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 Page ,, 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 Page ,/ #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. Page ,0 =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. Page 1&& 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 Page 1&, 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. Page 1&/ '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. Page 1&5 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. Page 1&0 '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 ðal '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 ðal '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. ðal '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. Page &0; 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 Page &01 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 Page &0& 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 Page &0, 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 6icense Product -dentity( he follo)ing items are here#y identified as Product :dentity, as defined in the Open Game =icense 1.;a, $ection 17e9, and are not Open ContentB "ll trademarks, registered trademarks, proper names 7characters, deities, etc.9, dialogue, plots, storylines, locations, characters, art)orks, and trade dress. 7+lements that ha*e pre*iously #een designated as Open Game Content are not included in this declaration.9 Fpen Content( +xcept for material designated as Product :dentity 7see a#o*e9, the game mechanics of this Paizo Pu#lishing game product are Open Game Content, as defined in the Open Game =icense *ersion 1.;a $ection 17d9. Ao portion of this )ork other than the material designated as Open Game Content may #e reproduced in any form )ithout )ritten permission. OP+A G"M+ =:C+A$+ >ersion 1.;a he follo)ing text is the property of 4izards of the Coast, :nc. and is Copyright &;;; 4izards of the Coast, :nc 7D4izardsF9. "ll 'ights 'eser*ed. 1. (efinitionsB 7a9 DContri#utorsF means the copyright and@or trademark o)ners )ho ha*e contri#uted Open Game Content8 7#9 D(eri*ati*e MaterialF means copyrighted material including deri*ati*e )orks and translations 7including into other computer languages9, potation, modification, correction, addition, extension, upgrade, impro*ement, compilation, a#ridgment or other form in )hich an existing )ork may #e recast, transformed or adapted8 7c9 D(istri#uteF means to reproduce, license, rent, lease, sell, #roadcast, pu#licly display, transmit or other)ise distri#ute8 7d9 DOpen Game ContentF means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not em#ody the Product :dentity and is an enhancement o*er the prior art and any additional content clearly identified as Open Game Content #y the Contri#utor, and means any )ork co*ered #y this =icense, including translations and deri*ati*e )orks under copyright la), #ut specifically excludes Product :dentity. 7e9 DProduct :dentityF means product and product line names, logos and identifying marks including trade dress8 artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, art)ork, sym#ols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other *isual or audio representations8 names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special a#ilities8 places, locations, en*ironments, creatures, e6uipment, magical or supernatural a#ilities or effects, logos, sym#ols, or graphic designs8 and any other trademark or registered trademark clearly identified as Product identity #y the o)ner of the Product :dentity, and )hich specifically excludes the Open Game Content8 7f9 DrademarkF means the logos, names, mark, sign, motto, designs that are used #y a Contri#utor to identify itself or its products or the associated products contri#uted to the Open Game =icense #y the Contri#utor 7g9 D5seF, D5sedF or D5singF means to use, (istri#ute, copy, edit, format, modify, translate and other)ise create (eri*ati*e Material of Open Game Content. 7h9 DJouF or DJourF means the licensee in terms of this agreement. &. he =icenseB his =icense applies to any Open Game Content that contains a notice indicating that the Open Game Content may only #e 5sed under and in terms of this =icense. 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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