containing religious scripture. he
#ox is affixed to a leather cord and tied around the forehead,
)orn so that the #ox sits upon the )earerCs #ro). here is no
mundane )ay to determine )hat function this religious item
performs until it is )orn. he )earer of a phylactery of
faithfulness is a)are of any action or item that could
ad*ersely affect his alignment and his standing )ith his deity,
including magical effects. -e ac6uires this information prior
to performing such an action or #ecoming associated )ith
such an item if he takes a moment to contemplate the act.
Con#truction
Re>uirement# Craft 4ondrous :tem, detect chaos, detect
e%il, detect ood, detect la#J Co#t 5;; gp
Phylactery of Negative Channeling
.ura moderate necromancy Te*ilU8 C1 1;th
'lot head#and8 Price 11,;;; gp8 Aeight K
De#cription
his item is a #oon to any character a#le to channel negati*e
energy, increasing the amount of damage dealt to li*ing
creatures #y G&d0. his also increases the amount of damage
healed #y undead creatures.
Con#truction
Re>uirement# Craft 4ondrous :tem, creator must #e a 1;th.
le*el cleric8 Co#t 5,5;; gp
Phylactery of Po#itive Channeling
.ura moderate necromancy TgoodU8 C1 1;th
'lot head#and8 Price 11,;;; gp8 Aeight K
De#cription
his item allo)s channelers of positi*e energy to increase
the amount of damage dealt to undead creatures #y G&d0.
his also increases the amount of damage healed #y li*ing
creatures.
Con#truction
Re>uirement# Craft 4ondrous :tem, creator must #e a 1;th.
le*el cleric8 Co#t 5,5;; gp
Pipe# of 5aunting
.ura faint necromancy8 C1 /th
'lot K8 Price 0,;;; gp8 Aeight , l#s.
Page 5&!
De#cription
his magic item appears to #e a small set of pan pipes. 4hen
played #y a person )ho succeeds on a (C 15 Perform 7)ind
instruments9 check, the pipes create an eerie, spell#inding
tune. hose )ithin ,; feet )ho hear the tune must succeed
on a (C 1, 4ill sa*e or #ecome frightened for / rounds.
Creatures )ith 0 or more -it (ice are unaffected. Pipes of
hauntin can #e sounded t)ice a day.
Con#truction
Re>uirement# Craft 4ondrous :tem, scareJ Co#t ,,;;; gp
Pipe# of the 'e6er#
.ura faint con?uration8 C1 &nd
'lot K8 Price 1,15; gp8 Aeight , l#s.
De#cription
:f the possessor learns the proper tune, he can use these pipes
to attract 1d, rat s)arms if rats are )ithin /;; feet. 3or each
5;.foot distance the rats ha*e to tra*el, there is a 1.round
delay. he piper must continue playing until the rats appear,
and )hen they do so, the piper must make a (C 1; Perform
7)ind instruments9 check. $uccess means that they o#ey the
piperCs telepathic commands so long as he continues to play.
3ailure indicates that they turn on the piper. :f for any reason
the piper ceases playing, the rats lea*e immediately. he
Perform (C increases #y G5 for each time the rats ha*e #een
successfully called in a &/.hour period.
:f the rats are under the control of another creature, add the
-( of the controller to the Perform check (C. Once control
is assumed, another check is re6uired each round to maintain
it if the other creature is acti*ely seeking to reassert its
control.
Con#truction
Re>uirement# Craft 4ondrous :tem, char! ani!al,
su!!on nature(s ally 0, )ild empathy a#ilityJ Co#t 5!5 gp
Pipe# of 'ounding
.ura faint illusion8 C1 &nd
'lot K8 Price 1,%;; gp8 Aeight , l#s.
De#cription
4hen played #y a character )ho has the Perform 7)ind
instruments9 skill, these shiny metallic pan pipes create a
*ariety of sounds. he figment sounds are the e6ui*alent of
host sound.
Con#truction
Re>uirement# Craft 4ondrous :tem, host soundJ Co#t 2;;
gp
Portable 5ole
.ura strong con?uration8 C1 1&th
'lot K8 Price &;,;;; gp8 Aeight K
De#cription
" portable hole is a circle of cloth spun from the )e#s of a
phase spider inter)o*en )ith strands of ether and #eams of
starlight, resulting in a porta#le extradimensional space.
4hen opened fully, a portable hole is 0 feet in diameter, #ut
it can #e folded up to #e as small as a pocket handkerchief.
4hen spread upon any surface, it causes an extradimensional
space 1; feet deep to come into #eing. his hole can #e
picked up from inside or out #y simply taking hold of the
edges of the cloth and folding it up. +ither )ay, the entrance
disappears, #ut anything inside the hole remains, tra*eling
)ith the item.
he only air in the hole is that )hich enters )hen the hole is
opened. :t contains enough air to supply one Medium
creature or t)o $mall creatures for 1; minutes. he cloth
does not accumulate )eight e*en if its hole is filled. +ach
portable hole opens on its o)n particular nondimensional
space. :f a ba of holdin is placed )ithin a portable hole, a
rift to the "stral Plane is torn in that place. 1oth the #ag and
the cloth are sucked into the *oid and fore*er lost. :f a
portable hole is placed )ithin a ba of holdin, it opens a
gate to the "stral Plane. he hole, the #ag, and any creatures
)ithin a 1;.foot radius are dra)n there, the portable hole and
ba of holdin #eing destroyed in the process.
Con#truction
Re>uirement# Craft 4ondrous :tem, plane shiftJ Co#t
1;,;;; gp
Re#torative Fintment
.ura faint con?uration8 C1 5th
'lot K8 Price /,;;; gp8 Aeight 1@& l#.
De#cription
" ?ar of this unguent is , inches in diameter and 1 inch deep,
and contains fi*e applications. Placed upon a poisoned
)ound or s)allo)ed, the ointment detoxifies any poison 7as
neutrali<e poison )ith a G5 #onus on the check9. "pplied to a
diseased area, it remo*es disease 7as re!o%e disease )ith a
G5 #onus on the check9. 'u##ed on a )ound, the ointment
cures 1d%G5 points of damage 7as cure liht #ounds9.
Con#truction
Re>uirement# Craft 4ondrous :tem, cure liht #ounds,
neutrali<e poison, re!o%e diseaseJ Co#t &,;;; gp
Page 5&%
Ring Gate#
.ura strong con?uration8 C1 1!th
'lot K8 Price /;,;;; gp8 Aeight 1 l#. each.
De#cription
hese al)ays come in pairsKt)o iron rings, each a#out 1%
inches in diameter. he rings must #e on the same plane of
existence and )ithin 1;; miles of each other to function.
4hate*er is put through one ring comes out the other, and up
to 1;; pounds of material can #e transferred each day.
7O#?ects only partially pushed through and then retracted do
not count.9 his useful de*ice allo)s for instantaneous
transport of items or messages, and e*en attacks. " character
can reach through to gra# things near the other ring, or e*en
sta# a )eapon through if so desired. "lternati*ely, a
character could stick his head through to look around. "
spellcaster could e*en cast a spell through a rin ate$ "
$mall character can make a (C 1, +scape "rtist check to
slip through. Creatures of iny, (iminuti*e, or 3ine size can
pass through easily. +ach ring has an Dentry sideF and an
Dexit side,F #oth marked )ith appropriate sym#ols.
Con#truction
Re>uirement# Craft 4ondrous :tem, ateJ Co#t &;,;;; gp
Robe of the .rchmagi
.ura strong *aried8 C1 1/th
'lot #ody8 Price !5,;;; gp8 Aeight 1 l#.
De#cription
his normal.appearing garment can #e )hite 7;1H/5 on dI,
good alignment9, gray 7/0H!5, neither good nor e*il
alignment9, or #lack 7!0H1;;, e*il alignment9. o most
)earers, the ro#e offers no po)ers or has no effects unless
the )earerCs alignment doesnCt match that of the ro#e 7see
#elo)9. Only an arcane spellcaster can fully realize this
potent magic itemCs po)ers once the ro#e is donned. hese
po)ers are as follo)s.
G5 armor #onus to "C.
$pell resistance 1%.
G/ resistance #onus on all sa*ing thro)s.
G& enhancement #onus on caster le*el checks made
to o*ercome spell resistance.
"s mentioned a#o*e, all robes of the arch!ai are attuned to
a specific alignment. :f a )hite ro#e is donned #y an e*il
character, she immediately gains three permanent negati*e
le*els. he same is true )ith respect to a #lack ro#e donned
#y a good character. "n e*il or good character )ho puts on a
gray ro#e, or a neutral character )ho dons either a )hite or
#lack ro#e, gains t)o permanent negati*e le*els. 4hile these
negati*e le*els remain as long as the garment is )orn and
cannot #e o*ercome in any )ay 7including restoration
spells9, they are immediately remo*ed if the ro#e is remo*ed.
Con#truction
Re>uirement# Craft 4ondrous :tem, anti!aic field, !ae
ar!or or shield of faith, creator must #e of same alignment
as ro#e8 Co#t ,!,5;; gp
Robe of lending
.ura moderate transmutation8 C1 1;th
'lot #ody8 Price %,/;; gp8 Aeight 1 l#.
De#cription
Once per day this simple )ool ro#e allo)s you to assume the
form of another humanoid creature, as if using alter self. his
change lasts for 1 hour, although you can end it prematurely
as a free action. 4hile in this form, you also gain the a#ility
to speak and understand the #asic racial languages of your
chosen form. 3or example, if you take the form of an orc,
you can speak and understand Orc.
Con#truction
Re>uirement# Craft 4ondrous :tem, alter self, tonuesJ
Co#t /,&;; gp
Robe of one#
.ura moderate necromancy Te*ilU8 C1 0th
'lot #ody8 Price &,/;; gp8 Aeight 1 l#.
De#cription
his sinister item functions much like a robe of useful ite!s
for the serious necromancer. :t appears to #e an
unremarka#le ro#e, #ut a character )ho dons it notes that it
is adorned )ith small em#roidered figures representing
undead creatures. Only the )earer of the ro#e can see the
em#roidery, recognize them for the creatures they #ecome,
and detach them. One figure can #e detached each round.
(etaching a figure causes it to #ecome an actual undead
creature 7see the list #elo)9. he skeleton or zom#ie is not
under the control of the )earer of the ro#e, #ut may #e
su#se6uently commanded, re#uked, turned, or destroyed. "
ne)ly created robe of bones al)ays has t)o em#roidered
figures of each of the follo)ing undeadB
-uman skeleton
4olf skeleton
-ea*y horse skeleton
3ast go#lin zom#ie
ough human zom#ie
Plague ogre zom#ie
Page 5&2
Con#truction
Re>uirement# Craft 4ondrous :tem, ani!ate deadJ Co#t
1,&;; gp
Robe of 2ye#
.ura moderate di*ination8 C1 11th
'lot #ody8 Price 1&;,;;; gp8 Aeight 1 l#.
De#cription
his *alua#le garment appears to #e a normal ro#e until it is
put on. :ts )earer is a#le to see in all directions at the same
moment due to scores of *isi#le, magical eye.like patterns
that adorn the ro#e. $he also gains 1&;.foot dark*ision.
he robe of eyes sees all forms of in*isi#le or ethereal
creatures or o#?ects )ithin 1&; feet.
he )earer of a robe of eyes gains a G1; competence #onus
on Perception checks. $he retains her (exterity #onus to "C
e*en )hen flat.footed, and canCt #e flanked. $he is not a#le to
a*ert or close her eyes )hen confronted #y a creature )ith a
gaze attack.
" liht or continual fla!e spell cast directly on a robe of
eyes causes it to #e #linded for 1d, minutes. " dayliht spell
#linds it for &d/ minutes.
Con#truction
Re>uirement# Craft 4ondrous :tem, true seeinJ Co#t
0;,;;; gp
Robe, !on"%#
.ura moderate transmutation8 C1 1;th
'lot #ody8 Price 1,,;;; gp8 Aeight 1 l#.
De#cription
his simple #ro)n ro#e, )hen )orn, confers great a#ility in
unarmed com#at. :f the )earer has le*els in monk, her "C
and unarmed damage is treated as a monk of fi*e le*els
higher. :f donned #y a character )ith the $tunning 3ist feat,
the ro#e lets her make one additional stunning attack per day.
:f the character is not a monk, she gains the "C and unarmed
damage of a 5th.le*el monk 7although she does not add her
4isdom #onus to her "C9. his "C #onus functions ?ust like
the monkCs "C #onus.
Con#truction
Re>uirement# Craft 4ondrous :tem, rihteous !iht or
transfor!ation8 Co#t 0,5;; gp
Robe of 'cintillating Color#
.ura moderate illusion8 C1 11th
'lot #ody8 Price &!,;;; gp8 Aeight 1 l#.
De#cription
he )earer of this ro#e can cause the garment to display a
shifting pattern of incredi#le hues, color after color cascading
from the upper part of the ro#e to the hem in sparkling
rain#o)s of dazzling light. he colors daze those near the
)earer, conceal the )earer, and illuminate the surroundings.
:t takes 1 full round after the )earer speaks the command
)ord for the colors to start flo)ing on the ro#e. he colors
create the e6ui*alent of a gaze attack )ith a ,;.foot range.
hose )ho look at the )earer are dazed for 1d/G1 rounds
74ill (C 10 negates9. his is a mind.affecting pattern effect.
+*ery round of continuous scintillation of the ro#e gi*es the
)earer #etter concealment. he miss chance on attacks
against the )earer starts at 1;I and increases #y 1;I each
round until it reaches 5;I 7total concealment9.
he ro#e illuminates a ,;.foot radius continuously.
he effect can #e used no more than a total of 1; rounds per
day.
Con#truction
Re>uirement# Craft 4ondrous :tem, blur, rainbo# patternJ
Co#t 1,,5;; gp
Robe of 'tar#
.ura strong *aried8 C1 15th
'lot #ody8 Price 5%,;;; gp8 Aeight 1 l#.
De#cription
his garment is typically #lack or dark #lue and em#roidered
)ith small )hite or sil*er stars. he ro#e has three magical
po)ers.
:t ena#les its )earer to tra*el physically to the "stral
Plane, along )ith all that she is )earing or carrying.
:t gi*es its )earer a G1 luck #onus on all sa*ing
thro)s.
:ts )earer can use up to six of the em#roidered stars
on the chest portion of the ro#e as K8 shuri"en$ he
ro#e grants its )earer proficiency )ith such
)eapons. +ach shuriken disappears after it is used.
he stars are replenished once per month.
Con#truction
Re>uirement# Craft 4ondrous :tem, !aic !issile, astral
pro:ection or plane shiftJ Co#t &2,;;; gp
Robe of H#eful -tem#
.ura moderate transmutation8 C1 2th
'lot #ody8 Price !,;;; gp8 Aeight 1 l#.
Page 5,;
De#cription
his appears to #e an unremarka#le ro#e, #ut a character )ho
dons it notes that it is adorned )ith small cloth patches of
*arious shapes. Only the )earer of the ro#e can see these
patches, recognize them for )hat items they #ecome, and
detach them. One patch can #e detached each round.
(etaching a patch causes it to #ecome an actual item, as
indicated #elo). " ne)ly created robe of useful ite!s al)ays
has t)o each of the follo)ing patchesB
(agger
1ullseye lantern 7full and lit9
Mirror 7a highly polished &.foot.#y./.foot steel
mirror9
Pole 71;.foot length9
-empen rope 75;.foot coil9
$ack
:n addition, the ro#e has se*eral other patches. 'oll /d/ for
the num#er of other patches and then roll for each patch on
the ta#le #elo) to determine its nature.
dS Re#ult
;1H;% 1ag of 1;; gold pieces
;2H15 Coffer, sil*er 70 in. #y 0 in. #y 1 ft.9, 5;; gp *alue
10H&&
(oor, iron 7up to 1; ft. )ide and 1; ft. high and
#arred on one sideKmust #e placed upright,
attaches and hinges itself9
&,H,; Gems, 1; 71;; gp *alue each9
,1H// =adder, )ooden 7&/ ft. long9
/5H51 Mule 7)ith saddle #ags9
5&H52 Pit, open 71; ft. #y 1; ft. #y 1; ft.9
0;H0% Potion of cure serious #ounds
02H!5 'o)#oat 71& ft. long9
!0H%, Minor scroll of one randomly determined spell
%/H2; 4ar dogs, pair 7treat as riding dogs9
21H20 4indo) 7& ft. #y / ft., up to & ft. deep9
2!H1;; Porta#le ram
Multiple items of the same kind are permissi#le. Once
remo*ed, a patch cannot #e replaced.
Con#truction
Re>uirement# Craft 4ondrous :tem, fabricateJ Co#t ,,5;;
gp
Rope of Climbing
.ura faint transmutation8 C1 ,rd
'lot K8 Price ,,;;; gp8 Aeight , l#s.
De#cription
" 0;.foot.long rope of cli!bin is no thicker than a )and,
#ut it is strong enough to support ,,;;; pounds. 5pon
command, the rope snakes for)ard, up)ard, do)n)ard, or in
any other direction at 1; feet per round, attaching itself
securely )here*er its o)ner desires. :t can unfasten itself and
return in the same manner.
" rope of cli!bin can #e commanded to knot or unknot
itself. his causes large knots to appear at 1.foot inter*als
along the rope. <notting shortens the rope to a 5;.foot length
until the knots are untied, #ut lo)ers the (C of Clim# checks
)hile using it #y 1;. " creature must hold one end of the
rope )hen its magic is in*oked.
Con#truction
Re>uirement# Craft 4ondrous :tem, ani!ate ropeJ Co#t
1,5;; gp
Rope of 2ntanglement
.ura strong transmutation8 C1 1&th
'lot K8 Price &1,;;; gp8 Aeight 5 l#s.
De#cription
" rope of entanle!ent looks ?ust like any other hempen
rope a#out ,; feet long. 5pon command, the rope lashes
for)ard &; feet or up)ard 1; feet to entangle a *ictim. "n
entangled creature can #reak free )ith a (C &; $trength
check or a (C &; +scape "rtist check.
" rope of entanle!ent has "C &&, 1& hit points, hardness
1;, and damage reduction 5@slashing. he rope repairs
damage to itself at a rate of 1 point per 5 minutes, #ut if a
rope of entanle!ent is se*ered 7all 1& hit points lost to
damage9, it is destroyed.
Con#truction
Re>uirement# Craft 4ondrous :tem, ani!ate ob:ects,
ani!ate rope or entanleJ Co#t 1;,5;; gp
'alve of 'lipperine##
.ura moderate con?uration8 C1 0th
'lot K8 Price 1,;;; gp8 Aeight K
De#cription
his su#stance pro*ides a G&; competence #onus on all
+scape "rtist checks and com#at maneu*er checks made to
escape from a grapple. he sal*e also grants a G1;
competence #onus to the )earerCs Com#at Maneu*er
(efense for the purpose of a*oiding grapple attempts. :n
addition, such o#structions as )e#s 7magical or other)ise9
do not affect an anointed indi*idual. Magic ropes and the like
do not a*ail against this sal*e. :f it is smeared on a floor or
Page 5,1
on steps, the area should #e treated as a long.lasting rease
spell. he sal*e re6uires % hours to )ear off normally, or it
can #e )iped off )ith an alcohol solution 7e*en )ine9.
Sal%e of slipperiness is needed to coat the inside of a
container meant to hold so%erein lue.
Con#truction
Re>uirement# Craft 4ondrous :tem, reaseJ Co#t 5;; gp
'cabbard of Eeen 2dge#
.ura faint transmutation8 C1 5th
'lot K8 Price 10,;;; gp8 Aeight 1 l#.
De#cription
his sca##ard can shrink or enlarge to accommodate any
knife, dagger, s)ord, or similar )eapon up to and including a
greats)ord. 5p to three times per day on command, the
sca##ard casts "een ede on any #lade placed )ithin it.
Con#truction
Re>uirement# Craft 4ondrous :tem, "een edeJ Co#t %,;;;
gp
'carab of Protection
.ura strong a#?uration and necromancy8 C1 1%th
'lot neck8 Price ,%,;;; gp8 Aeight K
De#cription
his de*ice appears to #e a sil*er medallion in the shape of a
#eetle. :f it is held for 1 round, an inscription appears on its
surface letting the holder kno) that it is a protecti*e de*ice.
he scara#Cs possessor gains spell resistance &;. he scara#
can also a#sor# energy.draining attacks, death effects, and
negati*e energy effects. 5pon a#sor#ing 1& such attacks, the
scara# turns to po)der and is destroyed.
Con#truction
Re>uirement# Craft 4ondrous :tem, death #ard, spell
resistanceJ Co#t 12,;;; gp
'carab, Golembane
.ura moderate di*ination8 C1 %th
'lot neck8 Price &,5;; gp8 Aeight K
De#cription
his #eetle.shaped pin ena#les its )earer to detect any golem
)ithin 0; feet, although he must concentrate 7a standard
action9 in order for the detection to take place. " scara#
ena#les its possessor to com#at golems )ith )eapons,
unarmed attacks, or natural )eapons as if those golems had
no damage reduction.
Con#truction
Re>uirement# Craft 4ondrous :tem, detect !aic, creator
must #e at least 1;th le*el8 Co#t 1,&5; gp
'ilver#heen
.ura faint transmutation8 C1 5th
'lot K8 Price &5; gp8 Aeight K
De#cription
his shimmering paste.like su#stance can #e applied to a
)eapon as a standard action. :t gi*es the )eapon the
properties of alchemical sil*er for 1 hour, replacing the
properties of any other special material it might ha*e. One
*ial coats a single melee )eapon or &; units of ammunition.
Con#truction
Re>uirement# Craft 4ondrous :tem8 Co#t 1&5 gp
'lipper# of 'pider Climbing
.ura faint transmutation8 C1 /th
'lot feet8 Price /,%;; gp8 Aeight 1@& l#.
De#cription
4hen )orn, a pair of these slippers ena#les mo*ement on
*ertical surfaces or e*en upside do)n along ceilings, lea*ing
the )earerCs hands free. -er clim# speed is &; feet. $e*erely
slippery surfacesKicy, oiled, or greased surfacesKmake
these slippers useless. he slippers can #e used for 1;
minutes per day, split up as the )earer chooses 7minimum 1
minute per use9.
Con#truction
Re>uirement# Craft 4ondrous :tem, spider cli!bJ Co#t
&,/;; gp
'overeign Glue
.ura strong transmutation8 C1 &;th
'lot K8 Price &,/;; gp 7per ounce98 Aeight K
De#cription
his pale am#er su#stance is thick and *iscous. 1ecause of
its particular po)ers, it can #e contained only in a flask
)hose inside has #een coated )ith 1 ounce of sal%e of
slipperiness, and each time any of the #onding agent is
poured from the flask, a ne) application of the sal%e of
slipperiness must #e put in the flask )ithin 1 round to
pre*ent the remaining glue from adhering to the side of the
container. " flask of so%erein lue, )hen found, holds
any)here from 1 to ! ounces of the stuff 71d%H1, minimum
Page 5,&
19, )ith the other ounce of the flaskCs capacity taken up #y
the sal%e of slipperiness$ One ounce of this adhesi*e co*ers 1
s6uare foot of surface, #onding *irtually any t)o su#stances
together in a permanent union. he glue takes 1 round to set.
:f the o#?ects are pulled apart 7a mo*e action9 #efore that
time has elapsed, that application of the glue loses its
stickiness and is )orthless. :f the glue is allo)ed to set, then
attempting to separate the t)o #onded o#?ects has no effect,
except )hen uni%ersal sol%ent is applied to the #ond.
So%erein lue is dissol*ed #y uni%ersal sol%ent.
Con#truction
Re>uirement# Craft 4ondrous :tem, !a"e #holeJ Co#t
1,&;; gp
'tone of .larm
.ura faint a#?uration8 C1 ,rd
'lot K8 Price &,!;; gp8 Aeight & l#s.
De#cription
his stone cu#e, )hen gi*en the command )ord, affixes
itself to any o#?ect. :f that o#?ect is touched thereafter #y
anyone )ho does not first speak that same command )ord,
the stone emits a piercing screech for 1 hour that can #e
heard up to a 6uarter.mile a)ay 7assuming no inter*ening
#arriers9.
Con#truction
Re>uirement# Craft 4ondrous :tem, alar!J Co#t 1,,5; gp
'tone of Good 1uc" /1uc"#tone0
.ura faint e*ocation8 C1 5th
'lot K8 Price &;,;;; gp8 Aeight K
De#cription
his small #it of agate grants its possessor a G1 luck #onus
on sa*ing thro)s, a#ility checks, and skill checks.
Con#truction
Re>uirement# Craft 4ondrous :tem, di%ine fa%orJ Co#t
1;,;;; gp
'tone 'alve
.ura strong a#?uration and transmutation8 C1 1,th
'lot K8 Price /,;;; gp per ounce8 Aeight K
De#cription
his ointment has t)o uses. :f an ounce of it is applied to the
flesh of a petrified creature, it returns the creature to flesh as
the stone to flesh spell. :f an ounce of it is applied to the flesh
of a nonpetrified creature, it protects the creature as a
stones"in spell.
Con#truction
Re>uirement# Craft 4ondrous :tem, stone to flesh,
stones"inJ Co#t &,;;; gp
'trand of Prayer ead#
.ura faint, moderate or strong 7many schools98 C1 1st
7blessin9, 5th 7healin9, !th 7s!itin9, 2th 7"ar!a9, 11th
7#ind #al"in9, 1!th 7su!!ons9
'lot K8 Price 2,0;; gp 7lesser9, /5,%;; gp 7standard9,
25,%;; gp 7greater98 Aeight 1@& l#.
De#cription
his item appears to #e nothing more than a string of prayer
#eads until the o)ner casts a di*ine spell )hile the #eads are
carried. Once that occurs, the o)ner instantly kno)s the
po)ers of the prayer #eads and understands ho) to acti*ate
the strandCs special magical #eads. +ach strand includes t)o
or more special #eads, each )ith a different magic po)er
selected from the follo)ing list.
'pecial
ead
,ype
'pecial ead .bility
Bead of
blessin
4earer can cast bless$
Bead of
healin
4earer can cast his choice of cure serious
#ounds, re!o%e blindness=deafness, or re!o%e
disease$
Bead of
"ar!a
4earer casts his spells at G/ caster le*el. +ffect
lasts 1; minutes.
Bead of
s!itin
4earer can cast chaos ha!!er, holy s!ite, order(s
#rath, or unholy bliht 74ill (C 1! partial9.
Bead of
su!!ons
$ummons a po)erful creature of appropriate
alignment from the Outer Planes 7an angel, de*il,
etc.9 to aid the )earer for 1 day. 7:f the )earer
uses the bead of su!!ons to summon a deityCs
emissary fri*olously, the deity takes that
characterCs items and places a eas upon him as
punishment at the *ery least.9
Bead of
#ind
#al"in
4earer can cast #ind #al"$
" lesser strand of prayer beads has a bead of blessin and a
bead of healin. " strand of prayer beads has a bead of
healin, a bead of "ar!a, and a bead of s!itin. " reater
strand of prayer beads has a bead of healin, a bead of
"ar!a, a bead of su!!ons, and a bead of #ind #al"in.
+ach special #ead can #e used once per day, except for the
bead of su!!ons, )hich )orks only once and then #ecomes
Page 5,,
nonmagical. he beads of blessin, s!itin, and #ind
#al"in function as spell trigger items8 the beads of "ar!a
and su!!ons can #e acti*ated #y any character capa#le of
casting di*ine spells. he o)ner need not hold or )ear the
strand of prayer beads in any specific location, as long as he
carries it some)here on his person.
he po)er of a special #ead is lost if it is remo*ed from the
strand. 'educe the price of a strand of prayer #eads that is
missing one or more #eads #y the follo)ing amountsB bead
of blessin H0;; gp, bead of healin H2,;;; gp, bead of
"ar!a H&;,;;; gp, bead of s!itin H10,%;; gp, bead of
su!!ons H&;,;;; gp, bead of #ind #al"in H/0,%;; gp.
Con#truction
Re>uirement# Craft 4ondrous :tem and one of the
follo)ing spells per #ead, as appropriateB bless *blessin-J
cure serious #ounds, re!o%e blindness= deafness, or re!o%e
disease *healin-J rihteous !iht *"ar!a-J ate *su!!ons-J
chaos ha!!er, holy s!ite, order(s #rath, or unholy bliht
*s!itin-, #ind #al" *#ind #al"in-J Co#t /,%;; gp 7lesser9,
&&,2;; gp 7standard9, /!,2;; gp 7greater9
'u#taining 'poon
.ura faint con?uration8 C1 5th
'lot K8 Price 5,/;; gp8 Aeight K
De#cription
:f this unremarka#le appearing utensil is placed in an empty
container, the *essel fills )ith a thick, pasty gruel. "lthough
the gruel tastes like )arm, )et card#oard, it is highly
nourishing and contains e*erything necessary to sustain any
her#i*orous, omni*orous, or carni*orous creature. he spoon
can produce sufficient gruel each day to feed up to four
humans.
Con#truction
Re>uirement# Craft 4ondrous :tem, create food and #aterJ
Co#t &,!;; gp
,ome of Clear ,hought
.ura strong e*ocation 7if !iracle is used98 C1 1!th
'lot K8 Price &!,5;; gp 7G19, 55,;;; gp 7G&9, %&,5;; gp
7G,9, 11;,;;; gp 7G/9, 1,!,5;; gp 7G598 Aeight 5 l#s.
De#cription
his hea*y #ook contains instruction on impro*ing memory
and logic, #ut ent)ined )ithin the )ords is a po)erful
magical effect. :f anyone reads this #ook, )hich takes a total
of /% hours o*er a minimum of 0 days, she gains an inherent
#onus from G1 to G5 7depending on the type of tome9 to her
:ntelligence score. Once the #ook is read, the magic
disappears from the pages and it #ecomes a normal #ook.
Con#truction
Re>uirement# Craft 4ondrous :tem, !iracle or #ishJ Co#t
&0,&5; gp 7G19, 5&,5;; gp 7G&9, !%,!5; gp 7G,9, 1;5,;;; gp
7G/9, 1,1,&5; gp 7G59
,ome of 1eader#hip and -nfluence
.ura strong e*ocation 7if !iracle is used98 C1 1!th
'lot K8 Price &!,5;; gp 7G19, 55,;;; gp 7G&9, %&,5;; gp
7G,9, 11;,;;; gp 7G/9, 1,!,5;; gp 7G598 Aeight 5 l#s.
De#cription
his ponderous #ook details suggestions for persuading and
inspiring others, #ut ent)ined )ithin the )ords is a po)erful
magical effect. :f anyone reads this #ook, )hich takes a total
of /% hours o*er a minimum of 0 days, he gains an inherent
#onus from G1 to G5 7depending on the type of tome9 to his
Charisma score. Once the #ook is read, the magic disappears
from the pages and it #ecomes a normal #ook.
Con#truction
Re>uirement# Craft 4ondrous :tem, !iracle or #ishJ Co#t
&0,&5; gp 7G19, 5&,5;; gp 7G&9, !%,!5; gp 7G,9, 1;5,;;; gp
7G/9, 1,1,&5; gp 7G59
,ome of Hnder#tanding
.ura strong e*ocation 7if !iracle is used98 C1 1!th
'lot K8 Price &!,5;; gp 7G19, 55,;;; gp 7G&9, %&,5;; gp
7G,9, 11;,;;; gp 7G/9, 1,!,5;; gp 7G598 Aeight 5 l#s.
De#cription
his thick #ook contains tips for impro*ing instinct and
perception, #ut ent)ined )ithin the )ords is a po)erful
magical effect. :f anyone reads this #ook, )hich takes a total
of /% hours o*er a minimum of 0 days, she gains an inherent
#onus from G1 to G5 7depending on the type of tome9 to her
4isdom score. Once the #ook is read, the magic disappears
from the pages and it #ecomes a normal #ook.
Con#truction
Re>uirement# Craft 4ondrous :tem, !iracle or #ishJ Co#t
&0,&5; gp 7G19, 5&,5;; gp 7G&9, !%,!5; gp 7G,9, 1;5,;;; gp
7G/9, 1,1,&5; gp 7G59
Hnguent of ,imele##ne##
.ura faint transmutation8 C1 ,rd
'lot K8 Price 15; gp8 Aeight K
De#cription
4hen applied to any matter that )as once ali*e, such as
)ood, paper, or a dead #ody, this ointment allo)s that
su#stance to resist the passage of time. +ach year of actual
Page 5,/
time affects the su#stance as if only a day had passed. he
coated o#?ect gains a G1 resistance #onus on all sa*ing
thro)s. he unguent ne*er )ears off, although it can #e
magically remo*ed 7#y dispelling the effect, for instance9.
One flask contains enough material to coat eight Medium or
smaller o#?ects. " =arge o#?ect counts as t)o Medium
o#?ects, and a -uge o#?ect counts as four Medium o#?ects.
Con#truction
Re>uirement# Craft 4ondrous :tem, entle repose8 Co#t !5
gp
Hniver#al 'olvent
.ura faint transmutation8 C1 ,rd
'lot K8 Price 5; gp8 Aeight K
De#cription
his su#stance has the uni6ue property of #eing a#le to
dissol*e so%erein lue, tanglefoot #ags, and all other
adhesi*es. "pplying the sol*ent is a standard action.
Con#truction
Re>uirement# Craft 4ondrous :tem, acid arro#J Co#t &5 gp
De#t of 2#cape
.ura faint con?uration and transmutation8 C1 /th
'lot chest8 Price 5,&;; gp8 Aeight K
De#cription
-idden )ithin secret pockets of this simple silk *est are
magic lockpicks that pro*ide a G/ competence #onus on
(isa#le (e*ice checks. he *est also grants its )earer a G0
competence #onus on +scape "rtist checks.
Con#truction
Re>uirement# Craft 4ondrous :tem, "noc", reaseJ Co#t
&,0;; gp
De#tment, Druid%#
.ura moderate transmutation8 C1 1;th
'lot #ody8 Price ,,!5; gp8 Aeight K
De#cription
his light garment is )orn o*er normal clothing or armor.
Most such *estments are green, em#roidered )ith plant or
animal motifs. 4hen this item is )orn #y a character )ith
the )ild shape a#ility, the character can use that a#ility one
additional time each day.
Con#truction
Re>uirement# Craft 4ondrous :tem, poly!orph or )ild
shape a#ility8 Co#t 1,,!5 gp
Aell of !any Aorld#
.ura strong con?uration8 C1 1!th
'lot K8 Price %&,;;; gp8 Aeight K
De#cription
his strange, interdimensional de*ice looks ?ust like a
portable hole. "nything placed )ithin it is immediately cast
to another )orldKa parallel )orld, another planet, or a
different plane 7chosen randomly9. :f the )ell is mo*ed, it
opens to a ne) plane 7also randomly determined9. :t can #e
picked up, folded, or rolled, ?ust as a portable hole can #e.
O#?ects from the )orld the )ell touches can come through
the opening ?ust as easilyKit is a t)o.)ay portal.
Con#truction
Re>uirement# Craft 4ondrous :tem, ateJ Co#t /1,;;; gp
Aind &an
.ura faint e*ocation8 C1 5th
'lot K8 Price 5,5;; gp8 Aeight K
De#cription
" #ind fan appears to #e nothing more than a )ood and
papyrus or cloth instrument )ith )hich to create a cooling
#reeze. 1y uttering the command )ord, its possessor causes
the fan to duplicate a ust of #ind spell. he fan can #e used
once per day )ith no risk. :f it is used more fre6uently, there
is a &;I cumulati*e chance per usage during that day that
the de*ice tears into useless, nonmagical tatters.
Con#truction
Re>uirement# Craft 4ondrous :tem, ust of #indJ Co#t
&,!5; gp
Aing# of &lying
.ura moderate transmutation8 C1 1;th
'lot shoulders8 Price 5/,;;; gp8 Aeight & l#s.
De#cription
" pair of these )ings might appear to #e nothing more than a
plain cloak of old, #lack cloth, or they could #e as elegant as
a long cape of #lue feathers. 4hen the )earer speaks the
command )ord, the cloak turns into a pair of #at or #ird
)ings that empo)er her to fly )ith a speed of 0; feet
7a*erage maneu*era#ility9, also granting a G5 competence
#onus on 3ly skill checks.
Con#truction
Re>uirement# Craft 4ondrous :tem, flyJ Co#t &!,;;; gp
Page 5,5
Intelligent Items
Table 1@-2A: 0ntellient 0te! Alin!ent
dS .lignment of -tem
;1H1; Chaotic good
11H&; Chaotic neutralP
&1H,5 Chaotic e*il
,0H/5 Aeutral e*ilP
/0H55 =a)ful e*il
50H!; =a)ful good
!1H%; =a)ful neutralP
%1H2; Aeutral goodP
21H1;; Aeutral
P he item can also #e used #y any character )hose
alignment corresponds to the non.neutral portion of the
itemCs alignment.
Table 1@-2B: 0ntellient 0te! Ability Scores
'core a#e Price !odifier 2go !odifier
1; K K
11 G&;; gp K
1& G5;; gp G1
1, G!;; gp G1
1/ G1,;;; gp G&
15 G1,/;; gp G&
10 G&,;;; gp G,
1! G&,%;; gp G,
1% G/,;;; gp G/
12 G5,&;; gp G/
&; G%,;;; gp G5
Table 1@-2C: 0ntellient 0te! Senses and
Co!!unication
.bility a#e Price !odifier 2go !odifier
+mpathy K K
$peech G5;; gp K
elepathy G1,;;; gp G1
$enses 7,; ft.9 K K
$enses 70; ft.9 G5;; gp K
$enses 71&; ft.9 G1,;;; gp K
(ark*ision G5;; gp K
1lindsense G5,;;; gp G1
'ead languages G1,;;; gp G1
.bility a#e Price !odifier 2go !odifier
.ead !aic G&,;;; gp G1
Table 1@-3D: 0ntellient 0te! Po#ers
dS -tem Po6er
a#e Price
!odifier
2go
!odifier
;1H1;
:tem can cast a ;.le*el spell
at )ill
G1,;;; gp G1
11H&;
:tem can cast a 1st.le*el
spell ,@day
G1,&;; gp G1
&1H&5
:tem can use !aic aura on
itself at )ill
G&,;;; gp G1
&0H,5
:tem can cast a &nd.le*el
spell 1@day
G&,/;; gp G1
,0H/5
:tem has 5 ranks in one
skillP
G&,5;; gp G1
/0H5;
:tem can sprout lim#s and
mo*e )ith a speed of 1;
feet
G5,;;; gp G1
51H55
:tem can cast a ,rd.le*el
spell 1@day
G0,;;; gp G1
50H0;
:tem can cast a &nd.le*el
spell ,@day
G!,&;; gp G1
01H!;
:tem has 1; ranks in one
skillP
G1;,;;; gp G&
!1H!5
:tem can change shape into
one other form of the same
size
G1;,;;; gp G&
!0H%;
:tem can fly, as per the spell,
at a speed of ,; feet
G1;,;;; gp G&
%1H%5
:tem can cast a /th.le*el
spell 1@day
G11,&;; gp G&
%0H2;
:tem can teleport itself
1@day
G15,;;; gp G&
21H25
:tem can cast a ,rd.le*el
spell ,@day
G1%,;;; gp G&
20H1;;
:tem can cast a /th.le*el
spell ,@day
G,,,0;; gp G&
P :ntelligent items can only possess :ntelligence., 4isdom.,
or Charisma.#ased skills, unless they also possess some
form of a#ility to mo*e.
Table 1@-31: 0ntellient 0te! Purpose
dS Purpo#e
2go
!odifier
;1H&;
(efeat@slay diametrically opposed
alignmentP
G&
&1H,; (efeat@slay arcane spellcasters 7including G&
Page 5,0
dS Purpo#e
2go
!odifier
spellcasting monsters and those that use
spell.like a#ilities9
,1H/;
(efeat@slay di*ine spellcasters 7including
di*ine entities and ser*itors9
G&
/1H5; (efeat@slay non.spellcasters G&
51H55
(efeat@slay a particular creature type 7see
the bane special a#ility for choices9
G&
50H0;
(efeat@slay a particular race or kind of
creature
G&
01H!;
(efend a particular race or kind of
creature
G&
!1H%;
(efeat@slay the ser*ants of a specific
deity
G&
%1H2;
(efend the ser*ants and interests of a
specific deity
G&
21H25
(efeat@slay all 7other than the item and
the )ielder9
G&
20H1;; Choose one G&
P he purpose of the neutral 7A9 *ersion of this item is to
preser*e the #alance #y defeating@slaying po)erful #eings of
the extreme alignments 7=G, =+, CG, C+9.
Table 1@-32: Special Purpose 0te! 'edicated
Po#ers
dS Dedicated Po6er
a#e Price
!odifier
2go
!odifier
;1H&;
:tem can detect any special
purpose foes )ithin 0; feet
G1;,;;; gp G1
&1H,5
:tem can use a /th.le*el
spell at )ill
G50,;;; gp G&
,0H5;
4ielder gets G& luck #onus
on attacks, sa*es, and
checks
G%;,;;; gp G&
51H05
:tem can use a 5th.le*el
spell at )ill
G2;,;;; gp G&
00H%;
:tem can use a 0th.le*el
spell at )ill
G1,&,;;; gp G&
%1H25
:tem can use a !th.le*el
spell at )ill
G1%&,;;; gp G&
20H1;;
:tem can use true
resurrection on )ielder,
once per month
G&;;,;;; gp G&
Magic items sometimes ha*e intelligence of their o)n.
Magically im#ued )ith sentience, these items think and feel
the same )ay characters do and should #e treated as APCs.
:ntelligent items ha*e extra a#ilities and sometimes
extraordinary po)ers and special purposes. Only permanent
magic items 7as opposed to single.use items or those )ith
charges9 can #e intelligent. 7his means that potions, scrolls,
and )ands, among other items, are ne*er intelligent.9 :n
general, less than 1I of magic items ha*e intelligence.
:ntelligent items can actually #e considered creatures #ecause
they ha*e :ntelligence, 4isdom, and Charisma scores. reat
them as constructs. :ntelligent items often ha*e the a#ility to
illuminate their surroundings at )ill 7as magic )eapons do98
many cannot see other)ise.
5nlike most magic items, intelligent items can acti*ate their
o)n po)ers )ithout )aiting for a command )ord from their
o)ner. :ntelligent items act during their o)nerCs turn in the
initiati*e order.
De#igning an -ntelligent -tem
Creating a magic item )ith intelligence follo)s these simple
guidelines. :ntelligent items must ha*e an alignment, mental
a#ility scores, languages, senses, and at least one other
special a#ility. hese statistics and a#ilities can #e impro*ed
during creation, increasing the itemCs o*erall cost. Many of
these a#ilities add to an itemCs +go score. :ntelligent items
)ith high +go scores are difficult to control and can
sometimes take control of their o)ner, making them
dangerous to possess.
"n intelligent magic item has a #ase price increase of 5;;
gp. 4hen determining the total *alue of an intelligent item,
add this *alue to the sum of the prices of all of its additional
a#ilities gained through #eing intelligent, #efore adding them
to the magic itemCs #ase price.
-ntelligent -tem .lignment
"ny item )ith intelligence has an alignment 7see a#leB
:ntelligent :tem "lignment9. Aote that intelligent )eapons
already ha*e alignments, either stated or #y implication. :f
youCre generating a random intelligent )eapon, that )eaponCs
alignment must fit )ith any alignment.oriented special
a#ilities it has.
"ny character )hose alignment does not correspond to that
of the item 7except as noted #y the asterisks on the ta#le9
gains one negati*e le*el if he or she so much as picks up the
item. "lthough this negati*e le*el ne*er results in actual
le*el loss, it remains as long as the item is in hand and
cannot #e o*ercome in any )ay 7including #y restoration
spells9. his negati*e le*el is cumulati*e )ith any other
penalties the item might place on inappropriate )ielders.
:tems )ith +go scores 7see #elo)9 of &; to &2 #esto) t)o
negati*e le*els. :tems )ith +go scores of ,; or higher #esto)
three negati*e le*els.
Page 5,!
-ntelligent -tem .bility 'core#
:ntelligent magic items possess all three mental a#ility
scoresB :ntelligence, 4isdom, and Charisma. +ach one of
these a#ility scores #egins at a *alue of 1;, #ut can #e
increased to as high as &;. a#leB :ntelligent :tem "#ility
$cores sho)s the cost to increase one of the itemCs a#ility
scores. his cost must #e paid for each a#ility score raised
a#o*e 1;. 3or example, an intelligent magic item )ith a 15
:ntelligence, 1& 4isdom, and 1; Charisma )ould cost at
least &,/;; gp more than the #ase item 7including the 5;; gp
for #eing an intelligent item9.
1anguage# 'po"en by -tem
=ike a character, an intelligent item understands Common
plus one additional language per point of :ntelligence #onus.
Choose appropriate languages, taking into account the itemCs
origin and purposes. :f the item does not possess speech, it
can still read and understand the languages it kno)s.
'en#e# and Communication
+*ery intelligent magic item #egins )ith the a#ility to see
and hear )ithin ,; feet, as )ell as the a#ility to communicate
empathically )ith its o)ner. +mpathy only allo)s the item to
encourage or discourage certain actions through urges and
emotions. "dditional forms of communication and #etter
senses increase the itemCs cost and +go score, as noted on
a#leB :ntelligent :tem $enses and Communication.
2mpathy /'u0B +mpathy allo)s the item to encourage or
discourage certain actions #y communicating emotions and
urges. :t does not allo) for *er#al communication.
'peech /'u0B "n intelligent item )ith the capa#ility for
speech can talk using any of the languages it kno)s.
,elepathy /'u0B elepathy allo)s an intelligent item to
communicate )ith its )ielder telepathically, regardless of its
kno)n languages. he )ielder must #e touching the item to
communicate in this )ay.
'en#e#B $enses allo) an intelligent magic item to see and
hear out to the listed distance. "dding dark*ision or
#lindsense allo)s the item to use those senses out to the
same range as the itemCs #ase senses.
Read 1anguage# /230B he item can read script in any
language, regardless of its kno)n languages.
0ead /agic /'p0B "n intelligent magic item )ith this a#ility
can read magical )ritings and scrolls as if through read
!aic$ his a#ility does not allo) the magic item to acti*ate
scrolls or other items. "n intelligent magic item can suppress
and resume this a#ility as a free action.
-ntelligent -tem Po6er#
+ach intelligent item should possess at least one po)er,
although more po)erful items might possess a host of
po)ers. o find the itemCs specific po)ers, choose or roll on
a#leB :ntelligent :tem Po)ers. "ll po)ers function at the
direction of the item, although intelligent items generally
follo) the )ishes of their o)ner. "cti*ating a po)er or
concentrating on an acti*e one is a standard action the item
takes. he caster le*el for these effects is e6ual to the itemCs
caster le*el. $a*e (Cs are #ased off the itemCs highest mental
a#ility score.
'pecial Purpo#e -tem#
$ome intelligent items ha*e special purposes that guide their
actions. :ntelligent magic items )ith a special purpose gain a
G& +go #onus. "n itemCs purpose must suit the type and
alignment of the item and should al)ays #e treated
reasona#ly. " purpose of Ddefeat@slay arcane spellcastersF
doesnCt mean that the s)ord forces the )ielder to kill e*ery
)izard she sees. Aor does it mean that the s)ord #elie*es it
is possi#le to kill e*ery )izard, sorcerer, and #ard in the
)orld. :t does mean that the item hates arcane spellcasters
and )ants to #ring the local )izardsC ca#al to ruin, as )ell as
end the rule of a sorcerer.6ueen in a near#y land. =ike)ise, a
purpose of Ddefend el*esF doesnCt mean that if the )ielder is
an elf, he only )ants to help the )ielder. :t means that the
item )ants to #e used in furthering the cause of el*es,
stamping out their enemies and aiding their leaders. "
purpose of Ddefeat@slay allF isnCt ?ust a matter of self.
preser*ation. :t means that the item )onCt rest 7or let its
)ielder rest9 until it places itself a#o*e all others.
a#leB :ntelligent :tem Purpose has a num#er of sample
purposes that a magic item might possess. :f the )ielder
specifically ignores or goes against an intelligent itemCs
special purpose, the item gains a G/ #onus to its +go until the
)ielder cooperates. his is in addition to the G& +go #onus
gained #y items )ith a special purpose.
Dedicated Po6er#
" dedicated po)er operates only )hen an intelligent item is
in pursuit of its special purpose. his determination is al)ays
made #y the item. :t should al)ays #e easy and
straightfor)ard to see ho) the ends ?ustify the means. 5nlike
its other po)ers, an intelligent item can refuse to use its
dedicated po)ers e*en if the o)ner is dominant 7see :tems
"gainst Characters9. he caster le*el for these effects is
e6ual to the itemCs caster le*el. $a*e (Cs are #ased on the
itemCs highest mental a#ility score. $ee a#leB $pecial
Purpose :tem (edicated Po)ers for a list of dedicated
po)ers.
Page 5,%
-tem 2go
+go is a measure of the total po)er and force of personality
that an item possesses. "n itemCs +go score is the sum of all
of its +go modifiers plus an additional #onus for the cost of
the #ase magic item 7excluding the cost of all of the
intelligent item enhancements9. "n itemCs +go score helps
determine )hether the item or the character is dominant in
their relationship, as detailed #elo).
a#e !agic -tem Dalue 2go !odifier
5p to 1,;;; gp K
1,;;1 gp to 5,;;; gp G1
5,;;1 gp to 1;,;;; gp G&
1;,;;1 gp to &;,;;; gp G,
&;,;;1 gp to 5;,;;; gp G/
5;,;;1 gp to 1;;,;;; gp G0
1;;,;;1 gp to &;;,;;; gp G%
&;;,;;1 gp and higher G1&
-tem# again#t Character#
4hen an item has an +go of its o)n, it has a )ill of its o)n.
he item is a#solutely true to its alignment. :f the character
)ho possesses the item is not true to that alignmentCs goals or
the itemCs special purpose, personality conflictKitem against
characterKresults. $imilarly, any item )ith an +go score of
&; or higher al)ays considers itself superior to any character,
and a personality conflict results if the possessor does not
al)ays agree )ith the item.
4hen a personality conflict occurs, the possessor must make
a 4ill sa*ing thro) 7(C S itemCs +go9. :f the possessor
succeeds, she is dominant. :f she fails, the item is dominant.
(ominance lasts for 1 day or until a critical situation occurs
7such as a ma?or #attle, a serious threat to either the item or
the character, and so on9. $hould an item gain dominance, it
resists the characterCs desires and demands concessions such
as any of the follo)ingB
'emo*al of associates or items )hose alignment or
personality is distasteful to the item.
he character di*esting herself of all other magic
items or items of a certain type.
O#edience from the character so the item can direct
)here they go for its o)n purposes.
:mmediate seeking out and slaying of creatures
hateful to the item.
Magical protections and de*ices to safeguard the
item from molestation )hen it is not in use.
hat the character carry the item )ith her on all
occasions.
hat the character relin6uish the item to a more
suita#le possessor due to alignment differences or
conduct.
:n extreme circumstances, the item can resort to e*en harsher
measures, such as the follo)ingB
3orce its possessor into com#at.
'efuse to strike opponents.
$trike at its )ielder or her associates.
3orce its possessor to surrender to an opponent.
Cause itself to drop from the characterCs grasp.
Aaturally, such actions are unlikely )hen harmony reigns
#et)een the characterCs and itemCs alignments or )hen their
purposes and personalities are )ell matched. +*en so, an
item might )ish to ha*e a lesser character possess it in order
to easily esta#lish and maintain dominance o*er him, or a
higher.le*el possessor so as to #etter accomplish its goals.
"ll magic items )ith personalities desire to play an
important role in )hate*er acti*ity is under )ay, particularly
com#at. $uch items are natural ri*als, e*en )ith others of the
same alignment. Ao intelligent item )ants to share its
)ielder )ith others. "n intelligent item is a)are of the
presence of any other intelligent item )ithin 0; feet, and
most intelligent items try their #est to mislead or distract
their host so that she ignores or destroys the ri*al. Of course,
alignment might change this sort of #eha*ior.
:tems )ith personalities are ne*er totally controlled or
silenced #y the characters that possess them, e*en though
they may ne*er successfully control their possessors. hey
may #e po)erless to force their demands, #ut most remain
undaunted and continue to air their )ishes and demands.
C%rsed Items
Table 1@-33: Co!!on 0te! Curses
dS Cur#e
;1H15 (elusion
10H,5 Opposite effect or target
,0H/5 :ntermittent functioning
dS Cur#e
/0H0; 'e6uirement
01H!5 (ra)#ack
!0H2; Completely different effect
21H1;;
$u#stitute specific cursed item on a#leB $pecific
Cursed :tems
Cursed items are magic items )ith some sort of potentially
Page 5,2
negati*e impact. Occasionally they mix #ad )ith good,
forcing characters to make difficult choices. Cursed items are
almost ne*er made intentionally. :nstead they are the result
of rushed )ork, inexperienced crafters, or a lack of proper
components. 4hile many of these items still ha*e functions,
they either do not )ork as intended or come )ith serious
dra)#acks. 4hen a magic item creation skill check fails #y 5
or more, roll on a#leB Common :tem Curses to determine
the type of curse possessed #y the item.
-dentifying Cur#ed -tem#B Cursed items are identified like
any other magic item )ith one exceptionB unless the check
made to identify the item exceeds the (C #y 1; or more, the
curse is not detected. :f the check is not made #y 1; or more,
#ut still succeeds, all that is re*ealed is the magic itemCs
original intent. :f the item is kno)n to #e cursed, the nature
of the curse can #e determined using the standard (C to
identify the item.
Removing Cur#ed -tem#B 4hile some cursed items can #e
simply discarded, others force a compulsion upon the user to
keep the item, no matter the costs. Others reappear e*en if
discarded or are impossi#le to thro) a)ay. hese items can
only #e discarded after the character or item is targeted #y a
re!o%e curse or similar magic. he (C of the caster le*el
check to undo the curse is e6ual to 1; G the itemCs caster
le*el. :f the spell is successful, the item can #e discarded on
the follo)ing round, #ut the curse reasserts itself if the item
is used again.
Common Cur#ed -tem 2ffect#
he follo)ing are some of the most common cursed item
effects. GMs should feel free to in*ent ne) cursed item
effects to fit specific items.
Delu#ionB he user #elie*es the item is )hat it appears to #e,
yet it actually has no magical po)er other than to decei*e.
he user is mentally fooled into thinking the item is
functioning and cannot #e con*inced other)ise )ithout the
casting of re!o%e curse.
Fppo#ite 2ffect or ,argetB hese cursed items malfunction,
so that either they do the opposite of )hat the creator
intended, or they target the user instead of someone else. he
interesting point to keep in mind here is that these items
arenCt al)ays #ad to ha*e. Opposite.effect items include
)eapons that impose penalties on attack and damage rolls
rather than #onuses. Oust as a character shouldnCt necessarily
immediately kno) )hat the enhancement #onus of a
noncursed magic item is, she shouldnCt immediately kno)
that a )eapon is cursed. Once she kno)s, ho)e*er, the item
can #e discarded unless some sort of compulsion is placed
upon it that compels the )ielder to keep and use it. :n such
cases, a re!o%e curse spell is generally needed to get rid of
the item.
-ntermittent &unctioningB he three *arieties of intermittent
functioning items all function perfectly as intendedKat least
some of the time. he three *arieties are unrelia#le,
dependent, and uncontrolled items.
6nreliableB +ach time the item is acti*ated, there is a 5I
chance 7;1H;5 on dI9 that it does not function.
'ependentB he item only functions in certain situations. o
determine the situation, select or roll on the follo)ing ta#le.
dS 'ituation
;1H;, emperature #elo) freezing
;/H;5 emperature a#o*e freezing
;0H1; (uring the day
11H15 (uring the night
10H&; :n direct sunlight
&1H&5 Out of direct sunlight
&0H,/ 5nder)ater
,5H,! Out of )ater
,%H/5 5nderground
/0H55 "#o*eground
50H0; 4ithin 1; feet of a random creature type
01H0/ 4ithin 1; feet of a random race or kind of creature
05H!& 4ithin 1; feet of an arcane spellcaster
!,H%; 4ithin 1; feet of a di*ine spellcaster
%1H%5 :n the hands of a nonspellcaster
%0H2; :n the hands of a spellcaster
21H25 :n the hands of a creature of a particular alignment
20 :n the hands of a creature of a particular gender
2!H22
On holy days or during particular astrological
e*ents
1;; More than 1;; miles from a particular site
6ncontrolledB "n uncontrolled item occasionally acti*ates at
random times. 'oll dI e*ery day. On a result of ;1H;5 the
item acti*ates at some random point during that day.
Re>uirementB $ome items ha*e stringent re6uirements that
must #e met for them to #e usa#le. o keep an item )ith this
kind of curse functioning, one or more of the follo)ing
conditions must #e met.
Character must eat t)ice as much as normal.
Character must sleep t)ice as much as normal.
Character must undergo a specific 6uest 7one time
only, and the item functions normally thereafter9.
Character must sacrifice 7destroy9 1;; gp in
*alua#les per day.
Character must sacrifice 7destroy9 &,;;; gp )orth of
magic items each )eek.
Character must s)ear fealty to a particular no#le or
to his entire family.
Page 5/;
Character must discard all other magic items.
Character must )orship a particular deity.
Character must change her name to a specific name.
he item only )orks for characters of that name.
Character must add a specific class at the next
opportunity if not of that class already.
Character must ha*e a minimum num#er of ranks in
a particular skill.
Character must sacrifice some part of her life energy
7& points of Constitution9 one time. :f the character
gets the Constitution points #ack 7such as from a
restoration spell9, the item ceases functioning. 7he
item does not cease functioning if the character
recei*es a Constitution increase caused #y le*el
gain, a #ish, or the use of a magic item.9
:tem must #e cleansed )ith holy )ater each day.
:tem must #e used to kill a li*ing creature each day.
:tem must #e #athed in *olcanic la*a once per
month.
:tem must #e used at least once a day, or it )onCt
function again for its current possessor.
:tem must dra) #lood )hen )ielded 7)eapons
only9. :t canCt #e put a)ay or exchanged for another
)eapon until it has scored a hit.
:tem must ha*e a particular spell cast upon it each
day 7such as bless, atone!ent, or ani!ate ob:ects9.
'e6uirements are so dependent upon suita#ility to the item
that they should ne*er #e determined randomly. "n
intelligent item )ith a re6uirement often imposes its
re6uirement through its personality. :f the re6uirement is not
met, the item ceases to function. :f it is met, usually the item
functions for one day #efore the re6uirement must #e met
again 7although some re6uirements are one time only, others
monthly, and still others continuous9.
Dra6bac"B :tems )ith dra)#acks are usually still #eneficial
to the possessor #ut carry some negati*e aspect. "lthough
sometimes dra)#acks occur only )hen the item is used 7or
held, in the case of some )eapons9, usually the dra)#ack
remains )ith the character for as long as she has the item.
5nless other)ise indicated, dra)#acks remain in effect as
long as the item is possessed. he (C to sa*e against any of
these effects is usually e6ual to 1; G the itemCs caster le*el.
dS Dra6bac"
;1H;/ CharacterCs hair gro)s 1 inch longer e*ery hour.
;5H;2
Character either shrinks 0 inches 7;1H5; on dI9 or
gro)s that much taller 751H1;;9. Only happens once.
1;H1, emperature around item is 1;W 3 cooler than normal.
1/H1!
emperature around item is 1;W 3 )armer than
normal.
dS Dra6bac"
1%H&1 CharacterCs hair color changes.
&&H&5 CharacterCs skin color changes.
&0H&2
Character no) #ears some identifying mark 7tattoo,
)eird glo), or the like9.
,;H,& CharacterCs gender changes.
,,H,/ CharacterCs race or kind changes.
,5
Character is afflicted )ith a random disease that
cannot #e cured.
,0H,2
:tem continually emits a distur#ing sound 7moaning,
)eeping, screaming, cursing, insults9.
/;
:tem looks ridiculous 7garishly colored, silly shape,
glo)s #right pink9.
/1H/5 Character #ecomes selfishly possessi*e.
/0H/2
Character #ecomes paranoid a#out losing the item
and afraid of damage occurring to it.
5;H51 CharacterCs alignment changes.
5&H5/
Character must attack nearest creature 75I chance
T;1H;5 on dIU each day9.
55H5!
Character is stunned for 1d/ rounds once item
function is finished 7or randomly, 1@day9.
5%H0;
CharacterCs *ision is #lurry 7H& penalty on attack
rolls, sa*es, and skill checks re6uiring *ision9.
01H0/ Character gains one negati*e le*el.
05 Character gains t)o negati*e le*els.
00H!;
Character must make a 4ill sa*e each day or take 1
point of :ntelligence damage.
!1H!5
Character must make a 4ill sa*e each day or take 1
point of 4isdom damage.
!0H%;
Character must make a 4ill sa*e each day or take 1
point of Charisma damage.
%1H%5
Character must make a 3ortitude sa*e each day or
take 1 point of Constitution damage.
%0H2;
Character must make a 3ortitude sa*e each day or
take 1 point of $trength damage.
21H25
Character must make a 3ortitude sa*e each day or
take 1 point of (exterity damage.
20
Character is polymorphed into a specific creature
75I chance T;1H;5 on dIU each day9.
2! Character cannot cast arcane spells.
2% Character cannot cast di*ine spells.
22 Character cannot cast any spells.
1;;
+ither pick one of the a#o*e thatCs appropriate or
create a dra)#ack specifically for that item.
Page 5/1
Specific Cursed Items
Table 1@-37: Specific Cursed 0te!s
dS -tem
;1H;5 0ncense of obsession
;0H15 .in of clu!siness
10H&; A!ulet of inescapable location
&1H&5 Stone of #eiht
&0H,; Bracers of defenselessness
,1H,5 /auntlets of fu!blin
,0H/; H2 s#ord, cursed
/1H/, Ar!or of rae
//H/0 Medallion of thouht pro:ection
/!H5& )las" of curses
5,H5/ 'ust of snee<in and cho"in
55 5el! of opposite alin!ent
50H0; Potion of poison
01 Broo! of ani!ated attac"
0&H0, .obe of po#erlessness
0/ 2acuous ri!oire
05H0% Spear, cursed bac"biter
02H!; Ar!or of arro# attraction
!1H!& 3et of snarin
!,H!5 Ba of de%ourin
!0H%; Mace of blood
%1H%5 .obe of %er!in
%0H%% Periapt of foul rottin
%2H2& S#ord, berser"in
2,H20 Boots of dancin
2! Crystal hypnosis ball
2% 3ec"lace of stranulation
22 Poisonous cloa"
1;; Scarab of death
Perhaps the most dangerous and insidious of all cursed items
are those )hose intended functions are completely replaced
#y a curse. Jet e*en these items can ha*e their uses,
particularly as traps or )eapons. he follo)ing are pro*ided
as specific examples of cursed items. :nstead of
prere6uisites, each cursed item is associated )ith one or
more ordinary magic items )hose creation might result in the
cursed item. Cursed items can #e sold, if the curse is not
kno)n to the #uyer, as if they )ere the item they appear to
#e.
Cursed suits of armor and )eapons can come in many forms,
and the examples listed here are merely the most common.
3or example, a cursed H2 s#ord, might appear as a K3
shorts#ord or a K1 daer, )ith a similar negati*e instead of
the listed H&.
.mulet of -ne#capable 1ocation
.ura moderate a#?uration8 C1 1;th
'lot neck8 Aeight 1@& l#.
De#cription
his de*ice appears to pre*ent location, scrying and
detection, or influence #y detect thouhts or telepathy, as per
an a!ulet of proof aainst detection and location. "ctually,
the amulet gi*es the )earer a H1; penalty on all sa*es against
di*ination spells.
Creation
!agic -tem# a!ulet of proof aainst detection and location
.rmor of .rro6 .ttraction
.ura strong a#?uration8 C1 10th
'lot #ody8 Aeight 5; l#s.
De#cription
Magical analysis indicates that this armor is a normal suit of
K3 full plate$ he armor )orks normally )ith regard to
melee attacks #ut actually attracts ranged )eapons. he
)earer takes a H15 penalty to "C against ranged )eapons.
he true nature of the armor does not re*eal itself until the
character is fired upon in earnest.
Creation
!agic -tem# K3 full plate
.rmor of Rage
.ura strong necromancy8 C1 10th
'lot #ody8 Aeight 5; l#s.
De#cription
his armor is similar in appearance to ar!or of co!!and
and functions as a suit of K1 full plate. -o)e*er, )hen it is
)orn, the armor causes the character to take a H/ penalty to
Charisma. "ll unfriendly characters )ithin ,;; feet ha*e a
G1 morale #onus on attack rolls against her. he effect is not
noticea#le to the )earer or those affected. :n other )ords, the
)earer does not immediately notice that donning the armor is
the cause of her pro#lems, nor do foes understand the reason
for the depth of their enmity.
Creation
!agic -tem# ar!or of co!!and, K1 full plate
Page 5/&
ag of Devouring
.ura strong con?uration8 C1 1!th
'lot none8 Aeight 15 l#s.
De#cription
his #ag appears to #e an ordinary sack. (etection for
magical properties makes it seem as if it )ere a ba of
holdin. he sack is, ho)e*er, something entirely different
and more insidious. :t isKin fact, one of the feeding orifices
of an extradimensional creature.
"ny su#stance of animal or *egeta#le nature is su#?ect to
Ds)allo)ingCC if thrust )ithin the #ag. he ba of de%ourin
is 2;I likely to ignore any initial intrusion, #ut anytime
thereafter that it senses li*ing flesh )ithin 7such as if
someone reaches into the #ag to pull something out9, it is
0;I likely to close around the offending mem#er and
attempt to dra) the )hole *ictim in. he #ag has a G% #onus
on com#at maneu*er checks made to grapple. :f it pins a
creature, it pulls them inside as a free action. he #ag has
CM( of 1% for those attempting to #reak free.
he #ag can hold up to ,; cu#ic feet of matter. :t acts as a
ba of holdin type 0, #ut each hour it has a 5I cumulati*e
chance of s)allo)ing the contents and then spitting the stuff
out in some nonspace or on some other plane. Creatures
dra)n )ithin are consumed in 1 round. he #ag destroys the
*ictimCs #ody and pre*ents any form of raising or
resurrection that re6uires part of the corpse. here is a 5;I
chance that a #ish, !iracle, or true resurrection spell can
restore a de*oured *ictim to life. Check once for each
destroyed creature. :f the check fails, the creature cannot #e
#rought #ack to life #y mortal magic.
Creation
!agic -tem# ba of holdin 7any type9
oot# of Dancing
.ura strong enchantment8 C1 10th
'lot feet8 Aeight 1 l#.
De#cription
hese #oots appear and function as one of the other kinds of
magic #oots. 4hen the )earer is in 7or fleeing from9 melee
com#at, boots of dancin impede mo*ement, making him
#eha*e as if irresistible dance had #een cast upon him. Only
a re!o%e curse spell ena#les the )earer to #e rid of the #oots
once their true nature is re*ealed.
Creation
!agic -tem# boots of el%en"ind, boots of le%itation, boots of
speed, boots of stridin and sprinin, boots of teleportation,
boots of the #interlands, #ined boots
racer# of Defen#ele##ne##
.ura strong con?uration8 C1 10th
'lot arms8 Aeight 1 l#.
De#cription
hese #e?e)eled and shining #racers initially appear to #e
bracers of ar!or K8 and actually ser*e as such until the
)earer is attacked in anger #y an enemy )ith a Challenge
'ating e6ual to or greater than her le*el. "t that moment and
thereafter, the #racers cause a H5 penalty to "C. Once their
curse is acti*ated, bracers of defenselessness can #e remo*ed
only #y means of a re!o%e curse spell.
Creation
!agic -tem# bracers of ar!or K8
room of .nimated .ttac"
.ura moderate transmutation8 C1 1;th
'lot none8 Aeight , l#s.
De#cription
his item is indistinguisha#le in appearance from a normal
#room. :t is identical to a broo! of flyin #y all tests short of
attempted use.
:f a creature attempts to fly using the #room, the #room does
a loop.the.loop )ith its hopeful rider, dumping him on his
head from 1d/G5 feet off the ground 7no falling damage,
since the fall is less than 1; feet9. he #room then attacks the
*ictim, s)atting the *ictimCs face )ith the stra) or t)ig end
and #eating him )ith the handle end. he #room gets t)o
attacks per round )ith each end 7t)o s)ats )ith the stra)
and t)o )ith the handle, for a total of four attacks per
round9. :t attacks )ith a G5 #onus on each attack roll. he
stra) end causes a *ictim to #e #linded for 1 round )hen it
hits. he handle deals 1d0 points of damage )hen it hits. he
#room has "C 1,, CM( 1!, 1% hit points, and hardness /.
Creation
!agic -tem# broo! of flyin
Cry#tal 5ypno#i# all
.ura strong di*ination8 C1 1!th
'lot none8 Aeight ! l#s.
De#cription
his cursed scrying de*ice is indistinguisha#le, at first
glance, from a normal crystal ball$ -o)e*er, anyone
attempting to use the scrying de*ice #ecomes fascinated for
1d0 minutes, and a telepathic suestion is implanted in his
mind 74ill (C 12 negates9.
Page 5/,
he user of the de*ice #elie*es that the desired creature or
scene )as *ie)ed, #ut actually he came under the influence
of a po)erful )izard, lich, or e*en some po)er or #eing
from another plane. +ach further use #rings the crystal
hypnosis ball gazer deeper under the influence of the
controller, either as a ser*ant or a tool. Aote that throughout
this time, the user remains una)are of his su#?ugation.
Creation
!agic -tem# crystal ball
Du#t of 'nee$ing and Cho"ing
.ura moderate con?uration8 C1 !th
'lot none8 Aeight K
De#cription
his fine dust appears to #e dust of appearance$ :f cast into
the air, it causes those )ithin a &;.foot spread to fall into fits
of sneezing and coughing. hose failing a (C 15 3ortitude
sa*e take ,d0 points of Constitution damage immediately.
hose )ho succeed on this sa*ing thro) are nonetheless
disa#led #y choking 7treat as stunned9 for 5d/ rounds.
Creation
!agic -tem# dust of appearance, dust of tracelessness
&la#" of Cur#e#
.ura moderate con?uration8 C1 !th
'lot none8 Aeight & l#s.
De#cription
his item looks like an ordinary #eaker, #ottle, container,
decanter, flask, or ?ug. :t may contain a li6uid, or it may emit
smoke. 4hen the flask is first unstoppered, all )ithin ,; feet
must make a (C 1! 4ill sa*e or #e cursed, taking a H&
penalty on attack rolls, sa*ing thro)s, and skill checks until a
re!o%e curse spell is cast upon them.
Creation
!agic -tem# decanter of endless #ater, efreeti bottle,
e%ers!o"in bottle, iron flas"
Gauntlet# of &umbling
.ura moderate transmutation8 C1 !th
'lot hands8 Aeight & l#s.
De#cription
hese gauntlets perform according to their appearance until
the )earer finds herself under attack or in a life.and.death
situation. "t that time, the curse is acti*ated. he )earer
#ecomes fum#le.fingered, )ith a 5;I chance each round of
dropping anything held in either hand. he gauntlets also
lo)er (exterity #y & points. Once the curse is acti*ated, the
glo*es can #e remo*ed only #y means of a re!o%e curse
spell, a #ish, or a !iracle$
Creation
!agic -tem# auntlet of rust, lo%es of arro# snatchin,
lo%e of storin, lo%es of s#i!!in and cli!bin
5elm of Fppo#ite .lignment
.ura strong transmutation8 C1 1&th
'lot head8 Aeight , l#s.
De#cription
4hen placed upon the head, this itemCs curse immediately
takes effect 74ill (C 15 negates9. On a failed sa*e, the
alignment of the )earer is radically altered to an alignment
as different as possi#le from the former alignmentKgood to
e*il, chaotic to la)ful, neutral to some extreme commitment
7=+, =G, C+, or CG9. "lteration in alignment is mental as
)ell as moral, and the indi*idual changed #y the magic
thoroughly en?oys his ne) outlook. " character )ho
succeeds on his sa*e can continue to )ear the helmet )ithout
suffering the effect of the curse, #ut if he takes it off and later
puts it on again, another sa*e is re6uired.
Only a #ish or a !iracle can restore a characterCs former
alignment, and the affected indi*idual does not make any
attempt to return to the former alignment. :n fact, he *ie)s
the prospect )ith horror and a*oids it in any )ay possi#le. :f
a character of a class )ith an alignment re6uirement is
affected, an atone!ent spell is needed as )ell if the curse is
to #e o#literated. 4hen a hel! of opposite alin!ent has
functioned once, it loses its magical properties.
Creation
!agic -tem# hat of disuise, hel! of co!prehend lanuaes
and read !aic, hel! of telepathy
-ncen#e of Fb#e##ion
.ura moderate enchantment8 C1 0th
'lot none8 Aeight K
De#cription
hese #locks of incense appear to #e incense of !editation$
:f meditation is conducted )hile incense of obsession is
#urning, the user #ecomes totally confident that her spell
a#ility is superior due to the magic incense. $he uses her
spells at e*ery opportunity, e*en )hen not needed or useless.
he user remains o#sessed )ith her a#ilities and spells until
all ha*e #een used or cast, or until &/ hours ha*e elapsed.
Page 5//
Creation
!agic -tem# incense of !editation
!ace of lood
.ura moderate a#?uration8 C1 %th
'lot none8 Aeight % l#s.
De#cription
his K3 hea%y !ace must #e coated in #lood e*ery day, or
else its #onus fades a)ay until the mace is coated again. he
character using this mace must make a (C 1, 4ill sa*e
e*ery day it is )ithin his possession or #ecome chaotic e*il.
Creation
!agic -tem# K3 hea%y !ace
!edallion of ,hought ProKection
.ura moderate di*ination8 C1 !th
'lot neck8 Aeight K
De#cription
his de*ice seems like a !edallion of thouhts, e*en do)n to
the range at )hich it functions, except that the thoughts
o*erheard are muffled and distorted, re6uiring a (C 15 4ill
sa*e to sort them out. -o)e*er, )hile the user thinks she is
picking up the thoughts of others, all she is really hearing are
figments created #y the medallion itself. hese illusory
thoughts al)ays seem plausi#le and thus can seriously
mislead any )ho rely upon them. 4hatCs )orse, unkno)n to
her, the cursed medallion actually #roadcasts her thoughts to
creatures in the path of the #eam, thus alerting them to her
presence.
Creation
!agic -tem# !edallion of thouhts
Nec"lace of 'trangulation
.ura strong con?uration8 C1 1%th
'lot neck8 Aeight K
De#cription
" nec"lace of stranulation appears to #e a )ondrous piece
of magical ?e)elry. 4hen placed on the neck, the necklace
immediately tightens, dealing 0 points of damage per round.
:t cannot #e remo*ed #y any means short of a li!ited #ish,
#ish, or !iracle and remains clasped around the *ictimCs
throat e*en after his death. Only )hen he has decayed to a
dry skeleton 7after approximately 1 month9 does the necklace
loosen, ready for another *ictim.
Creation
!agic -tem# nec"lace of adaptation, nec"lace of fireballs,
periapt of health, periapt of proof aainst poison, periapt of
#ound closure
Net of 'naring
.ura moderate e*ocation8 C1 %th
'lot none8 Aeight 0 l#s.
De#cription
his net pro*ides a G, #onus on attack rolls #ut can only #e
used under)ater. 5nder)ater, it can #e commanded to shoot
forth up to ,; feet to trap a creature. :f thro)n on land, it
changes course to target the creature that thre) it.
Creation
!agic -tem# K3 net
Periapt of &oul Rotting
.ura moderate a#?uration8 C1 1;th
'lot neck8 Aeight K
De#cription
his engra*ed gem appears to #e of little *alue. :f any
character keeps the periapt in her possession for more than
&/ hours, she contracts a terri#le rotting affliction that
permanently drains 1 point of (exterity, Constitution, and
Charisma e*ery )eek. he periapt 7and the affliction9 can #e
remo*ed only #y application of a re!o%e curse spell
follo)ed #y a cure disease and then a heal, !iracle, li!ited
#ish, or #ish spell. he rotting can also #e countered #y
crushing a periapt of health and sprinkling its dust upon the
afflicted character 7a full.round action9, )hereupon the
periapt of foul rottin like)ise crum#les to dust.
Creation
!agic -tem# periapt of health, periapt of proof aainst
poison, periapt of #ound closure
Poi#onou# Cloa"
.ura strong a#?uration8 C1 15th
'lot shoulders8 Aeight 1 l#.
De#cription
his cloak is usually made of a )ool, although it can #e
made of leather. " detect poison spell can re*eal the presence
of poison in the cloakCs fa#ric. he garment can #e handled
)ithout harm, #ut as soon as it is actually donned, the )earer
takes /d0 points of Constitution damage unless she succeeds
on a (C &% 3ortitude sa*e.
Page 5/5
Once donned, a poisonous cloa" can #e remo*ed only )ith a
re!o%e curse spell8 doing this destroys the magical property
of the cloak. :f a neutrali<e poison spell is then used, it is
possi#le to re*i*e a dead *ictim )ith a raise dead or
resurrection spell.
Creation
!agic -tem# cloa" of arachnida, cloa" of the bat, cloa" of
etherealness, cloa" of resistance K8, !a:or cloa" of
displace!ent
Potion of Poi#on
.ura strong con?uration8 C1 1&th
'lot none8 Aeight K
De#cription
his potion has lost its #eneficial a#ilities and #ecome a
potent poison. his poison deals 1d, Constitution damage
per round for 0 rounds. " poisoned creature can make a (C
1/ 3ortitude sa*e each round to negate the damage and end
the affliction.
Creation
!agic -tem# any potion
Robe of Po6erle##ne##
.ura strong transmutation8 C1 1,th
'lot #ody8 Aeight 1 l#.
De#cription
" robe of po#erlessness appears to #e a magic ro#e of
another sort. "s soon as a character dons this garment, she
takes a H1; penalty to $trength, as )ell as to :ntelligence,
4isdom, or Charisma, forgetting spells and magic
kno)ledge accordingly. :f the character is a spellcaster, the
ro#e targets the characterCs primary spellcasting score,
other)ise it targets :ntelligence. he ro#e can #e remo*ed
easily, #ut in order to restore mind and #ody, the character
must recei*e a re!o%e curse spell follo)ed #y heal.
Creation
!agic -tem# robe of the arch!ai, robe of blendin, robe of
bones, robe of eyes, robe of scintillatin colors, robe of stars,
robe of useful ite!s
Robe of Dermin
.ura strong a#?uration8 C1 1,th
'lot #ody8 Aeight 1 l#.
De#cription
he )earer notices nothing unusual )hen the ro#e is donned,
and it functions normally. -o)e*er, as soon as he is in a
situation re6uiring concentration and action against hostile
opponents, the true nature of the garment is re*ealedB the
)earer immediately suffers a multitude of #ites from the
insects that magically infest the garment. -e must cease all
other acti*ities in order to scratch, shift the ro#e, and
generally sho) signs of the extreme discomfort caused #y
the #ites and mo*ement of these pests.
he )earer takes a H5 penalty on initiati*e checks and a H&
penalty on all attack rolls, sa*es, and skill checks. :f he tries
to cast a spell, he must make a concentration check 7(C &; G
spell le*el9 or lose the spell.
Creation
!agic -tem# robe of the arch!ai, robe of blendin, robe of
bones, robe of eyes, robe of scintillatin colors, robe of stars,
robe of useful ite!s
Ring of Clum#ine##
.ura strong transmutation8 C1 15th
'lot ring8 Aeight K
De#cription
his ring operates exactly like a rin of feather fallin.
-o)e*er, it also makes the )earer clumsy. $he takes a H/
penalty to (exterity and has a &;I chance of spell failure
)hen trying to cast any arcane spell that has a somatic
component. 7his chance of spell failure stacks )ith other
arcane spell failure chances.9
Creation
!agic -tem# rin of feather fallin
'carab of Death
.ura strong a#?uration8 C1 12th
'lot neck8 Aeight K
De#cription
:f this small scara# #rooch is held for more than 1 round or
carried in a li*ing creatureCs possessions for 1 minute, it
changes into a horri#le #urro)ing #eetle.like creature. he
thing tears through any leather or cloth, #urro)s into flesh,
and reaches the *ictimCs heart in 1 round, causing death. "
(C &5 'eflex sa*e allo)s the )earer to tear the scara# a)ay
#efore it #urro)s out of sight, #ut he still takes ,d0 points of
damage. he #eetle then returns to its scara# form. Placing
the scara# in a container of )ood, ceramic, #one, i*ory, or
metal pre*ents it from coming to life and allo)s for long.
term storage of the item.
Creation
!agic -tem# a!ulet of !ihty fists, a!ulet of natural ar!or,
Page 5/0
a!ulet of the planes, a!ulet of proof aainst detection and
location, brooch of shieldin, ole!bane scarab, scarab of
protection
'pear, Cur#ed ac"biter
.ura moderate e*ocation8 C1 1;th
'lot none8 Aeight , l#s.
De#cription
his is a K2 shortspear, #ut each time it is used in melee
against a foe and the attack roll is a natural 1, it damages its
)ielder instead of her intended target. 4hen the curse takes
effect, the spear curls around to strike its )ielder in the #ack,
automatically dealing the damage to the )ielder. he curse
e*en functions )hen the spear is hurled, and in such a case
the damage to the hurler is dou#led.
Creation
!agic -tem# K2 shortspear, any magic )eapon
'tone of Aeight /1oad#tone0
.ura faint transmutation8 C1 5th
'lot none8 Aeight 1 l#.
De#cription
his dark, polished stone reduces the possessorCs #ase land
speed to half of normal. Once picked up, the stone cannot #e
disposed of #y any nonmagical meansKif it is thro)n a)ay
or smashed, it reappears some)here upon the possessorCs
person. :f a re!o%e curse spell is cast upon a loadstone, the
item may #e discarded normally and no longer haunts the
indi*idual.
Creation
!agic -tem# ioun stone, stone of alar!, stone of controllin
earth ele!entals, stone of ood luc"
'6ord, C2 Cur#ed
.ura strong e*ocation8 C1 15th
'lot none8 Aeight / l#s.
De#cription
his longs)ord performs )ell against targets in practice, #ut
)hen used in com#at its )ielder takes a H& penalty on attack
rolls.
"ll damage dealt is also reduced #y & points, #ut ne*er
#elo) a minimum of 1 point of damage on any successful
hit. he s)ord al)ays forces that character to employ it
rather than another )eapon. he s)ordCs o)ner
automatically dra)s it and fights )ith it e*en )hen she
meant to dra) or ready some other )eapon.
Creation
!agic -tem# K2 lons#ord, any magic )eapon
'6ord, er#er"ing
.ura moderate e*ocation8 C1 %th
'lot none8 Aeight 1& l#s.
De#cription
his s)ord appears to #e a K2 reats#ord$ -o)e*er,
)hene*er it is used in #attle, its )ielder goes #erserk
7gaining all the #enefits and dra)#acks of the #ar#arianCs
rage a#ility9. -e attacks the nearest creature and continues to
fight until unconscious or dead or until no li*ing thing
remains )ithin ,; feet. "lthough many see this s)ord as a
cursed o#?ect, others see it as a #oon.
Creation
!agic -tem# K2 reats#ord, any magic )eapon
Dacuou# Grimoire
.ura strong enchantment8 C1 &;th
'lot none8 Aeight & l#s.
De#cription
" #ook of this sort looks like a normal one on some mildly
interesting topic. "ny character )ho opens the )ork and
reads so much as a single )ord therein must make t)o (C
15 4ill sa*es. he first is to determine if the reader takes 1
point of permanent :ntelligence and Charisma drain. he
second is to find out if the reader takes & points of permanent
4isdom drain. o destroy the #ook, it must #e #urned )hile
re!o%e curse is #eing cast. :f the grimoire is placed )ith
other #ooks, its appearance instantly alters to conform to the
look of those other )orks.
Creation
/agic Items blessed boo", !anual of bodily health, !anual
of ainful e,ercise, !anual of >uic"ness of action, to!e of
clear thouhts, to!e of leadership and influence, to!e of
understandin
Page 5/!
Artifacts
"rtifacts are extremely po)erful. 'ather than merely another
form of magical e6uipment, they are the sorts of legendary
relics that )hole campaigns can #e #ased on. +ach could #e
the center of a )hole set of ad*enturesKa 6uest to reco*er it,
a fight against an opponent )ielding it, a mission to cause its
destruction, and so on.
5nlike normal magic items, artifacts are not easily destroyed.
:nstead of construction information, each artifact includes
one possi#le means #y )hich it might #e destroyed.
"rtifacts can ne*er #e purchased, nor are they found as part
of a random treasure hoard. 4hen placing an artifact in your
game, #e sure to consider its impact and role. 'emem#er that
artifacts are fickle o#?ects, and if they #ecome too much of a
nuisance, they can easily disappear or #ecome lost once
again.
!inor .rtifact#
Minor artifacts are not necessarily uni6ue items. +*en so,
they are magic items that no longer can #e created, at least #y
common mortal means.
oo" of -nfinite 'pell#
.ura strong 7all schools98 C1 1%th
'lot none8 Aeight , l#s.
De#cription
his )ork #esto)s upon any character of any class the
a#ility to use the spells )ithin its pages. -o)e*er, any
character not already a#le to use spells gains one negati*e
le*el for as long as the #ook is in her possession or )hile she
uses its po)er. " boo" of infinite spells contains 1d%G&&
pages. he nature of each page is determined #y a dI rollB
;1H5;, arcane spell8 51H1;;, di*ine spell.
(etermine the exact spell randomly.
Once a page is turned, it can ne*er #e flipped #ackKpaging
through a boo" of infinite spells is a one.)ay trip. :f the #ook
is closed, it al)ays opens again to the page it )as on #efore
the #ook )as closed. 4hen the last page is turned, the #ook
*anishes.
Once per day the o)ner of the #ook can cast the spell to
)hich the #ook is opened. :f that spell happens to #e one that
is on the characterCs class spell list, she can cast it up to four
times per day. he pages cannot #e ripped out )ithout
destroying the #ook. $imilarly, the spells cannot #e cast as
scroll spells, nor can they #e copied into a spell#ookKtheir
magic is #ound up permanently )ithin the #ook itself.
he o)ner of the #ook need not ha*e the #ook on her person
in order to use its po)er. he #ook can #e stored in a place of
safety )hile the o)ner is ad*enturing and still allo) its
o)ner to cast spells #y means of its po)er.
+ach time a spell is cast, there is a chance that the energy
connected )ith its use causes the page to magically turn
despite all precautions. he chance of a page turning depends
on the spell the page contains and )hat sort of spellcaster the
o)ner is.
Condition
Chance of Page
,urning
Caster employing a spell usa#le #y o)n
class and le*el
1;I
Caster employing a spell not usa#le #y
o)n class and le*el
&;I
Aonspellcaster employing di*ine spell &5I
Aonspellcaster employing arcane spell ,;I
reat each spell use as if a scroll )ere #eing employed, for
purposes of determining casting time, spell failure, and so
on.
De#truction
he boo" of infinite spells can #e destroyed )hen the current
page contains the erase spell, #y casting the spell on the
#ook itself.
Dec" of !any ,hing#
.ura strong 7all schools98 C1 &;th
'lot none8 Aeight K
De#cription
" dec" of !any thins 7#oth #eneficial and malign9 is usually
found in a #ox or leather pouch. +ach deck contains a
num#er of cards or pla6ues made of i*ory or *ellum. +ach is
engra*ed )ith glyphs, characters, and sigils. "s soon as one
of these cards is dra)n from the pack, its magic is #esto)ed
upon the person )ho dre) it, for #etter or )orse.
he character )ith a dec" of !any thins )ho )ishes to dra)
a card must announce ho) many cards she )ill dra) #efore
she #egins. Cards must #e dra)n )ithin 1 hour of each other,
and a character can ne*er dra) from this deck any more
cards than she has announced. :f the character does not
)illingly dra) her allotted num#er 7or if she is someho)
pre*ented from doing so9, the cards flip out of the deck on
their o)n. :f the Oester is dra)n, the possessor of the deck
may elect to dra) t)o additional cards.
+ach time a card is taken from the deck, it is replaced
7making it possi#le to dra) the same card t)ice9 unless the
dra) is the Oester or the 3ool, in )hich case the card is
discarded from the pack. " dec" of !any thins contains &&
cards. o simulate the magic cards, you may )ant to use
tarot cards, as indicated in the second column of the
Page 5/%
accompanying ta#le. :f no tarot deck is a*aila#le, su#stitute
ordinary playing cards instead, as indicated in the third
column. he effects of each card, summarized on the ta#le,
are fully descri#ed #elo).
Table 1@-38: 'ec" of Many Thins
Pla>ue ,arot Card
Playing
Card
'ummary of 2ffect
1alance N:. Oustice
)o of
spades
Change alignment
instantly.
Comet
)o of
s)ords
)o of
diamonds
(efeat the next
monster you meet to
gain one le*el.
(on?on
3our of
s)ords
"ce of
spades
Jou are i!prisoned.
+uryale
en of
s)ords
Queen of
spades
H1 penalty on all
sa*ing thro)s
henceforth.
he
3ates
hree of
cups
"ce of hearts
"*oid any situation
you choose, once.
3lames
N>. he
(e*il
Queen of
clu#s
+nmity #et)een you
and an outsider.
3ool ;. he 3ool
Ooker 7)ith
trademark9
=ose 1;,;;;
experience points and
you must dra) again.
Gem
$e*en of
cups
)o of
hearts
Gain your choice of &5
pieces of ?e)elry or 5;
gems.
:diot
)o of
pentacles
)o of clu#s
=ose 1d/G1
:ntelligence. Jou may
dra) again.
Oester
N::. he
-anged
Man
Ooker
7)ithout
trademark9
Gain 1;,;;; NP or t)o
more dra)s from the
deck.
<ey
>. he
-ierophant
Queen of
hearts
Gain a ma?or magic
)eapon.
<night
Page of
s)ords
Oack of
hearts
Gain the ser*ice of a
/th.le*el fighter.
Moon
N>:::. he
Moon
Queen of
diamonds
Jou are granted 1d/
)ishes.
'ogue
3i*e of
s)ords
Oack of
spades
One of your friends
turns against you.
'uin
N>:. he
o)er
<ing of
spades
:mmediately lose all
)ealth and property.
$kull N:::. (eath Oack of clu#s
(efeat dread )raith or
#e fore*er destroyed.
$tar
N>::. he
$tar
Oack of
diamonds
:mmediately gain a G&
inherent #onus to one
a#ility score.
$un N:N. he <ing of Gain #eneficial
Pla>ue ,arot Card
Playing
Card
'ummary of 2ffect
$un diamonds
medium )ondrous
item and 5;,;;; NP.
alons
Queen of
pentacles
"ce of clu#s
"ll magic items you
possess disappear
permanently.
hrone
3our of
)ands
<ing of
hearts
Gain a G0 #onus on
(iplomacy checks
plus a small castle.
>izier
:N. he
-ermit
"ce of
diamonds
<no) the ans)er to
your next dilemma.
he >oid
+ight of
s)ords
<ing of
clu#s
1ody functions, #ut
soul is trapped
else)here.
BalanceB he character must change to a radically different
alignment. :f the character fails to act according to the ne)
alignment, she gains a negati*e le*el.
Co!etB he character must single.handedly defeat the next
hostile monster or monsters encountered, or the #enefit is
lost. :f successful, the character gains enough NP to attain the
next experience le*el.
'on:onB his card signifies imprisonmentKeither #y the
i!prison!ent spell or #y some po)erful #eing. "ll gear and
spells are stripped from the *ictim in any case. (ra) no
more cards.
+uryaleB he medusa.like *isage of this card #rings a curse
that only the 3ates card or a deity can remo*e. he H1
penalty on all sa*ing thro)s is other)ise permanent.
The )atesB his card ena#les the character to a*oid e*en an
instantaneous occurrence if so desired, for the fa#ric of
reality is unra*eled and respun. Aote that it does not ena#le
something to happen. :t can only stop something from
happening or re*erse a past occurrence. he re*ersal is only
for the character )ho dre) the card8 other party mem#ers
may ha*e to endure the situation.
)la!esB -ot anger, ?ealousy, and en*y are #ut a fe) of the
possi#le moti*ational forces for the enmity. he enmity of
the outsider canCt #e ended until one of the parties has #een
slain. (etermine the outsider randomly, and assume that it
attacks the character 7or plagues her life in some )ay9 )ithin
1d&; days.
)oolB he payment of NP and the redra) are mandatory. his
card is al)ays discarded )hen dra)n, unlike all others
except the Oester.
/e!B his card indicates )ealth. he ?e)elry is all gold set
)ith gems, each piece )orth &,;;; gp, and the gems are
)orth 1,;;; gp each.
0diotB his card causes the drain of 1d/G1 points of
Page 5/2
:ntelligence immediately. he additional dra) is optional.
MesterB his card is al)ays discarded )hen dra)n, unlike all
others except the 3ool. he redra)s are optional.
1eyB he magic )eapon granted must #e one usa#le #y the
character. :t suddenly appears out of no)here in the
characterCs hand.
1nihtB he fighter appears out of no)here and ser*es
loyally until death. -e or she is of the same race 7or kind9
and gender as the character. his fighter can #e taken as a
cohort #y a character )ith the =eadership feat.
MoonB his card #ears the image of a moonstone gem )ith
the appropriate num#er of #ishes sho)n as gleams therein8
sometimes it depicts a moon )ith its phase indicating the
num#er of #ishes 7full S four8 gi##ous S three8 half S t)o8
6uarter S one9. hese #ishes are the same as those granted
#y the 2th.le*el )izard spell and must #e used )ithin a
num#er of minutes e6ual to the num#er recei*ed.
.oueB 4hen this card is dra)n, one of the characterCs APC
friends 7prefera#ly a cohort9 is totally alienated and made
fore*er hostile. :f the character has no cohorts, the enmity of
some po)erful personage 7or community, or religious order9
can #e su#stituted. he hatred is secret until the time is ripe
for it to #e re*ealed )ith de*astating effect.
.uinB "s implied #y its name, )hen this card is dra)n, all
nonmagical possessions of the dra)er are lost.
S"ullB " dread )raith appears. he character must fight it
aloneKif others help, they get dread )raiths to fight as )ell.
:f the character is slain, she is slain fore*er and cannot #e
re*i*ed, e*en )ith a #ish or a !iracle.
StarB he & points are added to any a#ility the character
chooses. hey cannot #e di*ided among t)o a#ilities.
SunB 'oll for a medium )ondrous item until a useful item is
indicated.
TalonsB 4hen this card is dra)n, e*ery magic item o)ned or
possessed #y the character is instantly and irre*oca#ly lost,
except for the deck.
ThroneB he character #ecomes a true leader in peopleCs eyes.
he castle gained appears in any open area she )ishes 7#ut
the decision )here to place it must #e made )ithin 1 hour9.
2i<ierB his card empo)ers the character dra)ing it )ith the
one.time a#ility to call upon a source of )isdom to sol*e any
single pro#lem or ans)er fully any 6uestion upon her
re6uest. he 6uery or re6uest must #e made )ithin 1 year.
4hether the information gained can #e successfully acted
upon is another matter entirely.
The 2oidB his #lack card spells instant disaster. he
characterCs #ody continues to function, as though comatose,
#ut her psyche is trapped in a prison some)hereKin an
o#?ect on a far plane or planet, possi#ly in the possession of
an outsider. " #ish or a !iracle does not #ring the character
#ack, instead merely re*ealing the plane of entrapment.
(ra) no more cards.
De#truction
he dec" of !any thins can #e destroyed #y losing it in a
)ager )ith a deity of la). he deity must #e una)are of the
nature of the deck.
Philo#opher%# 'tone
.ura strong transmutation8 C1 &;th
'lot none8 Aeight , l#s.
De#cription
his rare su#stance appears to #e an ordinary, sooty piece of
#lackish rock. :f the stone is #roken open 7#reak (C &;9, a
ca*ity is re*ealed at the stoneCs heart. his ca*ity is lined
)ith a magical type of 6uicksil*er that ena#les any character
)ith at least 1; ranks in Craft 7alchemy9 to transmute #ase
metals 7iron and lead9 into sil*er and gold. " single
philosopher(s stone can turn up to 5,;;; pounds of iron into
sil*er 7)orth &5,;;; gp9, or up to 1,;;; pounds of lead into
gold 7)orth 5;,;;; gp9. -o)e*er, the 6uicksil*er #ecomes
unsta#le once the stone is opened and loses its potency
)ithin &/ hours, so all transmutations must take place )ithin
that period.
he 6uicksil*er found in the center of the stone may also #e
put to another use. :f mixed )ith any cure potion )hile the
su#stance is still potent, it creates a special oil of life that acts
as a true resurrection spell for any dead #ody it is sprinkled
upon.
De#truction
he philosopherCs stone can #e destroyed #y #eing placed in
the heel of a titanCs #oot for at least 1 entire )eek.
'phere of .nnihilation
.ura strong transmutation8 C1 &;th
'lot none8 Aeight K
De#cription
" sphere of annihilation is a glo#e of a#solute #lackness &
feet in diameter. "ny matter that comes in contact )ith a
sphere is instantly sucked into the *oid and utterly destroyed.
Only the direct inter*ention of a deity can restore an
annihilated character.
" sphere of annihilation is static, resting in some spot as if it
)ere a normal hole. :t can #e caused to mo*e, ho)e*er, #y
mental effort 7think of this as a mundane form of tele"inesis,
too )eak to mo*e actual o#?ects #ut a force to )hich the
sphere, #eing )eightless, is sensiti*e9. " characterCs a#ility to
gain control of a sphere of annihilation 7or to keep
Page 55;
controlling one9 is #ased on the result of a control check
against (C ,; 7a mo*e action9. " control check is 1d&; G
character le*el G character :nt modifier. :f the check
succeeds, the character can mo*e the sphere 7perhaps to
#ring it into contact )ith an enemy9 as a free action.
Control of a sphere can #e esta#lished from as far a)ay as /;
feet 7the character need not approach too closely9. Once
control is esta#lished, it must #e maintained #y continuing to
make control checks 7all (C ,;9 each round. 3or as long as a
character maintains control 7does not fail a check9 in
su#se6uent rounds, he can control the sphere from a distance
of /; feet G 1; feet per character le*el. he sphereCs speed in
a round is 1; feet G 5 feet for e*ery 5 points #y )hich the
characterCs control check result in that round exceeded ,;.
:f a control check fails, the sphere slides 1; feet in the
direction of the character attempting to mo*e it. :f t)o or
more creatures *ie for control of a sphere of annihilation, the
rolls are opposed. :f none are successful, the sphere slips
to)ard the one )ho rolled lo)est.
$ee also talis!an of the sphere.
De#truction
$hould a ate spell #e cast upon a sphere of annihilation,
there is a 5;I chance 7;1H5; on dI9 that the spell destroys
it, a ,5I chance 751H%59 that the spell does nothing, and a
15I chance 7%0H1;;9 that a gap is torn in the spatial fa#ric,
catapulting e*erything )ithin a 1%;.foot radius into another
plane. :f a rod of cancellation touches a sphere of
annihilation, they negate each other in a tremendous
explosion. +*erything )ithin a 0;.foot radius takes &d0 L 1;
points of damage. 'ispel !aic and !ae(s dis:unction ha*e
no effect on a sphere.
'taff of the !agi
.ura strong 7all schools98 C1 &;th
'lot none8 Aeight 5 l#s.
De#cription
" long )ooden staff, shod in iron and inscri#ed )ith sigils
and runes of all types, this potent artifact contains many spell
po)ers and other functions. 5nlike a normal staff, a staff of
the !ai holds 5; charges and cannot #e recharged normally.
$ome of its po)ers use charges, )hile others donCt. " staff of
the !ai does not lose its po)ers if it runs out of charges.
he follo)ing po)ers do not use chargesB
'etect !aic
+nlare person 73ortitude (C 15 negates9
5old portal
&iht
Mae ar!or
Mae hand
he follo)ing po)ers drain 1 charge per usageB
'ispel !aic
)ireball 71;d0 damage, 'eflex (C 1! half9
0ce stor!
0n%isibility
1noc"
&ihtnin bolt 71;d0 damage, 'eflex (C 1! half9
Pass#all
Pyrotechnics 74ill or 3ortitude (C 10 negates9
9all of fire
9eb
hese po)ers drain & charges per usageB
Monster su!!onin 0;
Plane shift 74ill (C &1 negates9
Tele"inesis 7/;; l#s. maximum )eight8 4ill (C 12
negates9
" staff of the !ai gi*es the )ielder spell resistance &,. :f
this is )illingly lo)ered, ho)e*er, the staff can also #e used
to a#sor# arcane spell energy directed at its )ielder, as a rod
of absorption does. 5nlike the rod, this staff con*erts spell
le*els into charges rather than retaining them as spell energy
usa#le #y a spellcaster. :f the staff a#sor#s enough spell
le*els to exceed its limit of 5; charges, it explodes as if a
retri#uti*e strike had #een performed 7see #elo)9. he
)ielder has no idea ho) many spell le*els are cast at her, for
the staff does not communicate this kno)ledge as a rod of
absorption does. 7hus, a#sor#ing spells can #e risky.9
De#truction
" staff of the !ai can #e #roken for a retri#uti*e strike.
$uch an act must #e purposeful and declared #y the )ielder.
"ll charges in the staff are released in a ,;.foot spread. "ll
)ithin 1; feet of the #roken staff take hit points of damage
e6ual to % times the num#er of charges in the staff, those
#et)een 11 feet and &; feet a)ay take points e6ual to 0 times
the num#er of charges, and those &1 feet to ,; feet distant
take / times the num#er of charges. " (C &, 'eflex sa*e
reduces damage #y half.
he character #reaking the staff has a 5;I chance 7;1H5; on
dI9 of tra*eling to another plane of existence, #ut if she does
not 751H1;;9, the explosi*e release of spell energy destroys
her 7no sa*ing thro)9.
,ali#man of Pure Good
.ura strong e*ocation TgoodU8 C1 1%th
'lot none8 Aeight K
De#cription
" good di*ine spellcaster )ho possesses this item can cause
a flaming crack to open at the feet of an e*il di*ine
spellcaster )ho is up to 1;; feet a)ay. he intended *ictim is
Page 551
s)allo)ed up fore*er and sent hurtling to the center of the
earth. he )ielder of the talisman must #e good, and if he is
not exceptionally pure in thought and deed, the e*il character
gains a (C 12 'eflex sa*ing thro) to leap a)ay from the
crack. O#*iously, the target must #e standing on solid ground
for this item to function.
" talis!an of pure ood has 0 charges. :f a neutral 7=A, A,
CA9 di*ine spellcaster touches one of these stones, he takes
0d0 points of damage per round of contact. :f an e*il di*ine
spellcaster touches one, he takes %d0 points of damage per
round of contact. "ll other characters are unaffected #y the
de*ice.
De#truction
he talis!an of pure ood can #e destroyed #y placing it in
the mouth of a holy man )ho died )hile committing a truly
heinous act of his o)n free )ill.
,ali#man of the 'phere
.ura strong transmutation8 C1 10th
'lot none8 Aeight 1 l#.
De#cription
his small adamantine loop and handle is typically fitted
)ith a fine adamantine chain so that it can #e )orn a#out as a
necklace. " talis!an of the sphere is )orse than useless to
those una#le to cast arcane spells. Characters )ho cannot
cast arcane spells take 5d0 points of damage merely from
picking up and holding a talisman of this sort. -o)e*er,
)hen held #y an arcane spellcaster )ho is concentrating on
control of a sphere of annihilation, a talis!an of the sphere
dou#les the characterCs modifier on his control check
7dou#ling #oth his :ntelligence #onus and his character le*el
for this purpose9.
:f the )ielder of a talisman esta#lishes control, he need check
for maintaining control only e*ery other round thereafter. :f
control is not esta#lished, the sphere mo*es to)ard him.
Aote that )hile many spells and effects of cancellation ha*e
no effect upon a sphere of annihilation, the talismanCs po)er
of control can #e suppressed or canceled.
De#truction
" talis!an of the sphere can only #e destroyed #y thro)ing
the item into a sphere of annihilation.
,ali#man of Hltimate 2vil
.ura strong e*ocation Te*ilU8 C1 1%th
'lot none8 Aeight K
De#cription
"n e*il di*ine spellcaster )ho possesses this item can cause
a flaming crack to open at the feet of a good di*ine
spellcaster )ho is up to 1;; feet a)ay. he intended *ictim is
s)allo)ed up fore*er and sent hurtling to the center of the
earth. he )ielder of the talisman must #e e*il, and if she is
not exceptionally foul and per*erse in the sights of her e*il
deity, the good character gains a (C 12 'eflex sa*e to leap
a)ay from the crack. O#*iously, the target must #e standing
on solid ground for this item to function.
" talis!an of ulti!ate e%il has 0 charges. :f a neutral 7=A, A,
CA9 di*ine spellcaster touches one of these stones, she takes
0d0 points of damage per round of contact. :f a good di*ine
spellcaster touches one, she takes %d0 points of damage per
round of contact. "ll other characters are unaffected #y the
de*ice.
De#truction
:f a talis!an of ulti!ate e%il is gi*en to the ne)#orn child of
a redeemed *illain, it instantly crum#les to dust.
!aKor .rtifact#
Ma?or artifacts are uni6ue itemsKonly one of each such item
exists. hese are the most potent of magic items, capa#le of
altering the #alance of a campaign. 5nlike all other magic
items, ma?or artifacts are not easily destroyed. +ach should
ha*e only a single, specific means of destruction.
.3e of the D6arvi#h 1ord#
.ura strong con?uration and transmutation8 C1 &;th
'lot none8 Aeight 1& l#s.
De#cription
his is a G@ "een thro#in oblinoid bane d#ar%en #ara,e.
"ny d)arf )ho holds it dou#les the range of his or her
dark*ision. "ny nond)arf )ho grasps the A,e takes / points
of temporary Charisma damage8 these points cannot #e
healed or restored in any )ay )hile the A,e is held. he
current o)ner of the A,e gains a G1; #onus on Craft 7armor,
?e)elry, stonemasonry, traps, and )eapons9 checks. he
)ielder of the A,e can summon an elder earth elemental 7as
su!!on !onster 0;J duration &; rounds9 once per )eek.
De#truction
he A,e of the '#ar%ish &ords rusts a)ay to nothing if it is
e*er used #y a go#lin to #ehead a d)ar*en king.
Code3 of the -nfinite Plane#
.ura o*er)helming transmutation8 C1 ,;th
'lot none8 Aeight ,;; l#s.
De#cription
he Code, is enormousKsupposedly, it re6uires t)o strong
men to lift it. Ao matter ho) many pages are turned, another
Page 55&
al)ays remains. "nyone opening the Code, for the first time
is utterly annihilated, as )ith a destruction spell 73ortitude
(C ,;9. hose )ho sur*i*e can peruse its pages and learn its
po)ers, though not )ithout risk. +ach day spent studying the
Code, allo)s the reader to make a $pellcraft check 7(C 5;9
to learn one of its po)ers 7choose the po)er learned
randomly8 add a G1 circumstance #onus on the check per
additional day spent reading until a po)er is learned9.
-o)e*er, each day of study also forces the reader to make a
4ill sa*e 7(C ,; G 1 per day of study9 to a*oid #eing dri*en
insane 7as the insanity spell9. he po)ers of the Code, of the
0nfinite Planes are as follo)sB astral pro:ection, banish!ent,
ele!ental s#ar!, ate, reater planar ally, reater planar
bindin, plane shift, and soul bind$ +ach of these spell.like
a#ilities are usa#le at )ill #y the o)ner of the Code,
7assuming that he or she has learned ho) to access the
po)er9. he Code, of the 0nfinite Planes has a caster le*el of
,;th for the purposes of all po)ers and catastrophes, and all
sa*ing thro) (Cs are &; G spell le*el. "cti*ating any po)er
re6uires a $pellcraft check 7(C /; G t)ice the spell le*el of
the po)er8 the character canCt take 1; on this check9. "ny
failure on either check indicates that a catastrophe #efalls the
user 7roll on the ta#le #elo) for the effect9. " character can
only incur one catastrophe per po)er use.
dS Cata#trophe
;1H&5
Natural &uryB "n earth>ua"e spell centered on the
reader strikes e*ery round for 1 minute, and an
intensified stor! of %eneance spell is centered and
targeted on the reader.
&0H5;
&iendi#h DengeanceB " ate opens and 1d,G1
#alors, pit fiends, or similar e*il outsiders step
through and attempt to destroy the o)ner of the
Code,$
51H!5
Hltimate -mpri#onmentB 'eaderCs soul is captured
7as trap the soulJ no sa*e allo)ed9 in a random gem
some)here on the plane )hile his or her #ody is
entom#ed #eneath the earth 7as i!prison!ent9.
!0H1;;
DeathB he reader utters a #ail of the banshee and
then is su#?ect to a destruction spell. his repeats
e*ery round for 1; rounds until the reader is dead.
De#truction
he Code, of the 0nfinite Planes is destroyed if one page is
torn out and left on each plane in existence. Aote that tearing
out a page immediately triggers a catastrophe.
,he Frb# of Dragon"ind
.ura strong enchantment8 C1 &;th
'lot none8 Aeight 5 l#s.
De#cription
+ach of these fa#led ?rbs contains the essence and
personality of an ancient dragon of a different *ariety 7one
for each of the ma?or ten different chromatic and metallic
dragons9. he #earer of an ?rb can, as a standard action,
dominate dragons of its particular *ariety )ithin 5;; feet 7as
do!inate !onster9, the dragon #eing forced to make a (C &5
4ill sa*e to resist. $pell resistance is not useful against this
effect. +ach ?rb of 'raon"ind #esto)s upon the )ielder
the "C and sa*ing thro) #onuses of the dragon )ithin.
hese *alues replace )hate*er *alues the character )ould
other)ise ha*e, )hether they are #etter or )orse. hese
*alues cannot #e modified #y any means short of ridding the
character of the ?rb$ " character possessing an ?rb of
'raon"ind is immune to the #reath )eaponK#ut only the
#reath )eaponKof the dragon *ariety keyed to the ?rb$
3inally, a character possessing an ?rb can herself use the
#reath )eapon of the dragon in the ?rb three times per day.
"ll ?rbs of 'raon"ind can #e used to communicate
*er#ally and *isually )ith the possessors of the other ?rbs.
he o)ner of an ?rb kno)s if there are dragons )ithin 1;
miles at all times. 3or dragons of the ?rb(s particular *ariety,
the range is 1;; miles. :f )ithin 1 mile of a dragon of the
?rb(s *ariety, the )ielder can determine the dragonCs exact
location and age. he #earer of one of these ?rbs earns the
enmity of dragonkind fore*er for profiting #y draconic
ensla*ement, e*en if she later loses the item. +ach ?rb also
has an indi*idual po)er that can #e in*oked once per round
at caster le*el 1;th.
Blac" 'raon ?rbB )ly.
Blue 'raon ?rbB 5aste.
Brass 'raon ?rbB Teleport.
Bron<e 'raon ?rbB Scryin 74ill (C 1% negates9.
Copper 'raon ?rbB Suestion 74ill (C 1!
negates9.
/old 'raon ?rbB he o)ner of the gold ?rb can
call upon any po)er possessed #y one of the other
?rbsKincluding the dominate and #reath )eapon
a#ilities #ut not "C, sa*e #onuses, or #reath )eapon
immunityK#ut can only use an indi*idual po)er
once per day. $he can dominate any other possessor
of an ?rb )ithin 1 mile 74ill (C &, negates9.
/reen 'raon ?rbB Spectral hand.
.ed 'raon ?rbB 9all of fire.
Sil%er 'raon ?rbB Cure critical #ounds 74ill (C
1% half9.
9hite 'raon ?rbB Protection fro! enery *cold-
73ortitude (C 1! negates9
De#truction
"n orb of draon"ind immediately shatters if it is caught in
the #reath )eapon of a dragon )ho is a #lood relati*e of the
dragon trapped )ithin. his causes e*eryone )ithin 2; feet
to #e struck #y the #reath )eapon of that dragon, released as
the or# explodes.
Page 55,
,he 'hado6#taff
.ura strong con?uration8 C1 &;th.
'lot none8 Aeight 1 l#.
De#cription
his artifact )as crafted ages ago, )ea*ing together )ispy
strands of shado) into a t)isted #lack staff. he Shado#staff
makes the )ielder slightly shado)y and incorporeal,
granting him a G/ #onus to "C and on 'eflex sa*es 7)hich
stacks )ith any other #onuses9. -o)e*er, in #right light
7such as that of the sun, #ut not a torch9 or in a#solute
darkness, the )ielder takes a H& penalty on all attack rolls,
sa*es, and checks. he Shado#staff also has these po)ers.
Su!!on Shado#sB hree times per day the staff
may summon &d/ shado)s. :mmune to turning, they
ser*e the )ielder as if called #y a su!!on !onster
2 spell cast at &;th le*el.
Su!!on 3ihtshadeB Once per month, the staff can
summon an ad*anced shado) demon that ser*es the
)ielder as if called #y a su!!on !onster 0; spell
cast at &;th le*el.
Shado# )or!B hree times per day the )ielder can
#ecome a li*ing shado), )ith all the mo*ement
po)ers granted #y aseous for!.
Shado# BoltB hree times per day the staff can
pro?ect a ray attack that deals 1;d0 points of cold
damage to a single target. he shado) #olt has a
range of 1;; feet.
De#truction
he Shado#staff fades a)ay to nothingness if it is exposed to
true sunlight for a continuous &/ hour period.
Magic Item Creation
o create magic items, spellcasters use special feats )hich
allo) them to in*est time and money in an itemCs creation. "t
the end of this process, the spellcaster must make a single
skill check 7usually $pellcraft, #ut sometimes another skill9
to finish the item. :f an item type has multiple possi#le skills,
you choose )hich skill to make the check )ith. he (C to
create a magic item is 5 G the caster le*el for the item.
3ailing this check means that the item does not function and
the materials and time are )asted. 3ailing this check #y 5 or
more results in a cursed item 7see Cursed :tems for more
information9.
Aote that all items ha*e prere6uisites in their descriptions.
hese prere6uisites must #e met for the item to #e created.
Most of the time, they take the form of spells that must #e
kno)n #y the itemCs creator 7although access through another
magic item or spellcaster is allo)ed9. he (C to create a
magic item increases #y G5 for each prere6uisite the caster
does not meet. he only exception to this is the re6uisite item
creation feat, )hich is mandatory. :n addition, you cannot
create spell.trigger and spell.completion magic items )ithout
meeting their spell prere6uisites.
4hile item creation costs are handled in detail #elo), note
that normally the t)o primary factors are the caster le*el of
the creator and the le*el of the spell or spells put into the
item. " creator can create an item at a lo)er caster le*el than
her o)n, #ut ne*er lo)er than the minimum le*el needed to
cast the needed spell. 5sing metamagic feats, a caster can
place spells in items at a higher le*el than normal.
Magic supplies for items are al)ays half of the #ase price in
gp. 3or many items, the market price e6uals the #ase price.
"rmor, shields, )eapons, and items )ith *alue independent
of their magically enhanced properties add their item cost to
the market price. he item cost does not influence the #ase
price 7)hich determines the cost of magic supplies9, #ut it
does increase the final market price.
:n addition, some items cast or replicate spells )ith costly
material components. 3or these items, the market price
e6uals the #ase price plus an extra price for the spell
component costs. he cost to create these items is the magic
supplies cost plus the costs for the components. (escriptions
of these items include an entry that gi*es the total cost of
creating the item.
he creator also needs a fairly 6uiet, comforta#le, and )ell.
lit place in )hich to )ork. "ny place suita#le for preparing
spells is suita#le for making items. Creating an item re6uires
% hours of )ork per 1,;;; gp in the itemCs #ase price 7or
fraction thereof9, )ith a minimum of at least % hours. Potions
and scrolls are an exception to this rule8 they can take as little
as & hours to create 7if their #ase price is &5; gp or less9.
$crolls and potions )hose #ase price is more than &5; gp,
#ut less than 1,;;; gp, take % hours to create, ?ust like any
other magic item. he character must spend the gold at the
#eginning of the construction process. 'egardless of the time
needed for construction, a caster can create no more than one
magic item per day. his process can #e accelerated to /
hours of )ork per 1,;;; gp in the itemCs #ase price 7or
fraction thereof9 #y increasing the (C to create the item #y
G5.
he caster can )ork for up to % hours each day. -e cannot
rush the process #y )orking longer each day, #ut the days
need not #e consecuti*e, and the caster can use the rest of his
time as he sees fit. :f the caster is out ad*enturing, he can
de*ote / hours each day to item creation, although he nets
only & hoursC )orth of )ork. his time is not spent in one
continuous period, #ut rather during lunch, morning
Page 55/
preparation, and during )atches at night. :f time is dedicated
to creation, it must #e spent in uninterrupted /.hour #locks.
his )ork is generally done in a controlled en*ironment,
)here distractions are at a minimum, such as a la#oratory or
shrine. 4ork that is performed in a distracting or dangerous
en*ironment nets only half the amount of progress 7?ust as
)ith the ad*enturing caster9.
" character can )ork on only one item at a time. :f a
character starts )ork on a ne) item, all materials used on the
under.construction item are )asted.
!agic -tem Gold Piece Dalue#
Many factors must #e considered )hen determining the price
of ne) magic items. he easiest )ay to come up )ith a price
is to compare the ne) item to an item that is already priced,
using that price as a guide. Other)ise, use the guidelines
summarized on a#leB +stimating Magic :tem Gold Piece
>alues.
Table 1@-3@: +sti!atin Maic 0te! /old Piece
2alues
2ffect a#e Price 23ample
"#ility #onus
7enhancement9
1onus s6uared x
1,;;; gp
Belt of incredible
de,terity K2
"rmor #onus
7enhancement9
1onus s6uared x
1,;;; gp
K1 chain!ail
1onus spell
$pell le*el s6uared x
1,;;; gp
Pearl of po#er
"C #onus
7deflection9
1onus s6uared x
&,;;; gp
.in of protection
K3
"C #onus
7other9
1
1onus s6uared x
&,5;; gp
0oun stone *dusty
rose pris!-
Aatural armor
#onus
7enhancement9
1onus s6uared x
&,;;; gp
A!ulet of natural
ar!or K1
$a*e #onus
7resistance9
1onus s6uared x
1,;;; gp
Cloa" of
resistance K8
$a*e #onus
7other9
1
1onus s6uared x
&,;;; gp
Stone of ood luc"
$kill #onus
7competence9
1onus s6uared x 1;;
gp
Cloa" of
el%en"ind
$pell resistance
1;,;;; gp per point
o*er $' 1&8 $' 1,
minimum
Mantle of spell
resistance
4eapon #onus
7enhancement9
1onus s6uared x
&,;;; gp
K1 lons#ord
'pell 2ffect a#e Price 23ample
$ingle use, spell
completion
$pell le*el x caster
le*el x &5 gp
Scroll of haste
$ingle use, use.
acti*ated
$pell le*el x caster
le*el x 5; gp
Potion of cure
liht #ounds
5; charges, spell
trigger
$pell le*el x caster
le*el x !5; gp
9and of fireball
Command )ord
$pell le*el x caster
le*el x 1,%;; gp
Cape of the
!ounteban"
5se.acti*ated or
continuous
$pell le*el x caster
le*el x &,;;; gp
&
&antern of
re%ealin
'pecial a#e Price
.dKu#tment
23ample
Charges per day
(i*ide #y 75 di*ided
#y charges per day9
Boots of
teleportation
Ao space
limitation
,
Multiply entire cost
#y &
0oun stone
Multiple different
a#ilities
Multiply lo)er item
cost #y 1.5
5el! of brilliance
Charged 75;
charges9
1@& unlimited use #ase
price
.in of the ra!
Component 23tra Co#t 23ample
"rmor, shield, or
)eapon
"dd cost of
master)ork item
K1 co!posite
lonbo#
$pell has material
component cost
"dd directly into price
of item per charge
/
9and of stones"in
$pell =e*elB " ;.le*el spell is half the *alue of a 1st.le*el
spell for determining price.
1 $uch as a luck, insight, sacred, or profane #onus.
& :f a continuous item has an effect #ased on a spell )ith a
duration measured in rounds, multiply the cost #y /. :f the
duration of the spell is 1 minute@le*el, multiply the cost #y
&, and if the duration is 1; minutes@le*el, multiply the cost
#y 1.5. :f the spell has a &/.hour duration or greater, di*ide
the cost in half.
, "n item that does not take up one of the spaces on a #ody
costs dou#le.
/ :f item is continuous or unlimited, not charged, determine
cost as if it had 1;; charges. :f it has some daily limit,
determine as if it had 5; charges.
!ultiple 'imilar .bilitie#B 3or items )ith multiple similar
a#ilities that donCt take up space on a characterCs #ody, use
the follo)ing formulaB Calculate the price of the single most
costly a#ility, then add !5I of the *alue of the next most
costly a#ility, plus 1@& the *alue of any other a#ilities.
!ultiple Different .bilitie#B "#ilities such as an attack roll
#onus or sa*ing thro) #onus and a spell.like function are not
similar, and their *alues are simply added together to
determine the cost. 3or items that take up a space on a
characterCs #ody, each additional po)er not only has no
discount #ut instead has a 5;I increase in price.
071evel 'pell#B 4hen multiplying spell le*els to determine
Page 555
*alue, ;.le*el spells should #e treated as 1@& le*el.
Fther Con#ideration#B Once you ha*e a cost figure, reduce
that num#er if either of the follo)ing conditions appliesB
0te! .e>uires S"ill to 6seB $ome items re6uire a specific
skill to get them to function. his factor should reduce the
cost a#out 1;I.
0te! .e>uires Specific Class or Alin!ent to 6seB +*en more
restricti*e than re6uiring a skill, this limitation cuts the price
#y ,;I.
Prices presented in the magic item descriptions 7the gold
piece *alue follo)ing the itemCs slot9 are the market *alue,
)hich is generally t)ice )hat it costs the creator to make the
item.
$ince different classes get access to certain spells at different
le*els, the prices for t)o characters to make the same item
might actually #e different. "n item is only )orth t)o times
)hat the caster of the lo)est possi#le le*el can make it for.
Calculate the market price #ased on the lo)est possi#le le*el
caster, no matter )ho makes the item.
Aot all items adhere to these formulas. 3irst and foremost,
these fe) formulas arenCt enough to truly gauge the exact
differences #et)een items. he price of a magic item may #e
modified #ased on its actual )orth. he formulas only
pro*ide a starting point. he pricing of scrolls assumes that,
)hene*er possi#le, a )izard or cleric created it. Potions and
)ands follo) the formulas exactly. $ta*es follo) the
formulas closely, and other items re6uire at least some
?udgment calls.
Creating !agic .rmor
o create magic armor, a character needs a heat source and
some iron, )ood, or leather)orking tools. -e also needs a
supply of materials, the most o#*ious #eing the armor or the
pieces of the armor to #e assem#led. "rmor to #e made into
magic armor must #e master)ork armor, and the master)ork
cost is added to the #ase price to determine final market
*alue. "dditional magic supply costs for the materials are
su#sumed in the cost for creating the magic armorKhalf the
#ase price of the item.
Creating magic armor has a special prere6uisiteB he
creatorCs caster le*el must #e at least three times the
enhancement #onus of the armor. :f an item has #oth an
enhancement #onus and a special a#ility, the higher of the
t)o caster le*el re6uirements must #e met. Magic armor or a
magic shield must ha*e at least a G1 enhancement #onus to
ha*e any armor or shield special a#ilities.
:f spells are in*ol*ed in the prere6uisites for making the
armor, the creator must ha*e prepared the spells to #e cast 7or
must kno) the spells, in the case of a sorcerer or #ard9 and
must pro*ide any material components or focuses the spells
re6uire. he act of )orking on the armor triggers the
prepared spells, making them una*aila#le for casting during
each day of the armorCs creation. 7hat is, those spell slots are
expended from the casterCs currently prepared spells, ?ust as
if they had #een cast.9
Creating some armor may entail other prere6uisites #eyond
or other than spellcasting. $ee the indi*idual descriptions for
details.
Crafting magic armor re6uires one day for each 1,;;; gp
*alue of the #ase price.
-tem Creation &eat Re>uiredB Craft Magic "rms and
"rmor.
'"ill H#ed in CreationB $pellcraft or Craft 7armor9.
Creating !agic Aeapon#
o create a magic )eapon, a character needs a heat source
and some iron, )ood, or leather)orking tools. $he also needs
a supply of materials, the most o#*ious #eing the )eapon or
the pieces of the )eapon to #e assem#led. Only a
master)ork )eapon can #ecome a magic )eapon, and the
master)ork cost is added to the total cost to determine final
market *alue. "dditional magic supplies costs for the
materials are su#sumed in the cost for creating the magic
)eaponKhalf the #ase price of the item #ased upon the
itemCs total effecti*e #onus.
Creating a magic )eapon has a special prere6uisiteB he
creatorCs caster le*el must #e at least three times the
enhancement #onus of the )eapon. :f an item has #oth an
enhancement #onus and a special a#ility, the higher of the
t)o caster le*el re6uirements must #e met. " magic )eapon
must ha*e at least a G1 enhancement #onus to ha*e any
melee or ranged special )eapon a#ilities.
:f spells are in*ol*ed in the prere6uisites for making the
)eapon, the creator must ha*e prepared the spells to #e cast
7or must kno) the spells, in the case of a sorcerer or #ard9
#ut need not pro*ide any material components or focuses the
spells re6uire. he act of )orking on the )eapon triggers the
prepared spells, making them una*aila#le for casting during
each day of the )eaponCs creation. 7hat is, those spell slots
are expended from the casterCs currently prepared spells, ?ust
as if they had #een cast.9
"t the time of creation, the creator must decide if the )eapon
glo)s or not as a side.effect of the magic im#ued )ithin it.
his decision does not affect the price or the creation time,
#ut once the item is finished, the decision is #inding.
Creating magic dou#le.headed )eapons is treated as creating
t)o )eapons )hen determining cost, time, and special
a#ilities.
Creating some )eapons may entail other prere6uisites
Page 550
#eyond or other than spellcasting. $ee the indi*idual
descriptions for details.
Crafting a magic )eapon re6uires 1 day for each 1,;;; gp
*alue of the #ase price.
-tem Creation &eat Re>uiredB Craft Magic "rms and
"rmor.
'"ill H#ed in CreationB $pellcraft, Craft 7#o)s9 7for magic
#o)s and arro)s9, or Craft 7)eapons9 7for all other
)eapons9.
Creating Potion#
Table 1@-3A: Potion Base Costs *By Bre#er(s
Class-
'pell
1evel
Cleric, Druid,
Ai$ard
'orcerer ard
Paladin,
RangerL
; &5 gp &5 gp &5 gp K
1st 5; gp 5; gp 5; gp 5; gp
&nd ,;; gp /;; gp /;; gp /;; gp
,rd !5; gp 2;; gp 1,;5; gp 1,;5; gp
P Caster le*el is e6ual to class le*el H,.
Prices assume that the potion )as made at the minimum
caster le*el. he cost to create a potion is half the #ase price.
he creator of a potion needs a le*el )orking surface and at
least a fe) containers in )hich to mix li6uids, as )ell as a
source of heat to #oil the #re). :n addition, he needs
ingredients. he costs for materials and ingredients are
su#sumed in the cost for #re)ing the potionB &5 gp L the
le*el of the spell L the le*el of the caster.
"ll ingredients and materials used to #re) a potion must #e
fresh and unused. he character must pay the full cost for
#re)ing each potion. 7+conomies of scale do not apply.9
he im#i#er of the potion is #oth the caster and the target.
$pells )ith a range of personal cannot #e made into potions.
he creator must ha*e prepared the spell to #e placed in the
potion 7or must kno) the spell, in the case of a sorcerer or
#ard9 and must pro*ide any material component or focus the
spell re6uires.
Material components are consumed )hen he #egins )orking,
#ut a focus is not. 7" focus used in #re)ing a potion can #e
reused.9 he act of #re)ing triggers the prepared spell,
making it una*aila#le for casting until the character has
rested and regained spells. 7hat is, that spell slot is
expended from the casterCs currently prepared spells, ?ust as
if it had #een cast.9 1re)ing a potion re6uires 1 day.
-tem Creation &eat Re>uiredB 1re) Potion.
'"ill H#ed in CreationB $pellcraft or Craft 7alchemy9
Creating Ring#
o create a magic ring, a character needs a heat source. -e
also needs a supply of materials, the most o#*ious #eing a
ring or the pieces of the ring to #e assem#led. he cost for
the materials is su#sumed in the cost for creating the ring.
'ing costs are difficult to determine. 'efer to a#leB
+stimating Magic :tem Gold Piece >alues and use the ring
prices in the ring descriptions as a guideline. Creating a ring
generally costs half the ringCs market price.
'ings that duplicate spells )ith costly material components
add in the *alue of 5; L the spellCs component cost. -a*ing a
spell )ith a costly component as a prere6uisite does not
automatically incur this cost. he act of )orking on the ring
triggers the prepared spells, making them una*aila#le for
casting during each day of the ringCs creation. 7hat is, those
spell slots are expended from the casterCs currently prepared
spells, ?ust as if they had #een cast.9
Creating some rings may entail other prere6uisites #eyond or
other than spellcasting. $ee the indi*idual descriptions for
details.
3orging a ring re6uires 1 day for each 1,;;; gp of the #ase
price.
-tem Creation &eat Re>uiredB 3orge 'ing.
'"ill H#ed in CreationB $pellcraft or Craft 7?e)elry9.
Creating Rod#
o create a magic rod, a character needs a supply of
materials, the most o#*ious #eing a rod or the pieces of the
rod to #e assem#led. he cost for the materials is su#sumed
in the cost for creating the rod. 'od costs are difficult to
determine. 'efer to a#leB +stimating Magic :tem Gold Piece
>alues and use the rod prices in the rod descriptions as a
guideline. Creating a rod costs half the market *alue listed.
:f spells are in*ol*ed in the prere6uisites for making the rod,
the creator must ha*e prepared the spells to #e cast 7or must
kno) the spells, in the case of a sorcerer or #ard9 #ut need
not pro*ide any material components or focuses the spells
re6uire. he act of )orking on the rod triggers the prepared
spells, making them una*aila#le for casting during each day
of the rodCs creation. 7hat is, those spell slots are expended
from the casterCs currently prepared spells, ?ust as if they had
#een cast.9
Creating some rods may entail other prere6uisites #eyond or
other than spellcasting. $ee the indi*idual descriptions for
details.
Crafting a rod re6uires 1 day for each 1,;;; gp of the #ase
Page 55!
price.
-tem Creation &eat Re>uiredB Craft 'od.
'"ill H#ed in CreationB $pellcraft, Craft 7?e)elry9, Craft
7sculptures9, or Craft 7)eapons9.
Creating 'croll#
Table 1@-3B: Scroll Base Costs *By Scriber(s
Class-
'pell
1evel
Cleric, Druid,
Ai$ard
'orcerer ard
Paladin,
RangerL
; 1& gp 5 sp 1& gp 5 sp 1& gp 5 sp K
1st &5 gp &5 gp &5 gp &5 gp
&nd 15; gp &;; gp &;; gp &;; gp
,rd ,!5 gp /5; gp 5&5 gp 5&5 gp
/th !;; gp %;; gp 1,;;; gp 1,;;; gp
5th 1,1&5 gp 1,&5; gp 1,0&5 gp K
0th 1,05; gp 1,%;; gp &,/;; gp K
!th &,&!5 gp &,/5; gp K K
%th ,,;;; gp ,,&;; gp K K
2th ,,%&5 gp /,;5; gp K K
P Caster le*el is e6ual to class le*el H,.
Prices assume that the scroll )as made at the minimum
caster le*el. he cost to create a scroll is half the #ase price.
o create a scroll, a character needs a supply of choice
)riting materials, the cost of )hich is su#sumed in the cost
for scri#ing the scrollB 1&.5 gp L the le*el of the spell L the
le*el of the caster.
"ll )riting implements and materials used to scri#e a scroll
must #e fresh and unused. " character must pay the full cost
for scri#ing each spell scroll no matter ho) many times she
pre*iously has scri#ed the same spell.
he creator must ha*e prepared the spell to #e scri#ed 7or
must kno) the spell, in the case of a sorcerer or #ard9 and
must pro*ide any material component or focus the spell
re6uires. " material component is consumed )hen she #egins
)riting, #ut a focus is not. 7" focus used in scri#ing a scroll
can #e reused.9 he act of )riting triggers the prepared spell,
making it una*aila#le for casting until the character has
rested and regained spells. 7hat is, that spell slot is
expended from the casterCs currently prepared spells, ?ust as
if it had #een cast.9
$cri#ing a scroll re6uires 1 day per 1,;;; gp of the #ase
price. "lthough an indi*idual scroll might contain more than
one spell, each spell must #e scri#ed as a separate effort,
meaning that no more than 1 spell can #e scri#ed in a day.
-tem Creation &eat Re>uiredB $cri#e $croll.
'"ill H#ed in CreationB $pellcraft, Craft 7calligraphy9, or
Profession 7scri#e9.
Creating 'tave#
o create a magic staff, a character needs a supply of
materials, the most o#*ious #eing a staff or the pieces of the
staff to #e assem#led.
he materials cost is su#sumed in the cost of creationB /;;
gp L the le*el of the highest.le*el spell L the le*el of the
caster, plus !5I of the *alue of the next most costly a#ility
7,;; gp L the le*el of the spell L the le*el of the caster9, plus
1@& the *alue of any other a#ilities 7&;; gp L the le*el of the
spell L the le*el of the caster9. $ta*es are al)ays fully
charged 71; charges9 )hen created.
:f desired, a spell can #e placed into the staff at less than the
normal cost, #ut then acti*ating that particular spell drains
additional charges from the staff. (i*ide the cost of the spell
#y the num#er of charges it consumes to determine its final
price. Aote that this does not change the order in )hich the
spells are priced 7the highest le*el spell is still priced first,
e*en if it re6uires more than one charge to acti*ate9. he
caster le*el of all spells in a staff must #e the same, and no
staff can ha*e a caster le*el of less than %th, e*en if all the
spells in the staff are lo).le*el spells.
he creator must ha*e prepared the spells to #e stored 7or
must kno) the spells, in the case of a sorcerer or #ard9 and
must pro*ide any focus the spells re6uire as )ell as material
component costs sufficient to acti*ate the spell 5; times
7di*ide this amount #y the num#er of charges one use of the
spell expends9. Material components are consumed )hen he
#egins )orking, #ut focuses are not. 7" focus used in
creating a staff can #e reused.9 he act of )orking on the
staff triggers the prepared spells, making them una*aila#le
for casting during each day of the staff Cs creation. 7hat is,
those spell slots are expended from the casterCs currently
prepared spells, ?ust as if they had #een cast.9
Creating a fe) sta*es may entail other prere6uisites #eyond
spellcasting. $ee the indi*idual descriptions for details.
Crafting a staff re6uires 1 day for each 1,;;; gp of the #ase
price.
-tem Creation &eat Re>uiredB Craft $taff.
'"ill H#ed in CreationB $pellcraft, Craft 7?e)elry9, Craft
7sculptures9, or Profession 7)oodcutter9.
Page 55%
Creating Aand#
Table 1@-3C: 9and Base Costs *By Crafter(s
Class-
'pell
1evel
Cleric, Druid,
Ai$ard
'orcerer ard
Paladin,
RangerL
; ,!5 gp ,!5 gp ,!5 gp K
1st !5; gp !5; gp !5; gp !5; gp
&nd /,5;; gp 0,;;; gp 0,;;; gp 0,;;; gp
,rd 11,&5; gp 1,,5;; gp 15,!5; gp 15,!5; gp
/th &1,;;; gp &/,;;; gp ,;,;;; gp ,;,;;; gp
P Caster le*el is e6ual to class le*el H,.
Prices assume that the )and )as made at the minimum
caster le*el. he cost to create a )and is half the #ase price.
o create a magic )and, a character needs a small supply of
materials, the most o#*ious #eing a #aton or the pieces of the
)and to #e assem#led. he cost for the materials is
su#sumed in the cost for creating the )andB ,!5 gp L the
le*el of the spell L the le*el of the caster. 4ands are al)ays
fully charged 75; charges9 )hen created.
he creator must ha*e prepared the spell to #e stored 7or
must kno) the spell, in the case of a sorcerer or #ard9 and
must pro*ide any focuses the spell re6uires. 3ifty of each
needed material component are re6uired 7one for each
charge9. Material components are consumed )hen )ork
#egins, #ut focuses are not. " focus used in creating a )and
can #e reused. he act of )orking on the )and triggers the
prepared spell, making it una*aila#le for casting during each
day de*oted to the )andCs creation. 7hat is, that spell slot is
expended from the casterCs currently prepared spells, ?ust as
if it had #een cast.9
Crafting a )and re6uires 1 day per each 1,;;; gp of the #ase
price.
-tem Creation &eat Re>uiredB Craft 4and.
'"ill H#ed in CreationB $pellcraft, Craft 7?e)elry9, Craft
7sculptures9, or Profession 7)oodcutter9.
Creating Aondrou# -tem#
o create a )ondrous item, a character usually needs some
sort of e6uipment or tools to )ork on the item. $he also
needs a supply of materials, the most o#*ious #eing the item
itself or the pieces of the item to #e assem#led. he cost for
the materials is su#sumed in the cost for creating the item.
4ondrous item costs are difficult to determine. 'efer to
a#leB +stimating Magic :tem Gold Piece >alues and use the
item prices in the item descriptions as a guideline. Creating
an item costs half the market *alue listed.
:f spells are in*ol*ed in the prere6uisites for making the
item, the creator must ha*e prepared the spells to #e cast 7or
must kno) the spells, in the case of a sorcerer or #ard9 #ut
need not pro*ide any material components or focuses the
spells re6uire. he act of )orking on the item triggers the
prepared spells, making them una*aila#le for casting during
each day of the itemCs creation. 7hat is, those spell slots are
expended from the casterCs currently prepared spells, ?ust as
if they had #een cast.9
Creating some items may entail other prere6uisites #eyond or
other than spellcasting. $ee the indi*idual descriptions for
details.
Crafting a )ondrous item re6uires 1 day for each 1,;;; gp of
the #ase price.
-tem Creation &eat Re>uiredB Craft 4ondrous :tem.
'"ill H#ed -n CreationB $pellcraft or an applica#le Craft or
Profession skill check.
.dding Ne6 .bilitie#
$ometimes, lack of funds or time make it impossi#le for a
magic item crafter to create the desired item from scratch.
3ortunately, it is possi#le to enhance or #uild upon an
existing magic item. Only time, gold, and the *arious
prere6uisites re6uired of the ne) a#ility to #e added to the
magic item restrict the type of additional po)ers one can
place.
he cost to add additional a#ilities to an item is the same as
if the item )as not magical, less the *alue of the original
item. hus, a K1 lons#ord can #e made into a K2 %orpal
lons#ord, )ith the cost to create it #eing e6ual to that of a
K2 %orpal s#ord minus the cost of a K1 lons#ord.
0f the ite! is one that occupies a specific place on a
character(s body, the cost of addin any additional ability to
that ite! increases by 8DP$ )or e,a!ple, if a character adds
the po#er to confer in%isibility to her rin of protection K2,
the cost of addin this ability is the sa!e as for creatin a
rin of in%isibility !ultiplied by 1$8$
Page 552
19. Glossary
Special abilities
he follo)ing special a#ilities include rules commonly used
#y a num#er of creatures, spells, and traps.
Table 1A-1: Special Ability Types
23traordinary 'pell71i"e 'upernatural
(ispel Ao Jes Ao
$pell resistance Ao Jes Ao
"ntimagic field Ao Jes Jes
"ttack of
opportunity
Ao Jes Ao
'ispelB Can dispel !aic and similar spells dispel the effects
of a#ilities of that typeM
Spell .esistanceB (oes spell resistance protect a creature
from these a#ilitiesM
Anti!aic )ieldB (oes an anti!aic field or similar magic
suppress the a#ilityM
Attac" of ?pportunityB (oes using the a#ility pro*oke
attacks of opportunity the )ay that casting a spell doesM
23traordinary .bilitie# /230B +xtraordinary a#ilities are
nonmagical. hey are, ho)e*er, not something that ?ust
anyone can do or e*en learn to do )ithout extensi*e training.
+ffects or areas that suppress or negate magic ha*e no effect
on extraordinary a#ilities.
'pell71i"e .bilitie# /'p0B $pell.like a#ilities, as the name
implies, are magical a#ilities that are *ery much like spells.
$pell.like a#ilities are su#?ect to spell resistance and dispel
!aic. hey do not function in areas )here magic is
suppressed or negated 7such as an anti!aic field9. $pell.like
a#ilities can #e dispelled and counterspelled as normal.
'upernatural .bilitie# /'u0B $upernatural a#ilities are
magical #ut not spell.like. $upernatural a#ilities are not
su#?ect to spell resistance and do not function in areas )here
magic is suppressed or negated 7such as an anti!aic field9.
" supernatural a#ilityCs effect cannot #e dispelled and is not
su#?ect to counterspells. $ee a#leB $pecial "#ility ypes for
a summary of the types of special a#ilities.
.bility 'core onu#e#
$ome spells and a#ilities increase your a#ility scores. "#ility
score increases )ith a duration of 1 day or less gi*e only
temporary #onuses. 3or e*ery t)o points of increase to a
single a#ility, apply a G1 #onus to the skills and statistics
listed )ith the rele*ant a#ility.
'trengthB emporary increases to your $trength score gi*e
you a #onus on $trength.#ased skill checks, melee attack
rolls, and )eapon damage rolls 7if they rely on $trength9.
he #onus also applies to your Com#at Maneu*er 1onus 7if
you are $mall or larger9 and to your Com#at Maneu*er
(efense.
De3terityB emporary increases to your (exterity score gi*e
you a #onus on (exterity.#ased skill checks, ranged attack
rolls, initiati*e checks, and 'eflex sa*ing thro)s. he #onus
also applies to your "rmor Class, your Com#at Maneu*er
1onus 7if you are iny or smaller9, and your Com#at
Maneu*er (efense.
Con#titutionB emporary increases to your Constitution
score gi*e you a #onus on your 3ortitude sa*ing thro)s. :n
addition, multiply your total -it (ice #y this #onus and add
that amount to your current and total hit points. 4hen the
#onus ends, remo*e this total from your current and total hit
points.
-ntelligenceB emporary increases to your :ntelligence score
gi*e you a #onus on :ntelligence.#ased skill checks. his
#onus also applies to any spell (Cs #ased on :ntelligence.
Ai#domB emporary increases to your 4isdom score gi*e
you a #onus on 4isdom.#ased skill checks and 4ill sa*ing
thro)s. his #onus also applies to any spell (Cs #ased on
4isdom.
Chari#maB emporary increases to your Charisma score gi*e
you a #onus on Charisma.#ased skill checks. his #onus also
applies to any spell (Cs #ased on Charisma and the (C to
resist your channeled energy.
Permanent onu#e#B "#ility #onuses )ith a duration greater
than 1 day actually increase the rele*ant a#ility score after &/
hours. Modify all skills and statistics related to that a#ility.
his might cause you to gain skill points, hit points, and
other #onuses. hese #onuses should #e noted separately in
case they are remo*ed.
.bility 'core Damage, Penalty, and
Drain
(iseases, poisons, spells, and other a#ilities can all deal
damage directly to your a#ility scores. his damage does not
actually reduce an a#ility, #ut it does apply a penalty to the
skills and statistics that are #ased on that a#ility.
3or e*ery & points of damage you take to a single a#ility,
apply a H1 penalty to skills and statistics listed )ith the
rele*ant a#ility. :f the amount of a#ility damage you ha*e
taken e6uals or exceeds your a#ility score, you immediately
Page 50;
fall unconscious until the damage is less than your a#ility
score. he only exception to this is your Constitution score.
:f the damage to your Constitution is e6ual to or greater than
your Constitution score, you die. 5nless other)ise noted,
damage to your a#ility scores is healed at the rate of 1 per
day to each a#ility score that has #een damaged. "#ility
damage can #e healed through the use of spells, such as
lesser restoration.
$ome spells and a#ilities cause you to take an a#ility penalty
for a limited amount of time. 4hile in effect, these penalties
function ?ust like a#ility damage, #ut they cannot cause you
to fall unconscious or die. :n essence, penalties cannot
decrease your a#ility score to less than 1.
'trengthB (amage to your $trength score causes you to take
penalties on $trength.#ased skill checks, melee attack rolls,
and )eapon damage rolls 7if they rely on $trength9. he
penalty also applies to your Com#at Maneu*er 1onus 7if you
are $mall or larger9 and your Com#at Maneu*er (efense.
De3terityB (amage to your (exterity score causes you to
take penalties on (exterity.#ased skill checks, ranged attack
rolls, initiati*e checks, and 'eflex sa*ing thro)s. he
penalty also applies to your "rmor Class, your Com#at
Maneu*er 1onus 7if you are iny or smaller9, and to your
Com#at Maneu*er (efense.
Con#titutionB (amage to your Constitution score causes you
to take penalties on your 3ortitude sa*ing thro)s. :n
addition, multiply your total -it (ice #y this penalty and
su#tract that amount from your current and total hit points.
=ost hit points are restored )hen the damage to your
Constitution is healed.
-ntelligenceB (amage to your :ntelligence score causes you
to take penalties on :ntelligence.#ased skill checks. his
penalty also applies to any spell (Cs #ased on :ntelligence.
Ai#domB (amage to your 4isdom score causes you to take
penalties on 4isdom.#ased skill checks and 4ill sa*ing
thro)s. his penalty also applies to any spell (Cs #ased on
4isdom.
Chari#maB (amage to your Charisma score causes you to
take penalties on Charisma.#ased skill checks. his penalty
also applies to any spell (Cs #ased off Charisma and the (C
to resist your channeled energy.
.bility DrainB "#ility drain actually reduces the rele*ant
a#ility score. Modify all skills and statistics related to that
a#ility. his might cause you to lose skill points, hit points,
and other #onuses. "#ility drain can #e healed through the
use of spells such as restoration$
.ffliction#
3rom curses to poisons to diseases, there are a num#er of
afflictions that can affect a creature. 4hile each of these
afflictions has a different effect, they all function using the
same #asic system. "ll afflictions grant a sa*ing thro) )hen
they are contracted. :f successful, the creature does not suffer
from the affliction and does not need to make any further
rolls. :f the sa*ing thro) is a failure, the creature falls *ictim
to the affliction and must deal )ith its effects.
"fflictions re6uire a creature to make a sa*ing thro) after a
period of time to a*oid taking certain penalties. 4ith most
afflictions, if a num#er of sa*ing thro)s are made
consecuti*ely, the affliction is remo*ed and no further sa*es
are necessary. $ome afflictions, usually supernatural ones,
cannot #e cured through sa*ing thro)s alone and re6uire the
aid of po)erful magic to remo*e. +ach affliction is presented
as a short #lock of information to help you #etter ad?udicate
its results.
NameB his is the name of the affliction.
,ypeB his is the type of the affliction, such as curse, disease,
or poison. :t might also include the means #y )hich it is
contracted, such as contact, ingestion, inhalation, in?ury,
spell, or trap.
'aveB his gi*es the type of sa*e necessary to a*oid
contracting the affliction, as )ell as the (C of that sa*e.
5nless other)ise noted, this is also the sa*e to a*oid the
afflictionCs effects once it is contracted, as )ell as the (C of
any caster le*el checks needed to end the affliction through
magic, such as re!o%e curse or neutrali<e poison.
Fn#etB $ome afflictions ha*e a *aria#le amount of time
#efore they set in. Creatures that come in contact )ith an
affliction )ith an onset time must make a sa*ing thro)
immediately. $uccess means that the affliction is a*oided and
no further sa*ing thro)s must #e made. 3ailure means that
the creature has contracted the affliction and must #egin
making additional sa*es after the onset period has elapsed.
he afflictionCs effect does not occur until after the onset
period has elapsed and then only if further sa*ing thro)s are
failed.
&re>uencyB his is ho) often the periodic sa*ing thro)
must #e attempted after the affliction has #een contracted
7after the onset time, if the affliction has any9. 4hile some
afflictions last until they are cured, others end prematurely,
e*en if the character is not cured through other means. :f an
affliction ends after a set amount of time, it )ill #e noted in
the fre6uency. 3or example, a disease )ith a fre6uency of
D1@dayF lasts until cured, #ut a poison )ith a fre6uency of
D1@round for 0 roundsF ends after 0 rounds ha*e passed.
"fflictions )ithout a fre6uency occur only once,
immediately upon contraction 7or after the onset time if one
is listed9.
2ffectB his is the effect that the character suffers each time
if he fails his sa*ing thro) against the affliction. Most
afflictions cause a#ility damage or hit point damage. hese
effects are cumulati*e, #ut they can #e cured normally. Other
Page 501
afflictions cause the creature to take penalties or other
effects. hese effects are sometimes cumulati*e, )ith the rest
only affecting the creature if it failed its most recent sa*e.
$ome afflictions ha*e different effects after the first sa*e is
failed. hese afflictions ha*e an initial effect, )hich occurs
)hen the first sa*e is failed, and a secondary effect, )hen
additional sa*es are failed, as noted in the text. -it point and
a#ility score damage caused #y an affliction cannot #e healed
naturally )hile the affliction persists.
CureB his tells you ho) the affliction is cured. Commonly,
this is a num#er of sa*ing thro)s that must #e made
consecuti*ely. +*en if the affliction has a limited fre6uency,
it might #e cured prematurely if enough sa*ing thro)s are
made. -it point damage and a#ility score damage is not
remo*ed )hen an affliction is cured. $uch damage must #e
healed normally. "fflictions )ithout a cure entry can only #e
cured through po)erful spells, such as neutrali<e poison and
re!o%e curse. Ao matter ho) many sa*ing thro)s are made,
these afflictions continue to affect the target.
-e failed a (C 15 3ortitude sa*e to a*oid contracting it, so
after the onset period of 1d, days has passed, he must make
another (C 15 3ortitude sa*e to a*oid taking 1d0 points of
$trength damage. 3rom this point on)ard, he must make a
(C 15 3ortitude sa*e each day 7according to the diseaseCs
fre6uency9 to a*oid further $trength damage. :f, on t)o
consecuti*e days, he makes his 3ortitude sa*es, he is cured
of the disease and any damage it caused #egins to heal as
normal.
Cur#e#
Careless rogues plundering a tom#, drunken heroes insulting
a po)erful )izard, and foolhardy ad*enturers )ho pick up
ancient s)ords all might suffer from curses. hese magic
afflictions can ha*e a )ide *ariety of effects, from a simple
penalty to certain checks to transforming the *ictim into a
toad. $ome e*en cause the afflicted to slo)ly rot a)ay,
lea*ing nothing #ehind #ut dust. 5nlike other afflictions,
most curses cannot #e cured through a num#er of successful
sa*ing thro)s. Curses can #e cured through magic, ho)e*er,
usually *ia spells such as re!o%e curse and brea"
enchant!ent. 4hile some curses cause a progressi*e
deterioration, others inflict a static penalty from the moment
they are contracted, neither fading o*er time nor gro)ing
)orse. :n addition, there are a num#er of magic items that act
like curses. $ee Magic :tems for a description of these cursed
items.
he follo)ing samples present ?ust some of the possi#ilities
)hen creating curses.
aleful Polymorph 'pell
,ype curse, spell8 'ave 3ortitude (C 1! negates, 4ill (C 1!
partial
2ffect transforms target into a lizard8 see baleful poly!orph
description
e#to6 Cur#e ,rap
,ype curse, spell, trap8 'ave 4ill (C 1/
2ffect H0 penalty to $trength
Cur#e of the .ge#
,ype curse8 'ave 4ill (C 1!
&re>uency 1@day
2ffect age 1 year
!ummy Rot
,ype curse, disease, in?ury8 'ave 3ortitude (C 10
Fn#et 1 minute8 &re>uency 1@day
2ffect 1d0 Con damage and 1d0 Cha damage8 Cure mummy
rot can only #e cured #y successfully casting #oth re!o%e
curse and re!o%e disease )ithin 1 minute of each other.
Hnluc"
,ype curse8 'ave 4ill (C &; negates, no sa*e to a*oid
effects
&re>uency 1@hour
2ffect target must reroll any roll decided #y the GM and take
the )orse result
Aere6olf 1ycanthropy
,ype curse, in?ury8 'ave 3ortitude (C 15 negates, 4ill (C
15 to a*oid effects
Fn#et the next full moon8 &re>uency on the night of e*ery
full moon or )hene*er the target is in?ured
2ffect target transforms into a )olf under the GMCs control
until the next morning
Di#ea#e#
3rom a )idespread plague to the #ite of a dire rat, disease is
a serious threat to common folk and ad*enturers alike.
(iseases rarely ha*e a limited fre6uency, #ut most ha*e a
lengthy onset time. his onset time can also #e *aria#le.
Most diseases can #e cured #y a num#er of consecuti*e
sa*ing thro)s or #y spells such as re!o%e disease.
he follo)ing samples represent ?ust some of the
possi#ilities )hen creating diseases.
linding 'ic"ne##
,ype disease, ingested8 'ave 3ortitude (C 10
Fn#et 1d, days8 &re>uency 1@day
Page 50&
2ffect 1d/ $tr damage, if more than & $tr damage, target
must make an additional 3ort sa*e or #e permanently
#linded8 Cure & consecuti*e sa*es
ubonic Plague
,ype disease, in?ury or inhaled8 'ave 3ortitude (C 1!
Fn#et 1 day8 &re>uency 1@day
2ffect 1d/ Con damage and 1 Cha damage and target is
fatigued8 Cure & consecuti*e sa*es
Cac"le &ever
,ype disease, inhaled8 'ave 3ortitude (C 10
Fn#et 1 day8 &re>uency 1@day
2ffect 1d0 4is damage8 Cure & consecuti*e sa*es
Demon &ever
,ype disease, in?ury8 'ave 3ortitude (C 1%
Fn#et 1 day8 &re>uency 1@day
2ffect 1d0 Con damage, target must make a second 3ort sa*e
or 1 point of the damage is drain instead8 Cure & consecuti*e
sa*es
Devil Chill#
,ype disease, in?ury8 'ave 3ortitude (C 1/
Fn#et 1d/ days8 &re>uency 1@day
2ffect 1d/ $tr damage8 Cure , consecuti*e sa*es
&ilth &ever
,ype disease, in?ury8 'ave 3ortitude (C 1&
Fn#et 1d, days8 &re>uency 1@day
2ffect 1d, (ex damage and 1d, Con damage8 Cure &
consecuti*e sa*es
1epro#y
,ype disease, contact, inhaled, or in?ury8 'ave 3ortitude (C
1& negates, 3ortitude (C &; to a*oid effects
Fn#et &d/ )eeks8 &re>uency 1@)eek
2ffect 1d& Cha damage8 Cure & consecuti*e sa*es
!indfire
,ype disease, inhaled8 'ave 3ortitude (C 1&
Fn#et 1 day8 &re>uency 1@day
2ffect 1d/ :nt damage8 Cure & consecuti*e sa*es
Red .che
,ype disease, in?ury8 'ave 3ortitude (C 15
Fn#et 1d, days8 &re>uency 1@day
2ffect 1d0 $tr damage8 Cure & consecuti*e sa*es
'ha"e#
,ype disease, contact8 'ave 3ortitude (C 1,
Fn#et 1 day8 &re>uency 1@day
2ffect 1d% (ex damage8 Cure & consecuti*e sa*es
'limy Doom
,ype disease, contact8 'ave 3ortitude (C 1/
Fn#et 1 day8 &re>uency 1@day
2ffect 1d/ Con damage, target must make a second 3ort sa*e
or 1 point of the damage is drain instead8 Cure & consecuti*e
sa*es
Poi#on
Ao other affliction is so pre*alent as poison. 3rom the fangs
of a *iper to the ichor.stained assassinCs #lade, poison is a
constant threat. Poisons can #e cured #y successful sa*ing
thro)s and spells such as neutrali<e poison.
Contact poisons are contracted the moment someone touches
the poison )ith his #are skin. $uch poisons can #e used as
in?ury poisons. Contact poisons usually ha*e an onset time of
1 minute and a fre6uency of 1 minute. :ngested poisons are
contracted )hen a creature eats or drinks the poison.
:ngested poisons usually ha*e an onset time of 1; minutes
and a fre6uency of 1 minute. :n?ury poisons are primarily
contracted through the attacks of certain creatures and
through )eapons coated in the toxin. :n?ury poisons do not
usually ha*e an onset time and ha*e a fre6uency of 1 round.
:nhaled poisons are contracted the moment a creature enters
an area containing such poisons. Most inhaled poisons fill a
*olume e6ual to a 1;.foot cu#e per dose. Creatures can
attempt to hold their #reaths )hile inside to a*oid inhaling
the toxin. Creatures holding their #reaths recei*e a 5;I
chance of not ha*ing to make a 3ortitude sa*e each round.
$ee the rules for holding your #reath and suffocation in
+n*ironment. Aote that a character that )ould normally
suffocate )hile attempting to hold its #reath instead #egins to
#reathe normally again.
5nlike other afflictions, multiple doses of the same poison
stack. Poisons deli*ered #y in?ury and contact cannot inflict
more than one dose of poison at a time, #ut inhaled and
ingested poisons can inflict multiple doses at once. +ach
additional dose extends the total duration of the poison 7as
noted under fre6uency9 #y half its total duration. :n addition,
each dose of poison increases the (C to resist the poison #y
G&. his increase is cumulati*e. Multiple doses do not alter
the cure conditions of the poison, and meeting these
conditions ends the affliction for all the doses. 3or example,
Page 50,
a character is #it three times in the same round #y a trio of
Medium monstrous spiders, in?ecting him )ith three doses of
Medium spider *enom. he unfortunate character must make
a (C 1% 3ortitude sa*e for the next % rounds. 3ortunately,
?ust one successful sa*e cures the character of all three doses
of the poison.
"pplying poison to a )eapon or single piece of ammunition
is a standard action. 4hene*er a character applies or readies
a poison for use there is a 5I chance that he exposes himself
to the poison and must sa*e against the poison as normal.
his does not consume the dose of poison. 4hene*er a
character attacks )ith a poisoned )eapon, if the attack roll
results in a natural 1, he exposes himself to the poison. his
consumes the poison on the )eapon. Characters )ith the
poison use class feature do not risk accidentally poisoning
themsel*es.
Poisons can #e made using Craft 7alchemy9. he (C to make
a poison is e6ual to its 3ortitude sa*e (C. 'olling a natural 1
on a Craft skill check )hile making a poison exposes the
crafter to the poison. Crafters )ith the poison use class
feature do not risk poisoning themsel*es )hen using Craft to
make poison.
he follo)ing samples represent ?ust some of the
possi#ilities )hen creating poisons.
Table 1A-2: Sa!ple Poisons
Name ,ype &ort DC Fn#et &re>uency 2ffect Cure Co#t
"rsenic ingested 1, 1; min. 1@min. for / min. 1d& Con 1 sa*e 1&; gp
1elladonna ingested 1/ 1; min. 1@min. for 0 min. 1d& $tr, see text 1 sa*e 1;; gp
1lack adder *enom in?ury 11 K 1@rd. for 0 rds. 1d& Con 1 sa*e 1&; gp
1lack lotus extract contact &; 1 min. 1@rd. for 0 rds. 1d0 Con & sa*es /,5;; gp
1loodroot in?ury 1& 1 rd. 1@rd. for / rds. 1 Con and 1 4is 1 sa*e 1;; gp
1lue )hinnis in?ury 1/ K 1@rd. for & rds
1 Con@unconscious
1d, hours
1 sa*e 1&; gp
1urnt othur fumes inhaled 1% K 1@rd. for 0 rds. 1 Con drain@1d, Con & sa*es &,1;; gp
(ark rea*er po)er ingested 1% 1; min. 1@min. for 0 min. 1d, Con and 1 $tr & sa*es %;; gp
(eath#lade in?ury &; K 1@rd. for 0 rds. 1d, Con & sa*es 1,%;; gp
(ragon #ile contact &0 K 1@rd. for 0 rds. 1d, $tr K 1,5;; gp
(ro) poison in?ury 1, K 1@min. for & min.
unconscious 1
min.@&d/ hours
1 sa*e !5 gp
Giant )asp poison in?ury 1% K 1@rd. for 0 rds. 1d& (ex 1 sa*e &1; gp
Green#lood oil in?ury 1, K 1@rd. for / rds. 1 Con 1 sa*e 1;; gp
Green prismatic poison spell *aries K 1@rd. for 0 rds. (eath@1 Con & sa*es K
-emlock ingested 1% 1; min. 1@min. for 0 min. 1d0 (ex, see text & sa*es &,5;; gp
:d moss ingested 1/ 1; min. 1@min. for 0 min. 1d, :nt 1 sa*e 1&5 gp
:nsanity mist inhaled 15 K 1@rd. for 0 rds. 1d, 4is 1 sa*e 1,5;; gp
<ingCs sleep ingested 12 1 day 1@day 1 Con drain & sa*es 5,;;; gp
=arge scorpion *enom in?ury 1! K 1@rd. for 0 rds. 1d& $tr 1 sa*e &;; gp
=ich dust ingested 1! 1; min. 1@min. for 0 min. 1d, $tr & sa*es /;; gp
Malyass root paste contact 10 1 min. 1@min. for 0 min. 1d& (ex 1 sa*e &5; gp
Medium spider *enom in?ury 1/ K 1@rd. for / rds. 1d& $tr 1 sa*e 15; gp
Aightmare *apor inhaled &; K 1@rd. for 0 rds.
1 4is and confused 1
round
& sa*es 1,%;; gp
Aitharit contact 1, 1 min. 1@min. for 0 min. 1d, Con 1 sa*e 05; gp
Oil of taggit ingested 15 min. K unconscious 1d, hours 1 sa*e 2; gp
Purple )orm poison in?ury &/ K 1@rd. for 0 rds. 1d, $tr & sa*es !;; gp
$assone leaf residue contact 10 1 min. 1@min. for 0 min. &d1& hp@1 Con 1 sa*e ,;; gp
$hado) essence in?ury 1! K 1@rd. for 0 rds. 1 $tr drain@1d& $tr 1 sa*e &5; gp
$mall centipede poison in?ury 11 K 1@rd. for / rds. 1 (ex sa*e 2; gp
Page 50/
Name ,ype &ort DC Fn#et &re>uency 2ffect Cure Co#t
$triped toadstool ingested 11 1; min. 1@min. for / min. 1d, 4is and 1 :nt 1 sa*e 1%; gp
ears of death contact && 1 min. 1@min. for 0 min.
1d0 Con and paralyzed
1 min.
K 0,5;; gp
erina* root contact 10 1 min. 1@min. for 0 min. 1d, (ex 1 sa*e /;; gp
5ngol dust inhaled 15 K 1@rd. for / rds. 1 Cha drain@1d& Cha 1 sa*e 1,;;; gp
4olfs#ane ingested 10 1; min. 1@min. for 0 min. 1d, Con 1 sa*e 5;; gp
4y*ern poison in?ury 1! K 1@rd. for 0 rds. 1d/ Con & sa*es ,,;;; gp
.r#enic
,ype poison, ingested8 'ave 3ortitude (C 1,
Fn#et 1; minutes.8 &re>uency 1@minute for / minutes
2ffect 1d& Con damage8 Cure 1 sa*e
elladonna
,ype poison, ingested8 'ave 3ortitude (C 1/
Fn#et 1; minutes8 &re>uency 1@minute for 0 minutes
2ffect 1d& $tr damage, target can attempt one sa*e to cure a
lycanthropy affliction contracted in the past hour8 Cure 1
sa*e
lac" .dder Denom
,ype poison, in?ury8 'ave 3ortitude (C 11
&re>uency 1@round for 0 rounds
2ffect 1d& Con damage8 Cure 1 sa*e
lac" 1otu# 23tract
,ype poison, contact8 'ave 3ortitude (C &;
Fn#et 1 minute8 &re>uency 1@round for 0 rounds
2ffect 1d0 Con damage8 Cure & consecuti*e sa*es
loodroot
,ype poison, in?ury8 'ave 3ortitude (C 1&
Fn#et 1 round8 &re>uency 1@round for / rounds
2ffect 1 Con damage and 1 4is damage8 Cure 1 sa*e
lue Ahinni#
,ype poison, in?ury8 'ave 3ortitude (C 1/
&re>uency 1@round for & rounds
-nitial 2ffect 1 Con damage8 'econdary 2ffect
unconsciousness for 1d, hours8 Cure 1 sa*e
urnt Fthur &ume#
,ype poison, inhaled8 'ave 3ortitude (C 1%
&re>uency 1@round for 0 rounds
-nitial 2ffect 1 Con drain8 'econdary 2ffect 1d, Con
damage8 Cure & consecuti*e sa*es
Dar" Reaver Po6der
,ype poison, ingested8 'ave 3ortitude (C 1%
Fn#et 1; minutes8 &re>uency 1@minute for 0 minutes
2ffect 1d, Con damage and 1 $tr damage8 Cure &
consecuti*e sa*es
Deathblade
,ype poison, in?ury8 'ave 3ortitude (C &;
&re>uency 1@round for 0 rounds
2ffect 1d, Con damage8 Cure & consecuti*e sa*es
Dragon ile
,ype poison, contact8 'ave 3ortitude (C &0
&re>uency 1@round for 0 rounds
2ffect 1d, $tr damage
Dro6 Poi#on
,ype poison, in?ury8 'ave 3ortitude (C 1,
&re>uency 1@minute for & minutes
-nitial 2ffect unconsciousness for 1 minute8 'econdary
2ffect unconsciousness for &d/ hours8 Cure 1 sa*e
Giant Aa#p Poi#on
,ype poison, in?ury8 'ave 3ortitude (C 1%
&re>uency 1@round for 0 rounds
2ffect 1d& (ex damage8 Cure 1 sa*e
Greenblood Fil
,ype poison, in?ury8 'ave 3ortitude (C 1,
&re>uency 1@round for / rounds
2ffect 1 Con damage8 Cure 1 sa*e
Green Pri#matic Poi#on
,ype poison, spell8 'ave 3ort (C *aries #y spell
Page 505
&re>uency 1@round for 0 rounds
-nitial 2ffect death8 'econdary 2ffect 1 Con damage8 Cure
& consecuti*e sa*es. $ee pris!atic sphere, pris!atic spray,
or pris!atic #all for more details.
5emloc"
,ype poison, ingested8 'ave 3ortitude (C 1%
Fn#et 1; minutes8 &re>uency 1@minute for 0 minutes
2ffect 1d0 (ex damage, creatures reduced to ; (exterity
suffocate8 Cure & consecuti*e sa*es
-d !o##
,ype poison, ingested8 'ave 3ortitude (C 1/
Fn#et 1; minutes8 &re>uency 1@minute for 0 minutes
2ffect 1d, :nt damage8 Cure 1 sa*e
-n#anity !i#t
,ype poison, inhaled8 'ave 3ortitude (C 15
&re>uency 1@rounds for 0 rounds
2ffect 1d, 4is damage8 Cure 1 sa*e
Eing%# 'leep
,ype poison, ingested8 'ave 3ortitude (C 12
Fn#et 1 day8 &re>uency 1@day
2ffect 1 Con drain8 Cure & consecuti*e sa*es
1arge 'corpion Denom
,ype poison, in?ury8 'ave 3ortitude (C 1!
&re>uency 1@round for 0 rounds
2ffect 1d& $tr damage8 Cure 1 sa*e
1ich Du#t
,ype poison, ingested8 'ave 3ortitude (C 1!
Fn#et 1; minutes8 &re>uency 1@minute for 0 minutes
2ffect 1d, $tr damage8 Cure & consecuti*e sa*es
!alya## Root Pa#te
,ype poison, contact8 'ave 3ortitude (C 10
Fn#et 1 minute8 &re>uency 1@minute for 0 minutes
2ffect 1d& (ex damage8 Cure 1 sa*e
!edium 'pider Denom
,ype poison, in?ury8 'ave 3ortitude (C 1/
&re>uency 1@round for / rounds
2ffect 1d& $tr damage8 Cure 1 sa*e
Nightmare Dapor
,ype poison, inhaled8 'ave 3ortitude (C &;
&re>uency 1@round for 0 rounds
2ffect 1 4is damage and confused for 1 round8 Cure &
consecuti*e sa*es
Nitharit
,ype poison, contact8 'ave 3ortitude (C 1,
Fn#et 1 minute8 &re>uency 1@minute for 0 minutes
2ffect 1d, Con damage8 Cure 1 sa*e
Fil of ,aggit
,ype poison, ingested8 'ave 3ortitude (C 15
Fn#et 1 minute
2ffect unconsciousness for 1d, hours8 Cure 1 sa*e
Purple Aorm Poi#on
,ype poison, in?ury8 'ave 3ortitude (C &/
&re>uency 1@round for 0 rounds
2ffect 1d, $tr damage8 Cure & consecuti*e sa*es
'a##one 1eaf Re#idue
,ype poison, contact8 'ave 3ortitude (C 10
Fn#et 1 minute8 &re>uency 1@minute for 0 minutes
-nitial 2ffect &d1& hit point damage8 'econdary 2ffect 1
Con damage8 Cure 1 sa*e
'hado6 2##ence
,ype poison, in?ury8 'ave 3ortitude (C 1!
&re>uency 1@round for 0 rounds
-nitial 2ffect 1 $tr drain8 'econdary 2ffect 1d& $tr damage8
Cure 1 sa*e
'mall Centipede Poi#on
,ype poison, in?ury8 'ave 3ortitude (C 11
&re>uency 1@round for / rounds
2ffect 1 (ex damage8 Cure 1 sa*e
'triped ,oad#tool
,ype poison, ingested8 'ave 3ortitude (C 11
Fn#et 1; minutes8 &re>uency 1@minute for / minutes
2ffect 1d, 4is damage and 1 :nt damage8 Cure 1 sa*e
,ear# of Death
,ype poison, contact8 'ave 3ortitude (C &&
Page 500
Fn#et 1 minute8 &re>uency 1@minute for 0 minutes
2ffect 1d0 Con damage and paralyzed for 1 minute
,erinav Root
,ype poison, contact8 'ave 3ortitude (C 10
Fn#et 1 minute8 &re>uency 1@minute for 0 minutes
2ffect 1d, (ex damage8 Cure 1 sa*e
Hngol Du#t
,ype poison, inhaled8 'ave 3ortitude (C 15
&re>uency 1@round for / rounds
-nitial 2ffect 1 Cha drain8 'econdary 2ffect 1d& Cha
damage8 Cure 1 sa*e
Aolf#bane
,ype poison, ingested8 'ave 3ortitude (C 10
Fn#et 1; minute8 &re>uency 1@minute for 0 minutes
2ffect 1d, Con damage8 Cure 1 sa*e
Ayvern Poi#on
,ype poison, in?ury8 'ave 3ortitude (C 1!
&re>uency 1@round for 0 rounds
2ffect 1d/ Con damage8 Cure & consecuti*e sa*es
lind#ight and lind#en#e
$ome creatures possess #lindsight, the extraordinary a#ility
to use a non*isual sense 7or a com#ination senses9 to operate
effecti*ely )ithout *ision. $uch senses may include
sensiti*ity to *i#rations, acute scent, keen hearing, or
echolocation. his makes in*isi#ility and concealment 7e*en
magical darkness9 irrele*ant to the creature 7though it still
canCt see ethereal creatures9. his a#ility operates out to a
range specified in the creature description.
1lindsight ne*er allo)s a creature to distinguish
color or *isual contrast. " creature cannot read )ith
#lindsight.
1lindsight does not su#?ect a creature to gaze
attacks 7e*en though dark*ision does9.
1linding attacks do not penalize creatures that use
#lindsight.
(eafening attacks th)art #lindsight if it relies on
hearing.
1lindsight )orks under)ater #ut not in a *acuum.
1lindsight negates displacement and #lur effects.
lind#en#eB Other creatures ha*e #lindsense, a lesser a#ility
that lets the creature notice things it cannot see, #ut )ithout
the precision of #lindsight. he creature )ith #lindsense
usually does not need to make Perception checks to notice
and locate creatures )ithin range of its #lindsense a#ility,
pro*ided that it has line of effect to that creature. "ny
opponent that cannot #e seen has total concealment 75;I
miss chance9 against a creature )ith #lindsense, and the
#lindsensing creature still has the normal miss chance )hen
attacking foes that ha*e concealment. >isi#ility still affects
the mo*ement of a creature )ith #lindsense. " creature )ith
#lindsense is still denied its (exterity #onus to "rmor Class
against attacks from creatures it cannot see.
Channel Re#i#tance
Creatures )ith channel resistance gain a #onus on 4ill sa*es
made against channeled energy. hey add their #onus to any
4ill sa*es made to hal*e the damage and resist the effect.
Charm and Compul#ion
Many a#ilities and spells can cloud the minds of characters
and monsters, lea*ing them una#le to tell friend from foeK
or )orse yet, decei*ing them into thinking that their former
friends are no) their )orst enemies. )o general types of
enchantments affect characters and creaturesB charms and
compulsions.
Charming another creature gi*es the charming character the
a#ility to #efriend and suggest courses of action to his
minion, #ut the ser*itude is not a#solute or mindless. Charms
of this type include the *arious char! spells and some
monster a#ilities. +ssentially, a char!ed character retains
free )ill #ut makes choices according to a ske)ed *ie) of
the )orld.
" charmed creature doesnCt gain any magical a#ility
to understand his ne) friendCs language.
" charmed character retains his original alignment
and allegiances, generally )ith the exception that he
no) regards the charming creature as a dear friend
and )ill gi*e great )eight to his suggestions and
directions.
" charmed character fights his former allies only if
they threaten his ne) friend, and e*en then he uses
the least lethal means at his disposal as long as these
tactics sho) any possi#ility of success 7?ust as he
)ould in a fight )ith an actual friend9.
" charmed character is entitled to an opposed
Charisma check against his master in order to resist
instructions or commands that )ould make him do
something he )ouldnCt normally do e*en for a close
friend. :f he succeeds, he decides not to go along
)ith that order #ut remains charmed$
" charmed character ne*er o#eys a command that is
o#*iously suicidal or grie*ously harmful to him.
:f the charming creature commands his minion to do
Page 50!
something that the influenced character )ould #e
*iolently opposed to, the su#?ect may attempt a ne)
sa*ing thro) to #reak free of the influence
altogether.
" charmed character )ho is openly attacked #y the
creature )ho charmed him or #y that creatureCs
apparent allies is automatically freed of the spell or
effect.
Compulsion is a different matter altogether. " compulsion
o*errides the su#?ectCs free )ill in some )ay or simply
changes the )ay the su#?ectCs mind )orks. " charm makes
the su#?ect a friend of the caster8 a compulsion makes the
su#?ect o#ey the caster.
'egardless of )hether a character is charmed or compelled,
he does not *olunteer information or tactics that his master
doesnCt ask for.
Damage Reduction
$ome magic creatures ha*e the supernatural a#ility to
instantly heal damage from )eapons or ignore #lo)s
altogether as though they )ere in*ulnera#le.
he numerical part of a creatureCs damage reduction 7or ('9
is the amount of damage the creature ignores from normal
attacks. 5sually, a certain type of )eapon can o*ercome this
reduction 7see O*ercoming ('9. his information is
separated from the damage reduction num#er #y a slash. 3or
example, (' 5@magic means that a creature takes 5 less
points of damage from all )eapons that are not magic. :f a
dash follo)s the slash, then the damage reduction is effecti*e
against any attack that does not ignore damage reduction.
4hene*er damage reduction completely negates the damage
from an attack, it also negates most special effects that
accompany the attack, such as in?ury poison, a monkCs
stunning, and in?ury.#ased disease. (amage reduction does
not negate touch attacks, energy damage dealt along )ith an
attack, or energy drains. Aor does it affect poisons or
diseases deli*ered #y inhalation, ingestion, or contact.
"ttacks that deal no damage #ecause of the targetCs damage
reduction do not disrupt spells.
$pells, spell.like a#ilities, and energy attacks 7e*en
nonmagical fire9 ignore damage reduction.
$ometimes damage reduction represents instant healing.
$ometimes it represents the creatureCs tough hide or #ody. :n
either case, other characters can see that con*entional attacks
)onCt )ork.
:f a creature has damage reduction from more than one
source, the t)o forms of damage reduction do not stack.
:nstead, the creature gets the #enefit of the #est damage
reduction in a gi*en situation.
Fvercoming DRB (amage reduction may #e o*ercome #y
special materials, magic )eapons 7any )eapon )ith a G1 or
higher enhancement #onus, not counting the enhancement
from master)ork 6uality9, certain types of )eapons 7such as
slashing or #ludgeoning9, and )eapons im#ued )ith an
alignment.
"mmunition fired from a pro?ectile )eapon )ith an
enhancement #onus of G1 or higher is treated as a magic
)eapon for the purpose of o*ercoming damage reduction.
$imilarly, ammunition fired from a pro?ectile )eapon )ith an
alignment gains the alignment of that pro?ectile )eapon 7in
addition to any alignment it may already ha*e9.
4eapons )ith an enhancement #onus of G, or greater can
ignore some types of damage reduction, regardless of their
actual material or alignment. he follo)ing ta#le sho)s )hat
type of enhancement #onus is needed to o*ercome some
common types of damage reduction.
DR ,ype
Aeapon 2nhancement onu#
2>uivalent
cold iron@sil*er G,
adamantineP G/
alignment.#ased G5
P Aote that this does not gi*e the a#ility to ignore hardness,
like an actual adamantine )eapon does
Dar"vi#ion
(ark*ision is the extraordinary a#ility to see )ith no light
source at all, out to a range specified for the creature.
(ark*ision is #lack.and.)hite only 7colors cannot #e
discerned9. :t does not allo) characters to see anything that
they could not see other)iseKin*isi#le o#?ects are still
in*isi#le, and illusions are still *isi#le as )hat they seem to
#e. =ike)ise, dark*ision su#?ects a creature to gaze attacks
normally. he presence of light does not spoil dark*ision.
Death .ttac"#
:n most cases, a death attack allo)s the *ictim a 3ortitude
sa*e to a*oid the effect, #ut if the sa*e fails, the character
dies instantly.
.aise dead doesnCt )ork on someone killed #y a
death attack or effect.
(eath attacks slay instantly. " *ictim cannot #e
made sta#le and there#y kept ali*e.
:n case it matters, a dead character, no matter ho)
he died, has hit points e6ual to or less than his
negati*e Constitution score.
he spell death #ard protects against these attacks.
Page 50%
2nergy Drain and Negative 1evel#
$ome spells and a num#er of undead creatures ha*e the
a#ility to drain a)ay life and energy8 this dreadful attack
results in Dnegati*e le*els.F hese cause a character to take a
num#er of penalties.
3or each negati*e le*el a creature has, it takes a cumulati*e H
1 penalty on all a#ility checks, attack rolls, com#at maneu*er
checks, Com#at Maneu*er (efense, sa*ing thro)s, and skill
checks. :n addition, the creature reduces its current and total
hit points #y 5 for each negati*e le*el it possesses. he
creature is also treated as one le*el lo)er for the purpose of
le*el.dependent *aria#les 7such as spellcasting9 for each
negati*e le*el possessed. $pellcasters do not lose any
prepared spells or slots as a result of negati*e le*els. :f a
creatureCs negati*e le*els e6ual or exceed its total -it (ice, it
dies.
" creature )ith temporary negati*e le*els recei*es a ne)
sa*ing thro) to remo*e the negati*e le*el each day. he (C
of this sa*e is the same as the effect that caused the negati*e
le*els.
$ome a#ilities and spells 7such as raise dead9 #esto)
permanent le*el drain on a creature. hese are treated ?ust
like temporary negati*e le*els, #ut they do not allo) a ne)
sa*e each day to remo*e them. =e*el drain can #e remo*ed
through spells like restoration. Permanent negati*e le*els
remain after a dead creature is restored to life. " creature
)hose permanent negati*e le*els e6ual its -it (ice cannot #e
#rought #ack to life through spells like raise dead and
resurrection )ithout also recei*ing a restoration spell, cast
the round after it is restored to life.
2nergy -mmunity and Dulnerability
" creature )ith energy immunity ne*er takes damage from
that energy type. :f a creature has fire immunity, it also has
*ulnera#ility to cold. :f a creature has cold immunity, it also
has *ulnera#ility to fire. >ulnera#ility means the creature
takes half again as much 7G5;I9 damage as normal from that
energy type, regardless of )hether a sa*ing thro) is allo)ed
or if the sa*e is a success or failure.
2nergy Re#i#tance
" creature )ith resistance to energy has the a#ility 7usually
extraordinary9 to ignore some damage of a certain type per
attack, #ut it does not ha*e total immunity.
+ach resistance a#ility is defined #y )hat energy type it
resists and ho) many points of damage are resisted. :t
doesnCt matter )hether the damage has a mundane or magical
source.
4hen resistance completely negates the damage from an
energy attack, the attack does not disrupt a spell. his
resistance does not stack )ith the resistance that a spell
might pro*ide.
&ear
$pells, magic items, and certain monsters can affect
characters )ith fear. :n most cases, the character makes a
4ill sa*ing thro) to resist this effect, and a failed roll means
that the character is shaken, frightened, or panicked.
'ha"enB Characters )ho are shaken take a H& penalty on
attack rolls, sa*ing thro)s, skill checks, and a#ility checks.
&rightenedB Characters )ho are frightened are shaken, and
in addition they flee from the source of their fear as 6uickly
as they can. hey can choose the paths of their flight. Other
than that stipulation, once they are out of sight 7or hearing9
of the source of their fear, they can act as they )ant. :f the
duration of their fear continues, ho)e*er, characters can #e
forced to flee if the source of their fear presents itself again.
Characters una#le to flee can fight 7though they are still
shaken9.
Panic"edB Characters )ho are panicked are shaken, and they
run a)ay from the source of their fear as 6uickly as they can,
dropping )hate*er they are holding. Other than running
a)ay from the source, their paths are random. hey flee from
all other dangers that confront them rather than facing those
dangers. Once they are out of sight 7or hearing9 of any source
of danger, they can act as they )ant. Panicked characters
co)er if they are pre*ented from fleeing.
ecoming 2ven !ore &earfulB 3ear effects are cumulati*e.
" shaken character )ho is made shaken again #ecomes
frightened, and a shaken character )ho is made frightened
#ecomes panicked instead. " frightened character )ho is
made shaken or frightened #ecomes panicked instead.
-nvi#ibility
he a#ility to mo*e a#out unseen is not foolproof. 4hile
they canCt #e seen, in*isi#le creatures can #e heard, smelled,
or felt.
:n*isi#ility makes a creature undetecta#le #y *ision,
including dark*ision.
:n*isi#ility does not, #y itself, make a creature immune to
critical hits, #ut it does make the creature immune to extra
damage from #eing a rangerCs fa*ored enemy and from sneak
attacks.
" creature can generally notice the presence of an acti*e
in*isi#le creature )ithin ,; feet )ith a (C &; Perception
check. he o#ser*er gains a hunch that DsomethingCs thereF
#ut canCt see it or target it accurately )ith an attack. :tCs
practically impossi#le 7G&; (C9 to pinpoint an in*isi#le
Page 502
creatureCs location )ith a Perception check. +*en once a
character has pinpointed the s6uare that contains an in*isi#le
creature, the creature still #enefits from total concealment
75;I miss chance9. here are a num#er of modifiers that can
#e applied to this (C if the in*isi#le creature is mo*ing or
engaged in a noisy acti*ity.
-nvi#ible creature i#*** Perception
:n com#at or speaking H&;
Mo*ing at half speed H5
Mo*ing at full speed H1;
'unning or charging H&;
Aot mo*ing H/;
5sing $tealth $tealth check G&;
$ome distance a)ay G1 per 1; feet
1ehind an o#stacle 7door9 G5
1ehind an o#stacle 7stone )all9 G15
" creature can grope a#out to find an in*isi#le creature. "
character can make a touch attack )ith his hands or a
)eapon into t)o ad?acent 5.foot s6uares using a standard
action. :f an in*isi#le target is in the designated area, there is
a 5;I miss chance on the touch attack. :f successful, the
groping character deals no damage #ut has successfully
pinpointed the in*isi#le creatureCs current location. :f the
in*isi#le creature mo*es, its location, o#*iously, is once
again unkno)n.
:f an in*isi#le creature strikes a character, the character
struck kno)s the location of the creature that struck him
7until, of course, the in*isi#le creature mo*es9. he only
exception is if the in*isi#le creature has a reach greater than
5 feet. :n this case, the struck character kno)s the general
location of the creature #ut has not pinpointed the exact
location.
:f a character tries to attack an in*isi#le creature )hose
location he has pinpointed, he attacks normally, #ut the
in*isi#le creature still #enefits from full concealment 7and
thus a 5;I miss chance9. " particularly large and slo)
in*isi#le creature might get a smaller miss chance.
:f a character tries to attack an in*isi#le creature )hose
location he has not pinpointed, ha*e the player choose the
space )here the character )ill direct the attack. :f the
in*isi#le creature is there, conduct the attack normally. :f the
enemyCs not there, roll the miss chance as if it )ere there and
tell him that the character has missed, regardless of the
result. hat )ay the player doesnCt kno) )hether the attack
missed #ecause the enemyCs not there or #ecause you
successfully rolled the miss chance.
:f an in*isi#le character picks up a *isi#le o#?ect, the o#?ect
remains *isi#le. "n in*isi#le creature can pick up a small
*isi#le item and hide it on his person 7tucked in a pocket or
#ehind a cloak9 and render it effecti*ely in*isi#le. One could
coat an in*isi#le o#?ect )ith flour to at least keep track of its
position 7until the flour falls off or #lo)s a)ay9.
:n*isi#le creatures lea*e tracks. hey can #e tracked
normally. 3ootprints in sand, mud, or other soft surfaces can
gi*e enemies clues to an in*isi#le creatureCs location.
"n in*isi#le creature in the )ater displaces )ater, re*ealing
its location. he in*isi#le creature, ho)e*er, is still hard to
see and #enefits from concealment.
" creature )ith the scent a#ility can detect an in*isi#le
creature as it )ould a *isi#le one.
" creature )ith the 1lind.3ight feat has a #etter chance to hit
an in*isi#le creature. 'oll the miss chance t)ice, and he
misses only if #oth rolls indicate a miss. 7"lternati*ely, make
one &5I miss chance roll rather than t)o 5;I miss chance
rolls.9
" creature )ith #lindsight can attack 7and other)ise interact
)ith9 creatures regardless of in*isi#ility.
"n in*isi#le #urning torch still gi*es off light, as does an
in*isi#le o#?ect )ith a liht or similar spell cast upon it.
+thereal creatures are in*isi#le. $ince ethereal creatures are
not materially present, Perception checks, scent, 1lind.3ight,
and #lindsight donCt help locate them. :ncorporeal creatures
are often in*isi#le. $cent, 1lind.3ight, and #lindsight donCt
help creatures find or attack in*isi#le, incorporeal creatures,
#ut Perception checks can help.
:n*isi#le creatures cannot use gaze attacks.
:n*isi#ility does not th)art di*ination spells.
$ince some creatures can detect or e*en see in*isi#le
creatures, it is helpful to #e a#le to hide e*en )hen in*isi#le.
1o671ight Di#ion
Characters )ith lo).light *ision ha*e eyes that are so
sensiti*e to light that they can see t)ice as far as normal in
dim light. =o).light *ision is color *ision. " spellcaster )ith
lo).light *ision can read a scroll as long as e*en the tiniest
candle flame is next to him as a source of light.
Characters )ith lo).light *ision can see outdoors on a
moonlit night as )ell as they can during the day.
Paraly#i#
$ome monsters and spells ha*e the supernatural or spell.like
a#ility to paralyze their *ictims, immo#ilizing them through
magical means. Paralysis from poison is discussed in the
"fflictions section.
" paralyzed character cannot mo*e, speak, or take any
Page 5!;
physical action. -e is rooted to the spot, frozen and helpless.
Aot e*en friends can mo*e his lim#s. -e may take purely
mental actions, such as casting a spell )ith no components.
" )inged creature flying in the air at the time that it #ecomes
paralyzed cannot flap its )ings and falls. " s)immer canCt
s)im and may dro)n.
'cent
his extraordinary a#ility lets a creature detect approaching
enemies, sniff out hidden foes, and track #y sense of smell.
" creature )ith the scent a#ility can detect opponents #y
sense of smell, generally )ithin ,; feet. :f the opponent is
up)ind, the range is 0; feet. :f it is do)n)ind, the range is
15 feet. $trong scents, such as smoke or rotting gar#age, can
#e detected at t)ice the ranges noted a#o*e. O*erpo)ering
scents, such as skunk musk or troglodyte stench, can #e
detected at three times these ranges.
he creature detects another creatureCs presence #ut not its
specific location. Aoting the direction of the scent is a mo*e
action. :f the creature mo*es )ithin 5 feet 71 s6uare9 of the
scentCs source, the creature can pinpoint the area that the
source occupies, e*en if it cannot #e seen.
" creature )ith the $ur*i*al skill and the scent a#ility can
follo) tracks #y smell, making a $ur*i*al check to find or
follo) a track. " creature )ith the scent a#ility can attempt
to follo) tracks using $ur*i*al untrained. he typical (C for
a fresh trail is 1;. he (C increases or decreases depending
on ho) strong the 6uarryCs odor is, the num#er of creatures,
and the age of the trail. 3or each hour that the trail is cold,
the (C increases #y &. he a#ility other)ise follo)s the
rules for the $ur*i*al skill in regards to tracking. Creatures
tracking #y scent ignore the effects of surface conditions and
poor *isi#ility.
Creatures )ith the scent a#ility can identify familiar odors
?ust as humans do familiar sights.
4ater, particularly running )ater, ruins a trail for air.
#reathing creatures. 4ater.#reathing creatures that ha*e the
scent a#ility, ho)e*er, can use it in the )ater easily.
3alse, po)erful odors can easily mask other scents. he
presence of such an odor completely spoils the a#ility to
properly detect or identify creatures, and the #ase $ur*i*al
(C to track #ecomes &; rather than 1;.
'pell Re#i#tance
$pell resistance is the extraordinary a#ility to a*oid #eing
affected #y spells. $ome spells also grant spell resistance.
o affect a creature that has spell resistance, a spellcaster
must make a caster le*el check 71d&; G caster le*el9 at least
e6ual to the creatureCs spell resistance. he defenderCs spell
resistance is like an "rmor Class against magical attacks. :f
the caster fails the check, the spell doesnCt affect the creature.
he possessor does not ha*e to do anything special to use
spell resistance. he creature need not e*en #e a)are of the
threat for its spell resistance to operate.
Only spells and spell.like a#ilities are su#?ect to spell
resistance. +xtraordinary and supernatural a#ilities
7including enhancement #onuses on magic )eapons9 are not.
" creature can ha*e some a#ilities that are su#?ect to spell
resistance and some that are not. +*en some spells ignore
spell resistance8 see 4hen $pell 'esistance "pplies, #elo).
" creature can *oluntarily lo)er its spell resistance. (oing so
is a standard action that does not pro*oke an attack of
opportunity. Once a creature lo)ers its resistance, it remains
do)n until the creatureCs next turn. "t the #eginning of the
creatureCs next turn, the creatureCs spell resistance
automatically returns unless the creature intentionally keeps
it do)n 7also a standard action that does not pro*oke an
attack of opportunity9.
" creatureCs spell resistance ne*er interferes )ith its o)n
spells, items, or a#ilities.
" creature )ith spell resistance cannot impart this po)er to
others #y touching them or standing in their midst. Only the
rarest of creatures and a fe) magic items ha*e the a#ility to
#esto) spell resistance upon another.
$pell resistance does not stack, #ut rather o*erlaps.
Ahen 'pell Re#i#tance .pplie#
+ach spell includes an entry that indicates )hether spell
resistance applies to the spell. :n general, )hether spell
resistance applies depends on )hat the spell does.
,argeted 'pell#B $pell resistance applies if the spell is
targeted at the creature. $ome indi*idually targeted spells can
#e directed at se*eral creatures simultaneously. :n such cases,
a creatureCs spell resistance applies only to the portion of the
spell actually targeted at that creature. :f se*eral different
resistant creatures are su#?ected to such a spell, each checks
its spell resistance separately.
.rea 'pell#B $pell resistance applies if the resistant creature
is )ithin the spellCs area. :t protects the resistant creature
)ithout affecting the spell itself.
2ffect 'pell#B Most effect spells summon or create
something and are not su#?ect to spell resistance. $ometimes,
ho)e*er, spell resistance applies to effect spells, usually to
those that act upon a creature more or less directly, such as
#eb$
$pell resistance can protect a creature from a spell thatCs
already #een cast. Check spell resistance )hen the creature is
Page 5!1
first affected #y the spell.
Check spell resistance only once for any particular casting of
a spell or use of a spell.like a#ility. :f spell resistance fails
the first time, it fails each time the creature encounters that
same casting of the spell. =ike)ise, if the spell resistance
succeeds the first time, it al)ays succeeds. :f the creature has
*oluntarily lo)ered its spell resistance and is then su#?ected
to a spell, the creature still has a single chance to resist that
spell later, )hen its spell resistance is #ack up.
$pell resistance has no effect unless the energy created or
released #y the spell actually goes to )ork on the resistant
creatureCs mind or #ody. :f the spell acts on anything else and
the creature is affected as a conse6uence, no roll is re6uired.
$pell.resistant creatures can #e harmed #y a spell )hen they
are not #eing directly affected.
$pell resistance does not apply if an effect fools the
creatureCs senses or re*eals something a#out the creature.
Magic actually has to #e )orking for spell resistance to
apply. $pells that ha*e instantaneous durations #ut lasting
results arenCt su#?ect to spell resistance unless the resistant
creature is exposed to the spell the instant it is cast.
'ucce##ful 'pell Re#i#tance
$pell resistance pre*ents a spell or a spell.like a#ility from
affecting or harming the resistant creature, #ut it ne*er
remo*es a magical effect from another creature or negates a
spellCs effect on another creature. $pell resistance pre*ents a
spell from disrupting another spell.
"gainst an ongoing spell that has already #een cast, a failed
check against spell resistance allo)s the resistant creature to
ignore any effect the spell might ha*e. he magic continues
to affect others normally.
Conditions
:f more than one condition affects a character, apply them all.
:f effects canCt com#ine, apply the most se*ere effect.
leedB " creature that is taking #leed damage takes the listed
amount of damage at the #eginning of its turn. 1leeding can
#e stopped #y a (C 15 -eal check or through the application
of any spell that cures hit point damage 7e*en if the #leed is
a#ility damage9. $ome #leed effects cause a#ility damage or
e*en a#ility drain. 1leed effects do not stack )ith each other
unless they deal different kinds of damage. 4hen t)o or
more #leed effects deal the same kind of damage, take the
)orse effect. :n this case, a#ility drain is )orse than a#ility
damage.
lindedB he creature cannot see. :t takes a H& penalty to
"rmor Class, loses its (exterity #onus to "C 7if any9, and
takes a H/ penalty on most $trength. and (exterity.#ased
skill checks and on opposed Perception skill checks. "ll
checks and acti*ities that rely on *ision 7such as reading and
Perception checks #ased on sight9 automatically fail. "ll
opponents are considered to ha*e total concealment 75;I
miss chance9 against the #linded character. 1lind creatures
must make a (C 1; "cro#atics skill check to mo*e faster
than half speed. Creatures that fail this check fall prone.
Characters )ho remain #linded for a long time gro)
accustomed to these dra)#acks and can o*ercome some of
them.
ro"enB :tems that ha*e taken damage in excess of half their
total hit points gain the #roken condition, meaning they are
less effecti*e at their designated task. he #roken condition
has the follo)ing effects, depending upon the item.
:f the item is a )eapon, any attacks made )ith the
item suffer a H& penalty on attack and damage rolls.
$uch )eapons only score a critical hit on a natural
&; and only deal L& damage on a confirmed critical
hit.
:f the item is a suit of armor or a shield, the #onus it
grants to "C is hal*ed, rounding do)n. 1roken
armor dou#les its armor check penalty on skills.
:f the item is a tool needed for a skill, any skill
check made )ith the item takes a H& penalty.
:f the item is a )and or staff, it uses up t)ice as
many charges )hen used.
:f the item does not fit into any of these categories,
the #roken condition has no effect on its use. :tems
)ith the #roken condition, regardless of type, are
)orth !5I of their normal *alue. :f the item is
magical, it can only #e repaired )ith a !endin or
!a"e #hole spell cast #y a character )ith a caster
le*el e6ual to or higher than the itemCs. :tems lose
the #roken condition if the spell restores the o#?ect
to half its original hit points or higher$ Aon.magical
items can #e repaired in a similar fashion, or
through the Craft skill used to create it. Generally
speaking, this re6uires a (C &; Craft check and 1
hour of )ork per point of damage to #e repaired.
Most craftsmen charge one.tenth the itemCs total
cost to repair such damage 7more if the item is #adly
damaged or ruined9.
Confu#edB " confused creature is mentally #efuddled and
cannot act normally. " confused creature cannot tell the
difference #et)een ally and foe, treating all creatures as
enemies. "llies )ishing to cast a #eneficial spell that re6uires
a touch on a confused creature must succeed on a melee
touch attack. :f a confused creature is attacked, it attacks the
creature that last attacked it until that creature is dead or out
of sight.
'oll on the follo)ing ta#le at the #eginning of each confused
su#?ectCs turn each round to see )hat the su#?ect does in that
round.
Page 5!&
dS ehavior
;1H&5 "ct normally.
&0H5; (o nothing #ut #a##le incoherently.
51H!5
(eal 1d% points of damage G $tr modifier to self
)ith item in hand.
!0H1;;
"ttack nearest creature 7for this purpose, a familiar
counts as part of the su#?ectCs self9.
" confused creature )ho canCt carry out the indicated action
does nothing #ut #a##le incoherently. "ttackers are not at
any special ad*antage )hen attacking a confused creature.
"ny confused creature )ho is attacked automatically attacks
its attackers on its next turn, as long as it is still confused
)hen its turn comes. Aote that a confused creature )ill not
make attacks of opportunity against anything that it is not
already de*oted to attacking 7either #ecause of its most
recent action or #ecause it has ?ust #een attacked9.
Co6eringB he character is frozen in fear and can take no
actions. " co)ering character takes a H& penalty to "rmor
Class and loses his (exterity #onus 7if any9.
Da$edB he creature is una#le to act normally. " dazed
creature can take no actions, #ut has no penalty to "C.
" dazed condition typically lasts 1 round.
Da$$ledB he creature is una#le to see )ell #ecause of
o*erstimulation of the eyes. " dazzled creature takes a H1
penalty on attack rolls and sight.#ased Perception checks.
DeadB he characterCs hit points are reduced to a negati*e
amount e6ual to his Constitution score, his Constitution
drops to ;, or he is killed outright #y a spell or effect. he
characterCs soul lea*es his #ody. (ead characters cannot
#enefit from normal or magical healing, #ut they can #e
restored to life *ia magic. " dead #ody decays normally
unless magically preser*ed, #ut magic that restores a dead
character to life also restores the #ody either to full health or
to its condition at the time of death 7depending on the spell
or de*ice9. +ither )ay, resurrected characters need not )orry
a#out rigor mortis, decomposition, and other conditions that
affect dead #odies.
DeafenedB " deafened character cannot hear. -e takes a H/
penalty on initiati*e checks, automatically fails Perception
checks #ased on sound, takes a H/ penalty on opposed
Perception checks, and has a &;I chance of spell failure
)hen casting spells )ith *er#al components. Characters )ho
remain deafened for a long time gro) accustomed to these
dra)#acks and can o*ercome some of them.
Di#abledB " character )ith ; hit points, or one )ho has
negati*e hit points #ut has #ecome sta#le and conscious, is
disa#led. " disa#led character may take a single mo*e action
or standard action each round 7#ut not #oth, nor can he take
full.round actions, #ut he can still take s)ift, immediate, and
free actions9. -e mo*es at half speed. aking mo*e actions
doesnCt risk further in?ury, #ut performing any standard action
7or any other action the GM deems strenuous, including
some free actions such as casting a 6uickened spell9 deals 1
point of damage after the completion of the act. 5nless the
action increased the disa#led characterCs hit points, he is no)
in negati*e hit points and dying.
" disa#led character )ith negati*e hit points reco*ers hit
points naturally if he is #eing helped. Other)ise, each day he
can attempt a (C 1; Constitution check after resting for %
hours, to #egin reco*ering hit points naturally. he character
takes a penalty on this roll e6ual to his negati*e hit point
total. 3ailing this check causes the character to lose 1 hit
point, #ut this does not cause the character to #ecome
unconscious. Once a character makes this check, he
continues to heal naturally and is no longer in danger of
losing hit points naturally.
DyingB " dying creature is unconscious and near death.
Creatures that ha*e negati*e hit points and ha*e not
sta#ilized are dying. " dying creature can take no actions. On
the characterCs next turn, after #eing reduced to negati*e hit
points 7#ut not dead9, and on all su#se6uent turns, the
character must make a (C 1; Constitution check to #ecome
sta#le. he character takes a penalty on this roll e6ual to his
negati*e hit point total. " character that is sta#le does not
need to make this check. " natural &; on this check is an
automatic success. :f the character fails this check, he loses 1
hit point. :f a dying creature has an amount of negati*e hit
points e6ual to its Constitution score, it dies.
2nergy DrainedB he character gains one or more negati*e
le*els, )hich might #ecome permanent. :f the su#?ect has at
least as many negati*e le*els as -it (ice, he dies. $ee
+nergy (rain and Aegati*e le*els for more information.
2ntangledB he character is ensnared. 1eing entangled
impedes mo*ement, #ut does not entirely pre*ent it unless
the #onds are anchored to an immo#ile o#?ect or tethered #y
an opposing force. "n entangled creature mo*es at half
speed, cannot run or charge, and takes a H& penalty on all
attack rolls and a H/ penalty to (exterity. "n entangled
character )ho attempts to cast a spell must make a
concentration check 7(C 15 G spell le*el9 or lose the spell.
23hau#tedB "n exhausted character mo*es at half speed,
cannot run or charge, and takes a H0 penalty to $trength and
(exterity. "fter 1 hour of complete rest, an exhausted
character #ecomes fatigued. " fatigued character #ecomes
exhausted #y doing something else that )ould normally
cause fatigue.
&a#cinatedB " fascinated creature is entranced #y a
supernatural or spell effect. he creature stands or sits
6uietly, taking no actions other than to pay attention to the
fascinating effect, for as long as the effect lasts. :t takes a H/
penalty on skill checks made as reactions, such as Perception
checks. "ny potential threat, such as a hostile creature
Page 5!,
approaching, allo)s the fascinated creature a ne) sa*ing
thro) against the fascinating effect. "ny o#*ious threat, such
as someone dra)ing a )eapon, casting a spell, or aiming a
ranged )eapon at the fascinated creature, automatically
#reaks the effect. " fascinated creatureCs ally may shake it
free of the spell as a standard action.
&atiguedB " fatigued character can neither run nor charge
and takes a H& penalty to $trength and (exterity. (oing
anything that )ould normally cause fatigue causes the
fatigued character to #ecome exhausted. "fter % hours of
complete rest, fatigued characters are no longer fatigued.
&lat7&ootedB " character )ho has not yet acted during a
com#at is flat.footed, una#le to react normally to the
situation. " flat.footed character loses his (exterity #onus to
"C 7if any9 and cannot make attacks of opportunity.
&rightenedB " frightened creature flees from the source of its
fear as #est it can. :f una#le to flee, it may fight. " frightened
creature takes a H& penalty on all attack rolls, sa*ing thro)s,
skill checks, and a#ility checks. " frightened creature can use
special a#ilities, including spells, to flee8 indeed, the creature
must use such means if they are the only )ay to escape.
3rightened is like shaken, except that the creature must flee if
possi#le. Panicked is a more extreme state of fear.
GrappledB " grappled creature is restrained #y a creature,
trap, or effect. Grappled creatures cannot mo*e and take a H/
penalty to (exterity. " grappled creature takes a H& penalty
on all attack rolls and com#at maneu*er checks, except those
made to grapple or escape a grapple. :n addition, grappled
creatures can take no action that re6uires t)o hands to
perform. " grappled character )ho attempts to cast a spell
must make a concentration check 7(C 1; G grapplerCs CM1
G spell le*el9, or lose the spell. Grappled creatures cannot
make attacks of opportunity.
" grappled creature cannot use $tealth to hide from the
creature grappling it, e*en if a special a#ility, such as hide in
plain sight, )ould normally allo) it to do so. :f a grappled
creature #ecomes in*isi#le, through a spell or other a#ility, it
gains a G& circumstance #onus on its CM( to a*oid #eing
grappled, #ut recei*es no other #enefit.
5elple##B " helpless character is paralyzed, held, #ound,
sleeping, unconscious, or other)ise completely at an
opponentCs mercy. " helpless target is treated as ha*ing a
(exterity of ; 7H5 modifier9. Melee attacks against a helpless
target get a G/ #onus 7e6ui*alent to attacking a prone target9.
'anged attacks get no special #onus against helpless targets.
'ogues can sneak attack helpless targets.
"s a full.round action, an enemy can use a melee )eapon to
deli*er a coup de grace to a helpless foe. "n enemy can also
use a #o) or cross#o), pro*ided he is ad?acent to the target.
he attacker automatically hits and scores a critical hit. 7"
rogue also gets his sneak attack damage #onus against a
helpless foe )hen deli*ering a coup de grace.9 :f the
defender sur*i*es, he must make a 3ortitude sa*e 7(C 1; G
damage dealt9 or die. (eli*ering a coup de grace pro*okes
attacks of opportunity.
Creatures that are immune to critical hits do not take critical
damage, nor do they need to make 3ortitude sa*es to a*oid
#eing killed #y a coup de grace.
-ncorporealB Creatures )ith the incorporeal condition do not
ha*e a physical #ody. :ncorporeal creatures are immune to all
nonmagical attack forms. :ncorporeal creatures take half
damage 75;I9 from magic )eapons, spells, spell.like effects,
and supernatural effects. :ncorporeal creatures take full
damage from other incorporeal creatures and effects, as )ell
as all force effects.
-nvi#ibleB :n*isi#le creatures are *isually undetecta#le. "n
in*isi#le creature gains a G& #onus on attack rolls against
sighted opponents, and ignores its opponentsC (exterity
#onuses to "C 7if any9. $ee :n*isi#ility, under $pecial
"#ilities.
Nau#eatedB Creatures )ith the nauseated condition
experience stomach distress. Aauseated creatures are una#le
to attack, cast spells, concentrate on spells, or do anything
else re6uiring attention. he only action such a character can
take is a single mo*e actions per turn.
Panic"edB " panicked creature must drop anything it holds
and flee at top speed from the source of its fear, as )ell as
any other dangers it encounters, along a random path. :t canCt
take any other actions. :n addition, the creature takes a H&
penalty on all sa*ing thro)s, skill checks, and a#ility checks.
:f cornered, a panicked creature co)ers and does not attack,
typically using the total defense action in com#at. " panicked
creature can use special a#ilities, including spells, to flee8
indeed, the creature must use such means if they are the only
)ay to escape.
Panicked is a more extreme state of fear than shaken or
frightened.
Paraly$edB " paralyzed character is frozen in place and
una#le to mo*e or act. " paralyzed character has effecti*e
(exterity and $trength scores of ; and is helpless, #ut can
take purely mental actions. " )inged creature flying in the
air at the time that it #ecomes paralyzed cannot flap its )ings
and falls. " paralyzed s)immer canCt s)im and may dro)n.
" creature can mo*e through a space occupied #y a
paralyzed creatureKally or not. +ach s6uare occupied #y a
paralyzed creature, ho)e*er, counts as & s6uares to mo*e
through.
PetrifiedB " petrified character has #een turned to stone and
is considered unconscious. :f a petrified character cracks or
#reaks, #ut the #roken pieces are ?oined )ith the #ody as he
returns to flesh, he is unharmed. :f the characterCs petrified
#ody is incomplete )hen it returns to flesh, the #ody is
like)ise incomplete and there is some amount of permanent
hit point loss and@or de#ilitation.
Page 5!/
PinnedB " pinned creature is tightly #ound and can take fe)
actions. " pinned creature cannot mo*e and is flat.footed. "
pinned character also takes an additional H/ penalty to his
"rmor Class. " pinned creature is limited in the actions that
it can take. " pinned creature can al)ays attempt to free
itself, usually through a com#at maneu*er check or +scape
"rtist check. " pinned creature can take *er#al and mental
actions, #ut cannot cast any spells that re6uire a somatic or
material component. " pinned character )ho attempts to cast
a spell must make a concentration check 7(C 1; G grapplerCs
CM1 G spell le*el9 or lose the spell. Pinned is a more se*ere
*ersion of grappled, and their effects do not stack.
ProneB he character is lying on the ground. " prone attacker
has a H/ penalty on melee attack rolls and cannot use a
ranged )eapon 7except for a cross#o)9. " prone defender
gains a G/ #onus to "rmor Class against ranged attacks, #ut
takes a H/ penalty to "C against melee attacks.
$tanding up is a mo*e.e6ui*alent action that pro*okes an
attack of opportunity.
'ha"enB " shaken character takes a H& penalty on attack
rolls, sa*ing thro)s, skill checks, and a#ility checks. $haken
is a less se*ere state of fear than frightened or panicked.
'ic"enedB he character takes a H& penalty on all attack
rolls, )eapon damage rolls, sa*ing thro)s, skill checks, and
a#ility checks.
'tableB " character )ho )as dying #ut )ho has stopped
losing hit points each round and still has negati*e hit points
is sta#le. he character is no longer dying, #ut is still
unconscious. :f the character has #ecome sta#le #ecause of
aid from another character 7such as a -eal check or magical
healing9, then the character no longer loses hit points. he
character can make a (C 1; Constitution check each hour to
#ecome conscious and disa#led 7e*en though his hit points
are still negati*e9. he character takes a penalty on this roll
e6ual to his negati*e hit point total.
:f a character has #ecome sta#le on his o)n and hasnCt had
help, he is still at risk of losing hit points. +ach hour he can
make a Constitution check to #ecome sta#le 7as a character
that has recei*ed aid9, #ut each failed check causes him to
lose 1 hit point.
'taggeredB " staggered creature may take a single mo*e
action or standard action each round 7#ut not #oth, nor can he
take full.round actions9. " staggered creature can still take
s)ift and immediate actions. " creature )ith nonlethal
damage exactly e6ual to its current hit points gains the
staggered condition.
'tunnedB " stunned creature drops e*erything held, canCt
take actions, takes a H& penalty to "C, and loses its (exterity
#onus to "C 7if any9.
2nconscious: 6nconscious creatures are "noc"ed out and
helpless$ 6nconsciousness can result fro! ha%in neati%e
hit points *but not !ore than the creature(s Constitution
score-, or fro! nonlethal da!ae in e,cess of current hit
points$
Page 5!5
1;. 40en Game
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Coast, :nc.8 "uthors Oonathan )eet, Monte Cook, $kip 4illiams,
#ased on material #y +. Gary Gygax and (a*e "rneson.
Pathfinder 'PG Core 'ule#ook. Copyright &;;2, Paizo Pu#lishing,
==C8 "uthorB Oason 1ulmahn, #ased on material #y Oonathan )eet,
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"uthorB Oason 1ulmahn, #ased on material #y Oonathan )eet,
Monte Cook, and $kip 4illiams.
he 1ook of +xperimental Might. Copyright &;;%, Monte O. Cook.
"ll rights reser*ed.
ome of -orrors. Copyright &;;&, Aecromancer Games, :nc.8
"uthorsB $cott Greene, )ith Clark Peterson, +rica 1alsley, <e*in
1aase, Casey Christofferson, =ance -a)*ermale, ra*is
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a#idirond from the Tome of 3orrors, [ &;;&, Aecromancer
Games, :nc.8 "uthor $cott Greene, #ased on original material #y
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Cave &i#her from the Tome of 3orrors, [ &;;&, Aecromancer
Games, :nc.8 "uthor $cott Greene, #ased on original material #y
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Games, :nc.8 "uthor $cott Greene, #ased on original material #y
Gary Gygax.
Giant 'lug from the Tome of 3orrors, [ &;;&, Aecromancer
Games, :nc.8 "uthor $cott Greene, #ased on original material #y
Gary Gygax.
-ce Golem from the Tome of 3orrors, [ &;;&, Aecromancer
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Philip Masters.
!arid from the Tome of 3orrors III, [ &;;5, Aecromancer
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!ite from the Tome of 3orrors, [ &;;&, Aecromancer Games,
:nc.8 "uthor $cott Greene, #ased on original material #y :an
=i*ingstone and Mark 1arnes.
Naba#u Demon from the Tome of 3orrors, [ &;;&, Aecromancer
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:eti from the Tome of 3orrors, [ &;;&, Aecromancer Games,
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Page 5!!
S0ell Index
"cid "rro).......................................&&&
"cid 3og...........................................&&&
"cid $plash.......................................&&&
"id....................................................&&&
"ir 4alk............................................&&&
"larm................................................&&,
"lign 4eapon...................................&&,
"lter $elf...........................................&&,
"nalyze ()eomer............................&&,
"nimal Gro)th.................................&&/
"nimal Messenger............................&&/
"nimal $hapes..................................&&/
"nimal rance...................................&&/
"nimate (ead...................................&&5
"nimate O#?ects...............................&&5
"nimate Plants..................................&&5
"nimate 'ope...................................&&0
"ntilife $hell.....................................&&0
"ntimagic 3ield................................&&0
"ntipathy..........................................&&!
"ntiplant $hell..................................&&!
"rcane +ye........................................&&!
"rcane =ock......................................&&!
"rcane Mark.....................................&&%
"rcane $ight.....................................&&%
"rcane $ight, Greater.......................&&%
"stral Pro?ection...............................&&%
"tonement.........................................&&2
"ugury..............................................&&2
")aken..............................................&,;
1aleful Polymorph............................&,;
1ane..................................................&,;
1anishment.......................................&,1
1arkskin............................................&,1
1earCs +ndurance...............................&,1
1earCs +ndurance, Mass....................&,1
1east $hape :....................................&,1
1east $hape ::...................................&,&
1east $hape :::..................................&,&
1east $hape :>..................................&,&
1esto) Curse....................................&,&
1inding..............................................&,&
1lack entacles.................................&,,
1lade 1arrier.....................................&,/
1lasphemy........................................&,/
1leed.................................................&,/
1less..................................................&,5
1less 4ater.......................................&,5
1less 4eapon....................................&,5
1light................................................&,5
1lindness@(eafness...........................&,5
1link..................................................&,0
1lur...................................................&,0
1reak +nchantment...........................&,0
1reath of =ife....................................&,!
1ullCs $trength...................................&,!
1ullCs $trength, Mass........................&,!
1urning -ands..................................&,!
Call =ightning...................................&,!
Call =ightning $torm........................&,%
Calm "nimals...................................&,%
Calm +motions.................................&,%
CatCs Grace........................................&,%
CatCs Grace, Mass..............................&,%
Cause 3ear.........................................&,2
Chain =ightning................................&,2
Changestaff.......................................&,2
Chaos -ammer.................................&,2
Charm "nimal...................................&/;
Charm Monster.................................&/;
Charm Monster, Mass.......................&/;
Charm Person....................................&/;
Chill Metal........................................&/;
Chill ouch........................................&/1
Circle of (eath..................................&/1
Clairaudience@Clair*oyance..............&/1
Clenched 3ist....................................&/1
Cloak of Chaos..................................&/1
Clone.................................................&/&
Cloudkill...........................................&/&
Color $pray.......................................&/,
Command..........................................&/,
Command, Greater............................&/,
Command Plants...............................&/,
Command 5ndead............................&/,
Commune..........................................&//
Commune )ith Aature......................&//
Comprehend =anguages...................&//
Cone of Cold.....................................&/5
Confusion..........................................&/5
Confusion, =esser.............................&/5
Contact Other Plane..........................&/5
Contagion..........................................&/0
Contingency......................................&/0
Continual 3lame................................&/!
Control Plants...................................&/!
Control 5ndead.................................&/!
Control 4ater....................................&/!
Control 4eather................................&/%
Control 4inds...................................&/%
Create 3ood and 4ater......................&/2
Create Greater 5ndead......................&/2
Create 5ndead...................................&/2
Create 4ater......................................&/2
Creeping (oom.................................&/2
Crushing (espair..............................&5;
Crushing -and..................................&5;
Cure Critical 4ounds........................&5;
Cure Critical 4ounds, Mass.............&5;
Cure =ight 4ounds...........................&5;
Cure =ight 4ounds, Mass.................&5;
Cure Moderate 4ounds....................&51
Cure Moderate 4ounds, Mass..........&51
Cure $erious 4ounds........................&51
Cure $erious 4ounds, Mass.............&51
Curse 4ater.......................................&51
(ancing =ights..................................&51
(arkness............................................&51
(ark*ision.........................................&5&
(aylight.............................................&5&
(aze..................................................&5&
(aze Monster....................................&5&
(eath <nell.......................................&5&
(eath 4ard.......................................&5,
(eath)atch.......................................&5,
(eep $lum#er....................................&5,
(eeper (arkness...............................&5,
(elay Poison.....................................&5,
(elayed 1last 3ire#all.......................&5,
(emand.............................................&5/
(esecrate...........................................&5/
(estruction........................................&5/
(etect "nimals or Plants...................&5/
(etect Chaos.....................................&55
(etect +*il........................................&55
(etect Good......................................&50
(etect =a)........................................&50
(etect Magic.....................................&50
(etect Poison....................................&50
(etect $crying...................................&5!
(etect $ecret (oors..........................&5!
(etect $nares and Pits.......................&5!
(etect houghts................................&5!
(etect 5ndead...................................&5%
(ictum...............................................&5%
(imension (oor................................&52
(imensional "nchor.........................&52
(imensional =ock.............................&52
(iminish Plants.................................&0;
(iscern =ies......................................&0;
(iscern =ocation...............................&0;
(isguise $elf.....................................&0;
(isintegrate.......................................&01
(ismissal...........................................&01
(ispel Chaos.....................................&01
(ispel +*il........................................&01
(ispel Good......................................&01
(ispel =a)........................................&01
(ispel Magic.....................................&01
Page 5!%
(ispel Magic, Greater.......................&0&
(isplacement....................................&0,
(isrupt 5ndead.................................&0,
(isrupting 4eapon...........................&0,
(i*ination.........................................&0,
(i*ine 3a*or.....................................&0,
(i*ine Po)er....................................&0,
(ominate "nimal..............................&0/
(ominate Monster............................&0/
(ominate Person...............................&0/
(oom................................................&05
(ream................................................&05
+agleCs $plendor................................&05
+agleCs $plendor, Mass.....................&05
+arth6uake........................................&05
+lemental 1ody :..............................&00
+lemental 1ody ::.............................&00
+lemental 1ody :::............................&0!
+lemental 1ody :>...........................&0!
+lemental $)arm..............................&0!
+ndure +lements...............................&0!
+nergy (rain.....................................&0!
+ner*ation.........................................&0%
+nlarge Person..................................&0%
+nlarge Person, Mass........................&0%
+ntangle............................................&0%
+nthrall..............................................&02
+ntropic $hield.................................&02
+rase..................................................&02
+thereal Oaunt....................................&02
+therealness......................................&!;
+xpeditious 'etreat...........................&!;
+xplosi*e 'unes...............................&!;
+ye#ite..............................................&!;
3a#ricate............................................&!1
3aerie 3ire.........................................&!1
3alse =ife..........................................&!1
3alse >ision.......................................&!1
3ear...................................................&!&
3eather 3all.......................................&!&
3ee#lemind........................................&!&
3ind the Path.....................................&!&
3ind raps.........................................&!,
3inger of (eath.................................&!,
3ire $eeds..........................................&!,
3ire $hield.........................................&!,
3ire $torm.........................................&!/
3ire rap............................................&!/
3ire#all..............................................&!/
3lame "rro).....................................&!5
3lame 1lade......................................&!5
3lame $trike......................................&!5
3laming $phere.................................&!5
3lare..................................................&!5
3lesh to $tone....................................&!0
3loating (isk.....................................&!0
3ly.....................................................&!0
3og Cloud.........................................&!0
3or#iddance......................................&!!
3orcecage..........................................&!!
3orceful -and...................................&!!
3oresight...........................................&!%
3orm of the (ragon :........................&!%
3orm of the (ragon ::.......................&!%
3orm of the (ragon :::......................&!%
3oxCs Cunning...................................&!2
3oxCs Cunning, Mass.........................&!2
3reedom............................................&!2
3reedom of Mo*ement......................&!2
3reezing $phere................................&!2
Gaseous 3orm...................................&%;
Gate...................................................&%;
Geas, =esser......................................&%1
Geas@Quest........................................&%1
Gentle 'epose...................................&%1
Ghost $ound......................................&%&
Ghoul touch.......................................&%&
Giant 3orm :......................................&%&
Giant 3orm ::....................................&%&
Giant >ermin.....................................&%&
Gli#ness............................................&%,
Glitterdust.........................................&%,
Glo#e of :n*ulnera#ility....................&%,
Glo#e of :n*ulnera#ility, =esser.......&%,
Glyph of 4arding..............................&%/
Glyph of 4arding, Greater................&%/
Good -ope........................................&%/
Good#erry.........................................&%5
Grasping -and..................................&%5
Grease...............................................&%5
Greater 7$pell Aame9........................&%5
Guards and 4ards.............................&%5
Guidance...........................................&%0
Gust of 4ind.....................................&%0
-allo)...............................................&%!
-allucinatory errain........................&%!
-alt 5ndead......................................&%!
-arm.................................................&%!
-aste.................................................&%%
-eal...................................................&%%
-eal, Mass........................................&%%
-eal Mount.......................................&%%
-eat Metal.........................................&%%
-elping -and....................................&%2
-eroesC 3east.....................................&%2
-eroism.............................................&2;
-eroism, Greater...............................&2;
-ide from "nimals............................&2;
-ide from 5ndead............................&2;
-ideous =aughter..............................&2;
-old "nimal......................................&21
-old Monster....................................&21
-old Monster, Mass..........................&21
-old Person.......................................&21
-old Person, Mass............................&21
-old Portal........................................&21
-oly "ura..........................................&21
-oly $mite........................................&2&
-oly $)ord.......................................&2&
-oly 4ord.........................................&2&
-orrid 4ilting...................................&2,
-ypnotic Pattern...............................&2,
-ypnotism.........................................&2,
:ce $torm...........................................&2,
:dentify..............................................&2/
:llusory $cript....................................&2/
:llusory 4all......................................&2/
:m#ue )ith $pell "#ility...................&2/
:mplosion..........................................&25
:mprisonment....................................&25
:ncendiary Cloud...............................&25
:nflict Critical 4ounds......................&25
:nflict Critical 4ounds, Mass...........&25
:nflict =ight 4ounds.........................&20
:nflict =ight 4ounds, Mass...............&20
:nflict Moderate 4ounds..................&20
:nflict Moderate 4ounds, Mass........&20
:nflict $erious 4ounds......................&20
:nflict $erious 4ounds, Mass...........&20
:nsanity..............................................&20
:nsect Plague.....................................&20
:nstant $ummons...............................&2!
:nterposing -and...............................&2!
:n*isi#ility.........................................&2!
:n*isi#ility, Greater...........................&2%
:n*isi#ility, Mass...............................&2%
:n*isi#ility Purge...............................&2%
:n*isi#ility $phere.............................&2%
:ron 1ody..........................................&2%
:ron)ood...........................................&22
:rresisti#le (ance..............................&22
Oump..................................................&22
<een +dge.........................................&22
<nock................................................&22
<no) (irection.................................,;;
=egend =ore......................................,;;
=esser 7$pell Aame9..........................,;;
=e*itate.............................................,;;
=ight..................................................,;1
=ightning 1olt...................................,;1
=imited 4ish.....................................,;1
=i*eoak.............................................,;1
=ocate Creature.................................,;&
=ocate O#?ect....................................,;&
=ongstrider........................................,;&
=ulla#y..............................................,;&
Mage "rmor......................................,;&
Mage -and........................................,;,
Page 5!2
MageCs (is?unction...........................,;,
MageCs 3aithful -ound......................,;,
MageCs =ucu#ration...........................,;,
MageCs Magnificent Mansion............,;/
MageCs Pri*ate $anctum....................,;/
MageCs $)ord....................................,;/
Magic "ura.......................................,;5
Magic Circle against Chaos..............,;5
Magic Circle against +*il..................,;5
Magic Circle against Good...............,;0
Magic Circle against =a).................,;0
Magic 3ang.......................................,;0
Magic 3ang, Greater.........................,;0
Magic Oar...........................................,;0
Magic Missile...................................,;!
Magic Mouth.....................................,;!
Magic $tone......................................,;%
Magic >estment................................,;%
Magic 4eapon..................................,;%
Magic 4eapon, Greater....................,;%
Ma?or Creation..................................,;%
Ma?or :mage......................................,;2
Make 4hole......................................,;2
Mark of Oustice..................................,;2
Mass 7$pell Aame9............................,;2
Maze..................................................,;2
Meld into $tone.................................,1;
Mending............................................,1;
Message............................................,1;
Meteor $)arm...................................,1;
Mind 1lank.......................................,11
Mind 3og...........................................,11
Minor Creation..................................,11
Minor :mage......................................,11
Miracle..............................................,11
Mirage "rcana...................................,1&
Mirror :mage.....................................,1&
Misdirection......................................,1&
Mislead..............................................,1,
Mnemonic +nhancer.........................,1,
Modify Memory................................,1,
Moment of Prescience......................,1/
Mount................................................,1/
Mo*e +arth.......................................,1/
Aeutralize Poison..............................,1/
Aightmare.........................................,1/
Aondetection.....................................,15
O#scure O#?ect.................................,15
O#scuring Mist.................................,15
Open@Close........................................,10
OrderCs 4rath....................................,10
O*erland 3light.................................,10
O)lCs 4isdom...................................,10
O)lCs 4isdom, Mass.........................,10
Pass )ithout race............................,1!
Pass)all............................................,1!
Permanency.......................................,1!
Permanent :mage..............................,1%
Persistent :mage................................,1%
Phantasmal <iller..............................,1%
Phantom $teed..................................,1%
Phantom rap....................................,12
Phase (oor........................................,12
Planar "lly........................................,12
Planar "lly, Greater...........................,12
Planar "lly, =esser............................,&;
Planar 1inding..................................,&;
Planar 1inding, Greater....................,&;
Planar 1inding, =esser......................,&;
Plane $hift.........................................,&1
Plant Gro)th.....................................,&1
Plant $hape :.....................................,&&
Plant $hape ::....................................,&&
Plant $hape :::..................................,&&
Poison................................................,&&
Polar 'ay...........................................,&&
Polymorph.........................................,&&
Polymorph, Greater...........................,&,
Polymorph "ny O#?ect.....................,&,
Po)er 4ord 1lind.............................,&,
Po)er 4ord <ill...............................,&/
Po)er 4ord $tun..............................,&/
Prayer................................................,&/
Prestidigitation..................................,&/
Prismatic $phere...............................,&/
Prismatic $pray.................................,&5
Prismatic 4all...................................,&5
Produce 3lame..................................,&0
Programmed :mage...........................,&0
Pro?ect :mage....................................,&0
Protection from "rro)s....................,&!
Protection from Chaos......................,&!
Protection from +nergy.....................,&!
Protection from +*il..........................,&!
Protection from Good.......................,&%
Protection from =a).........................,&%
Protection from $pells......................,&%
Prying +yes.......................................,&%
Prying +yes, Greater.........................,&%
Purify 3ood and (rink......................,&2
Pyrotechnics......................................,&2
Quench..............................................,&2
'age..................................................,&2
'ain#o) Pattern................................,,;
'aise (ead........................................,,;
'ay of +nfee#lement........................,,;
'ay of +xhaustion.............................,,;
'ay of 3rost......................................,,1
'ead Magic.......................................,,1
'educe "nimal..................................,,1
'educe Person...................................,,1
'educe Person, Mass........................,,&
'efuge...............................................,,&
'egenerate.........................................,,&
'eincarnate.......................................,,&
'emo*e 1lindness@(eafness.............,,,
'emo*e Curse...................................,,,
'emo*e (isease................................,,,
'emo*e 3ear.....................................,,/
'emo*e Paralysis..............................,,/
'epel Metal or $tone........................,,/
'epel >ermin....................................,,/
'epel 4ood.......................................,,5
'epulsion..........................................,,5
'esilient $phere................................,,5
'esist +nergy....................................,,5
'esistance.........................................,,0
'estoration........................................,,0
'estoration, Greater..........................,,0
'estoration, =esser............................,,0
'esurrection......................................,,0
'e*erse Gra*ity................................,,!
'ighteous Might................................,,!
'ope rick.........................................,,!
'usting Grasp....................................,,%
$anctuary...........................................,,%
$care..................................................,,%
$cintillating Pattern...........................,,%
$corching 'ay...................................,,2
$creen................................................,,2
$crying..............................................,,2
$crying, Greater................................,,2
$culpt $ound.....................................,/;
$earing =ight.....................................,/;
$ecret Chest......................................,/;
$ecret Page........................................,/;
$ecure $helter...................................,/1
$ee :n*isi#ility..................................,/1
$eeming.............................................,/1
$ending.............................................,/1
$epia $nake $igil..............................,/&
$e6uester...........................................,/&
$hades...............................................,/&
$hado) Con?uration..........................,/&
$hado) Con?uration, Greater............,/,
$hado) +*ocation............................,/,
$hado) +*ocation, Greater..............,/,
$hado) 4alk....................................,/,
$ham#ler...........................................,//
$hapechange.....................................,//
$hatter...............................................,//
$hield................................................,/5
$hield of 3aith...................................,/5
$hield of =a)....................................,/5
$hield Other......................................,/5
$hillelagh..........................................,/5
$hocking Grasp.................................,/0
$hout.................................................,/0
Page 5%;
$hout, Greater...................................,/0
$hrink :tem.......................................,/0
$ilence...............................................,/0
$ilent :mage......................................,/!
$imulacrum.......................................,/!
$lay =i*ing........................................,/!
$leep..................................................,/!
$leet $torm........................................,/%
$lo)..................................................,/%
$nare.................................................,/%
$often +arth and $tone.....................,/%
$olid 3og...........................................,/2
$ong of (iscord................................,/2
$oul 1ind..........................................,/2
$ound 1urst.......................................,/2
$peak )ith "nimals..........................,5;
$peak )ith (ead...............................,5;
$peak )ith Plants..............................,5;
$pectral -and....................................,5;
$pell :mmunity.................................,51
$pell :mmunity, Greater....................,51
$pell 'esistance................................,51
$pell urning.....................................,51
$pellstaff...........................................,51
$pider Clim#.....................................,5&
$pike Gro)th....................................,5&
$pike $tones......................................,5&
$piritual 4eapon...............................,5&
$ta#ilize............................................,5,
$tatue................................................,5,
$tatus.................................................,5,
$tinking Cloud..................................,5/
$tone $hape.......................................,5/
$tone ell..........................................,5/
$tone to 3lesh....................................,5/
$toneskin...........................................,5/
$torm of >engeance..........................,55
$uggestion.........................................,55
$uggestion, Mass..............................,55
$ummon :nstrument..........................,55
$ummon Monster :...........................,50
$ummon Monster ::..........................,5!
$ummon Monster :::.........................,5!
$ummon Monster :>........................,5!
$ummon Monster >..........................,5!
$ummon Monster >:.........................,5%
$ummon Monster >::.......................,5%
$ummon Monster >:::......................,5%
$ummon Monster :N........................,5%
$ummon AatureCs "lly :....................,5%
$ummon AatureCs "lly ::..................,52
$ummon AatureCs "lly :::.................,52
$ummon AatureCs "lly :>.................,52
$ummon AatureCs "lly >..................,0;
$ummon AatureCs "lly >:.................,0;
$ummon AatureCs "lly >::................,0;
$ummon AatureCs "lly >:::..............,0;
$ummon AatureCs "lly :N.................,0;
$ummon $)arm................................,0;
$un#eam............................................,0;
$un#urst............................................,0;
$ym#ol of (eath...............................,01
$ym#ol of 3ear..................................,0&
$ym#ol of :nsanity............................,0&
$ym#ol of Pain..................................,0&
$ym#ol of Persuasion.......................,0&
$ym#ol of $leep................................,0&
$ym#ol of $tunning..........................,0&
$ym#ol of 4eakness.........................,0,
$ympathetic >i#ration......................,0,
$ympathy..........................................,0,
elekinesis.........................................,0,
elekinetic $phere.............................,0/
elepathic 1ond................................,0/
eleport.............................................,05
eleport, Greater...............................,05
eleport O#?ect..................................,05
eleportation Circle..........................,00
emporal $tasis.................................,00
ime $top..........................................,00
iny -ut............................................,00
ongues.............................................,0!
ouch of 3atigue...............................,0!
ouch of :diocy.................................,0!
ransformation..................................,0!
ransmute Metal to 4ood.................,0%
ransmute Mud to 'ock...................,0%
ransmute 'ock to Mud...................,0%
ransport *ia Plants..........................,0%
rap the $oul.....................................,02
ree $hape.........................................,02
ree $tride.........................................,02
rue 'esurrection..............................,!;
rue $eeing.......................................,!;
rue $trike.........................................,!;
5ndeath to (eath..............................,!;
5ndetecta#le "lignment....................,!1
5nhallo)...........................................,!1
5nholy "ura......................................,!1
5nholy 1light....................................,!1
5nseen $er*ant.................................,!&
>ampiric touch..................................,!&
>eil....................................................,!&
>entrilo6uism....................................,!&
>irtue.................................................,!,
>ision................................................,!,
4ail of the 1anshee..........................,!,
4all of 3ire.......................................,!,
4all of 3orce.....................................,!,
4all of :ce.........................................,!/
4all of :ron.......................................,!/
4all of $tone.....................................,!5
4all of horns..................................,!5
4arp 4ood........................................,!5
4ater 1reathing................................,!0
4ater 4alk........................................,!0
4a*es of +xhaustion.........................,!0
4a*es of 3atigue...............................,!0
4e#...................................................,!0
4eird.................................................,!!
4hirl)ind.........................................,!!
4hispering 4ind..............................,!!
4ind 4alk.........................................,!%
4ind 4all.........................................,!%
4ish..................................................,!%
4ood $hape......................................,!2
4ord of Chaos..................................,!2
4ord of 'ecall..................................,%;
\one of $ilence.................................,%;
\one of ruth....................................,%;
Page 5%1

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