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By Anthony K.

Harvey (Darkon Turas)


OGL House Rules

Table of Contents
Gamemastering ................................................................................. 3

Ability Checks ......................................................................................... 3

Intoxication............................................................................................. 3

Maneuvers .............................................................................................. 4

Variant Rules in Effect ........................................................................... 5

Classes............................................................................................... 6

Cleric [Base Class] .................................................................................. 6

Sorcerer [Base Class] ............................................................................. 9

Wizard [Base Class] .............................................................................. 14

Feats ............................................................................................... 18

Spells............................................................................................... 19

Equipment ....................................................................................... 31

Magic Weapons.................................................................................... 31

Traveler Items ...................................................................................... 31

Open Game License Version 1.0a ..................................................... 32

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OGL House Rules
She orders yet another glass and gulps it down. This time she misses his
Gamemastering save and passes out. Now she has 15% chance of lowering her
constitution, which unfortunately happens.
Earin is now passed out and has a permanent deduction of 1 from
Ability Checks her constitution; another victim of drunkenness.
When called upon to make a check against an ability score, roll a
d20 and add he relevant ability modifier + your character level Optional Wisdom Rule
(truncating decimals) + any relevant conditional modifiers. As a person continues to drink, he tends to consume more and more
alcohol without really noticing it. Thus, the consumer must begin
making a Wisdom check (or sobriety if the personality sheet is being
Intoxication used) after each drink once he reaches a state of slight intoxication. A
successful check against a DC of 10 allows the consumer to quit
Getting Drunk drinking if he desires. A failed check indicates that a person will attempt
After consuming a serving of alcohol, a character must make a to have another drink if possible (i.e. has money, alcohol is available,
constitution check against a base DC of 10 using the following etc.).
modifiers: A friendly, non-hostile person around the drinker who wants to
prevent him from continuing to drink can attempt to by making a
Beverage Modifiers successful Charisma check (DC 10). Success indicates that the person
talked the drinker into stopping. However, a failed check makes the
Beverage Modifier
drinker angry and any person of a lower charisma can make no further
Mead +0 DC
attempts.
Beer +1 DC
Ale +2 DC Optional Weight Rule
Wine +3 DC A person that weighs more tends to handle alcohol better than one
Mead +4 DC who weighs less. Since most creatures' weights aren't known, the best
Liquor +5 DC indication of weight would be size. Thus, the modifiers are relative to
size. The following modifiers can be assigned to the constitution check
The penalties accumulate with each check per state of intoxication. that is made after consuming a serving of alcohol:
For example: After Earin drinks her third ale she must make her
constitution (CON 18, a +4 modifier) check against a DC of 16. She
rolls an 8. Earin moves into a state of slight intoxication (see below) due
Size Modifiers
to a failed constitution check, her ale DC 12. Of course, the DC will Size Modifier
continue to get worse as she drinks in this state and reset to 12 when she Fine +8 DC
goes into a moderate state of intoxication. Diminutive +6 DC
NOTE: Serving sizes vary depending on type. For example, a Tiny +4 DC
typical serving size of liquor is around 2 fluid ounces. Beer, ale, and Small +2 DC
mead have a serving size around 16 to 20 fluid ounces. While a serving Medium +0 DC
size for wine is around 10 to 14 ounces. The GM decides the serving Large -2 DC
size. Huge -4 DC
If a character fails his constitution check, his state of intoxication Gargantuan -6 DC
moves up. There are three states: slight, moderate, and great. The state Colossal -8 DC
an intoxicated person is in will have the following effects:
Optional Boo-Hag Effect
The effect of being drunk (i.e. in a state of great intoxication) makes
Intoxication Table the character more susceptible to seduction. This effect is better known
Effect as the "boo-hag" effect. In other words, the appearance and charisma of
On Slight Moderate Great* a person of the opposite sex no longer matters. Any characters
Dexterity -1 -3 -6 attempting to seduce him will not receive the appropriate ability
Intelligence -1 -4 -7 modifier to their skill checks.
Wisdom 0 -2 -5 Note that the character is also 50% more likely to attempt seduction
Charisma 0 -1 -4 of other people.
To Hit 0 -1 -5
Hit Points 0 +1 +3
Spell Failure 25% 50% 100% Recovery
Time is the only cure for intoxication, although certain stimulants
State of Intoxication will shorten the recovery time.
* Beyond great intoxication, persons become comatose and will
sleep for 7 to 10 (1d4+6) hours. Intoxication Recovery Table
Being in a state of great intoxication is dangerous. When a character
Intox. Recovery
is in this state, he no longer continues to make a constitution check.
Level Time Mild Med. Strong
Instead he must make a fortitude saving throw against DC 10. A
Slight 1-4 Hours x.80 x.65 x.50
cumulative penalty of 1 is added to the DC as the character continues to
Moderate 4-8 Hours x.85 x.70 x.55
drink. If a character fails his save, he passes out.
Great 8-14 Hours x.90 x.75 x.55
With each save a character has a cumulative 5% chance of
Comatose 14-20 Hours x.95 x.80 x.60
permanently lowering his constitution by 1 point.
For example: Earin has just missed her constitution check from her
last glass of ale and is now in a state of great intoxication. She orders Stimulent Effect
another glass and drinks it. She makes her fortitude save and has a 5% As a person recovers, his statistics that are affected begin to go back
chance of lowering her constitution, which doesn't happen. She orders to normal. For example, a comatose person's recovery time is 19 hours
another glass and gulps it down. She makes her fortitude save and now and his stats are based on this. Five hours later, he moves into a state of
has a 10% chance of lowering his constitution, which doesn't happen. great intoxication and his stats are relative to this state, and so on.

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OGL House Rules
Having a Hangover For example: Our heroine Earin has found herself in a state of great
Although the victim's statistics will slowly return to normal, he will intoxication partying until four in the morning in her favorite
suffer unpleasant after-effects that are known in the drunks' world as a establishment, The Golden Griffon Inn.
hangover. After a person finally gets down to a state of slight Unfortunately, she is supposed to go adventuring at sunrise (6:00
intoxication, he rolls three times on the Hangover Table using 1d20 to AM), so she takes a strong stimulant in hopes to recover. Recovery time
determine the hangovers effect. Duplicate effects are re-rolled. was 14 hours for Earin, but now it is 7.70 hours (14 x .55), and his stats
go from the great intoxication state to the moderate intoxication state.
Well, Earin can't even move out of bed until 1:00 PM.
Hangover Table But since she got little sleep and feels quite sick, Earin sleeps until
Roll Effect 5:00 PM. When she awakens, she finds that she has a headache which
1-2 Blinding Headache will last for 3 hours. Also, she starts vomiting (which will last until at
3-4 Headache least 10:00 PM). She will suffer -2 to dexterity and constitution for the
5-6 Vomiting next 4 hours. To top it off, Earin finds out that her adventuring party has
7-8 Nausea left town without her and she is left with nothing to do but go party
9-10 The Squats again tonight.
11-12 Trembling
13-14 Loss of Appitite
15-17 Ability Damage Maneuvers
18-20 No Effect
Block/Parry
Notes on Hangover Table This rule adds a dynamic layer of strategy into combat. As an
Blinding Headache: For 1d4+1 hours the character suffers the immediate action, a character may expend his next move action to block
following effects: -4 to hit, -3 to armor class, +25% chance of arcane and or parry an incoming attack. This may be done after determining if the
divine spell failure, -5 to all thieves skills. If headache was already attack would hit his armor class.
rolled, then this effect replaces it. The Character makes an attack roll with the weapon or natural
Headache: For 1d4+1 hours. -2 to hit, -1 to armor class, +10% weapon he intends to block or parry with. The attacker treats the parry
chance of arcane and divine spell failure, -2 to all thieves skills. If roll as the new armor class he is attempting to hit. If the attackers roll is
blinding headache has already been rolled, roll again. equal to or greater than the parry attack roll, then the attack still hits and
Vomiting: 1d12 hours duration. A successful fortitude save reduces is resolved normally, otherwise the attack has been successfully parried
the duration by half. The PC must make a fortitude save at DC 10 every and causes no damage.
turn. Failure means the PC vomits, which takes 1d4+1 rounds. Strenuous
activity (includes combat and Spellcasting) will also require a Called Shot
constitution check to avoid being ill. The Players Handbook and Dungeon Masters Guide do not get into
Nausea: 1d12 hours duration. A successful fortitude save reduces aiming for specific body parts in combat. The following is provided to
the duration by half. The PC feels like vomiting. The PC has difficulty fill in that gap in the rules.
concentrating and therefore has a +05% chance of arcane spell failure Monsters often have body parts or features with extraordinary or
for every hour of nausea. Furthermore, he suffers 2 points of ability magical effects; examples include the eyes of the beholder, tentacles of
damage to strength and dexterity for the duration of nausea. the carrion crawler, individual heads of the chimera, and so on. Many
"The Squats": 1d20 hours duration. A successful fortitude save animated statues are motivated by a medallion, inscription, or imbedded
reduces the duration by half. The PC must make a fortitude save at DC gem.
12 every turn. Failure means PC will defecate within 1d4 rounds. The To hit a specific body part, roll to hit normally and apply a size
PC must find a suitable place and remove armor, clothing, etc. within modifier to the targets defense based on the size of the body part you
that time or soil themselves (YECH!). are targeting.
Trembling: For 1d4-1 hours. -1 to hit, -2 to dexterity.
Loss Of Appetite: Character will not eat. Also, character has dry Hit Location Size Modifiers
mouth thus being very thirsty.
Ability Damage: The character temporarily loses one or more Target Size Modifier Example
ability score points from both dexterity and constitution or from both Fine +8 Finger, Toe, Eye, Ear
intelligence and wisdom. Roll 1d6 once on the Ability Damage table Diminutive +4 Head, Hand, Foot
and on the Ability Damage Duration table to determine the exact Tiny +2 Arm
effect. Small +1 Leg, Tail
Medium 0 Torso
Ability Damage The effects of damage to specific areas of the body are addressed on
Roll Effect page 66 and 67 of the Dungeon Masters Guide. One specific body part
1 -1 to DEX and CON needs mentioning.
2 -2 to DEX and CON Groin: When a character has taken damage the groin, he must make
3 -3 to DEX and CON a fortitude save against a DC equal to 10 plus the damage he sustained.
4 -1 to INT and WIS If he fails, he has the wind knocked out of him and has a hard time
5 -2 to INT and WIS defending himself until a number of rounds pass equal to the number by
6 -3 to INT and WIS which he failed the saving throw. His movement drops to half of what it
should be and his AC is suffers a -2 circumstance penalty until he
Ability Damage Duration recovers. (This penalty is stackable with other circumstance adjustments
Roll Duration for blindness or bad
1-2 1d4 Hours Synchronized Casting
3-4 1d6 Hours Requirements: Two or more spellcasters capable of casting the
5-6 1d8 Hours
same spell. All of which must be within 5 feet of the primary caster.
The other caster(s) must delay their initiatives in order to
synchronize with the primary spell caster. Once their initiatives are

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OGL House Rules
synchronized, all participating spellcasters cast the agreed upon spell in
order to gain the following benefits:
Caster level check: If the target(s) of the synchronized spell has
spell resistance, all participating casters make a may make a caster level
check using the highest caster level in the synchronization, with all of
them taking the highest result rolled in the group.
Spell effect: Each casters spell effect takes on the highest caster
level for the effect of the synchronized spell, applying the separate
effects as a single combined spell for purposes of resistances.
Saving throws: If the spell requires a saving throw, the DC of the
synchronized spell id equal to that of the highest individual spell DC + 2
for each additional caster involved in the synchronized spell.
Attack rolls: All casters use the highest attack bonus in the
synchronized casting group, applying a +2 bonus to hit for each
additional caster in the group.

Variant Rules in Effect


Some DMs may wish to implement some variant rules to enhance
their game sessions, while other DMs in the same group may not. To
keep this straight, this section will list the variant rules and the DMs
whose campaigns use them.
The main header shows the title of the book in which the rules are
contained. The next entry is the title of the variant rule with its page
number within parentheses. Under that are the names of the DMs using
these rules.

Dungeon Masters Guide


Spell Roll (96)
Power Components (96)
Summoning Individual Monsters (96)
Epic Level Handbook
Open-Ended Rolls (110)
Death from Massive Damage (110)
Extended Deaths Door (111)
Spell Resistance for Time Stop (111)
NPC Challenge Ratings (111)
Epic Luck (111)
Three Deaths and Your Out (111)
Psionics Handbook
Saving Throw Difficulty Class
Against Psionic Powers (33)
Robb Gorman
Psionics are Different (39)

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OGL House Rules
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a
Classes particularly powerful aura corresponding to the deitys alignment (see
the detect evil spell for details). Clerics who dont worship a specific
deity but choose the Chaotic, Evil, Good, or Lawful domain have a
Cleric [Base Class] similarly powerful aura of the corresponding alignment.
Alignment: A clerics alignment must be within one step of his Spells: A cleric casts divine spells, which are drawn from the cleric
deitys (that is, it may be one step away on either the lawfulchaotic axis spell list. However, his alignment may restrict him from casting certain
or the goodevil axis, but not both). A cleric may not be neutral unless spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good,
his deitys alignment is also neutral. and Lawful Spells, below. A cleric must choose and prepare his spells in
Hit Die: d8. advance (see below).
To prepare or cast a spell, a cleric must have a Wisdom score equal
Class Skills to at least 10 + the spell level. The Difficulty Class for a saving throw
The clerics class skills (and the key ability for each skill) are against a clerics spell is 10 + the spell level + the clerics Wisdom
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), modifier.
Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge Like other spellcasters, a cleric can cast only a certain number of
(religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and spells of each spell level per day. His base daily spell allotment is given
Spellcraft (Int). on Table: The Cleric. In addition, he receives bonus spells per day if he
Domains and Class Skills: A cleric who chooses the Animal or has a high Wisdom score. A cleric also gets one domain spell of each
Plant domain adds Knowledge (nature) (Int) to the cleric class skills spell level he can cast, starting at 1st level. When a cleric prepares a
listed above. A cleric who chooses the Knowledge domain adds all spell in a domain spell slot, it must come from one of his two domains
Knowledge (Int) skills to the list. A cleric who chooses the Travel (see Deities, Domains, and Domain Spells, below).
domain adds Survival (Wis) to the list. A cleric who chooses the Clerics meditate or pray for their spells. Each cleric must choose a
Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to time at which he must spend 1 hour each day in quiet contemplation or
the list. See Deity, Domains, and Domain Spells, below, for more supplication to regain his daily allotment of spells. Time spent resting
information. has no effect on whether a cleric can prepare spells. A cleric may
Skill Points at 1st Level: (2 + Int modifier) x?4. prepare and cast any spell on the cleric spell list, provided that he can
Skill Points at Each Additional Level: 2 + Int modifier. cast spells of that level, but he must choose which spells to prepare
during his daily meditation.
Class Features Deity, Domains, and Domain Spells: A clerics deity influences
All of the following are class features of the cleric. his alignment, what magic he can perform, his values, and how others
Weapon and Armor Proficiency: Clerics are proficient with all see him. A cleric chooses two domains from among those belonging to
simple weapons, with all types of armor (light, medium, and heavy), and his deity. A cleric can select an alignment domain (Chaos, Evil, Good,
with shields (except tower shields). or Law) only if his alignment matches that domain.
A cleric who chooses the War domain receives the Weapon Focus If a cleric is not devoted to a particular deity, he still selects two
feat related to his deitys weapon as a bonus feat. He also receives the domains to represent his spiritual inclinations and abilities. The
appropriate Martial Weapon Proficiency feat as a bonus feat, if the restriction on alignment domains still applies.
weapon falls into that category. Each domain gives the cleric access to a domain spell at each spell

Table: The Cleric


Base Spe lls pe r Day
Attack Fort Re f Will
Le ve l Bonus Save Save Save Re p Spe cial 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 0 2 0 2 0 T urn or rebuke undead, Eschew Materials 3 1+1
2nd 1 3 0 3 0 Divine implement 4 2+1
3rd 2 3 1 3 1 Bonus feat 4 2+1 1+1
4th 3 4 1 4 1 Brew Potion, Scribe Scroll 5 3+1 2+1
5th 3 4 1 4 1 Craft Magic Arms and Armor 5 3+1 2+1 1+1
6th 4 5 2 5 1 Bonus feat 5 3+1 3+1 2+1
7th 5 5 2 5 2 Craft Wondrous Item 6 4+1 3+1 2+1 1+1
8th 6/1 6 2 6 2 Craft Wand, Divine implement 6 4+1 3+1 3+1 2+1
9th 6/1 6 3 6 2 Bonus feat 6 4+1 4+1 3+1 2+1 1+1
10th 7/2 7 3 7 2 Craft Construct 6 4+1 4+1 3+1 3+1 2+1
11th 8/3 7 3 7 3 6 5+1 4+1 4+1 3+1 2+1 1+1
12th 9/4 8 4 8 3 Bonus feat, Craft Staff 6 5+1 4+1 4+1 3+1 3+1 2+1
13th 9/4 8 4 8 3 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1
14th 10/5 9 4 9 3 Divine Implement defense 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1
15th 11/6/1 9 5 9 4 Bonus feat 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
16th 12/7/2 10 5 10 4 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
17th 12/7/2 10 5 10 4 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18th 13/8/3 11 6 11 4 Bonus feat 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19th 14/9/4 11 6 11 5 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20th 15/10/5 12 6 12 5 Divine implement mastery 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1
1
In ad d it io n t o the s t at ed numb er o f s p ells p er d ay fo r 1s t - thro ug h 9 t h-level s p ells , a cleric g et s a d o main s p ell fo r each s p ell level, s t art ing at 1s t .
The +1 in t he entries o n t his tab le rep res ents that s p ell. Do main s p ells are in ad d it io n t o any b o nus s p ells the cleric may receive fo r having a hig h Wis d o m s co re.

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OGL House Rules
level he can cast, from 1st on up, as well as a granted power. The cleric and gain a somatic component in the form of a special hand sign
gets the granted powers of both the domains selected. representing her deity.
With access to two domain spells at a given spell level, a cleric Clerics such as these automatically gain the Improved Unarmed
prepares one or the other each day in his domain spell slot. If a domain Combat feat for free. If the cleric already has this feat, he may instead
spell is not on the cleric spell list, a cleric can prepare it only in his select one feat from the following list: Improved Grapple, Deflect
domain spell slot. Arrows, Snatch Arrows, Sacred Vow BoED, Stunning Fist, or Willing
Spontaneous Casting: A good cleric (or a neutral cleric of a good Deformity BoVD.
deity) can channel stored spell energy into healing spells that the cleric In addition, the cleric may channel his turn or rebuke undead ability
did not prepare ahead of time. The cleric can lose any prepared spell into his body, allowing him to a divine bonus to either his armor class or
that is not a domain spell in order to cast any cure spell of the same spell attack and damage roll equal the clerics wisdom modifier for 1 round
level or lower (a cure spell is any spell with cure in its name). per caster level. The cleric may change the focus of the channeling once
An evil cleric (or a neutral cleric of an evil deity), cant convert per round as a free action.
prepared spells to cure spells but can convert them to inflict spells (an Clerics with this divine focus may freely multiclass with the Monk
inflict spell is one with inflict in its name). class.
A cleric who is neither good nor evil and whose deity is neither Shield: Those choosing this implement can channel spells of the
good nor evil can convert spells to either cure spells or inflict spells school of abjuration and spells from the protection domain efficiently
(players choice). Once the player makes this choice, it cannot be through the shield. Such spells receive the benefits of the Silent Spell,
reversed. This choice also determines whether the cleric turns or Still Spell and Quicken Spell feats without corresponding increase to
commands undead (see below). spell level.
Chaotic, Evil, Good, and Lawful Spells: A cleric cant cast spells of In addition, the shield gains an enchantment bonus to armor class
an alignment opposed to his own or his deitys (if he has one). Spells equal to +1 at first level and increasing by an additional +1 every 4
associated with particular alignments are indicated by the chaos, evil, caster levels (maximum bonus of +10).
good, and law descriptors in their spell descriptions. Staff: Any staff wielded by this cleric is treated as a quarterstaff for
Turn or Rebuke Undead (Su): Any cleric, regardless of combat purposes and gains an enchantment bonus to hit and damage
alignment, has the power to affect undead creatures by channeling the rolls equal to +1 at first level and increasing by an additional +1 every 4
power of his faith through his holy (or unholy) symbol (see Turn or caster levels (maximum bonus of +10).
Rebuke Undead). The cleric may channel raw positive or negative energy (positive if
A good cleric (or a neutral cleric who worships a good deity) can turn undead was selected, or negative if rebuke undead was selected)
turn or destroy undead creatures. An evil cleric (or a neutral cleric who into his staff to aid him in melee. By expending a spell slot, the wizard
worships an evil deity) instead rebukes or commands such creatures. A may deal a number of d6 positive or negative energy damage equal to
neutral cleric of a neutral deity must choose whether his turning ability the level of the slot expended. Therefore, expending a 5th level slot will
functions as that of a good cleric or an evil cleric. Once this choice is cause the staff to inflict +5d6 damage on his next
made, it cannot be reversed. This decision also determines whether the successful attack. Doing this uses a move-equivalent
cleric can cast spontaneous cure or inflict spells (see above). action that does not provoke an attack of opportunity.
A cleric may attempt to turn undead a number of times per day Area effect or ray spells cast through this
equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in implement gain the benefit of the Silent Spell and
Knowledge (religion) gets a +2 bonus on turning checks against undead. Still Spell feats with no adjustment to their level.
Bonus Languages: A clerics bonus language options include Wand: Wands (defined here as a slender
Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and piece of wood approximately a foot in length)
lawful evil outsiders, respectively). These choices are in addition to the allow ranged touch spells channeled through
bonus languages available to the character because of his race. them to gain an enhancement bonus to
Divine Implement: A cleric can specialize in one type of divine hit and damage rolls equal to +1 at
implement in which to focus his spells through. Metamagic feats may be first level and increasing by an
applied to spells channeled through divine implements. At 2nd level, the additional +1 every 5 caster levels (to a
cleric gains proficiency with one of the following implements: Cudgel, maximum bonus of +10).
Holy Symbol, Open Hand, Shield, and Staff. Any ranged touch spells (or spells that
Cudgel: Cudgels include any magic or mundane one-handed target one creature or object) channeled
bludgeoning melee weapons such as the club, mace, and morning star. through a wand gain the benefit of the Still
The implement gains an enhancement bonus to hit and damage rolls Spell feat for free.
equal to +1 at first level and increasing by an additional +1 In addition, metamagic feats work
every 4 caster levels (maximum bonus of +10). more efficiently through a wand. As a
Any touch spells cast through this implement result, the total level adjustment of any
automatically benefit from the Quickened Spell applied metamagic feats is reduced by 1.
metamagic feat without modification to its level The minimum spell level adjustment is
and is discharged with a successful melee 0.
attack. Bonus Feats: At 3rd, 6th, 9th, 12th,
th
Holy Symbol: Any spells of the 15 and 18th level, a cleric gains a bonus feat. At
clerics selected domain gain the each such opportunity, she can choose a divine,
benefit of the Still Spell and Empowered Spell feats without the metamagic, or tactical feat. The cleric must still
corresponding adjustment in spell level. meet all prerequisites for a bonus feat, including
In addition, metamagic feats work more efficiently when caster level minimums.
channeled through a holy symbol. As a result, the total level These bonus feats are in addition to the feat that
adjustment of any applied metamagic feats is reduced by 1. The a character of any class gets from advancing levels.
minimum spell level adjustment is 0. The cleric is not limited to the categories of divine
Open Hand: Abhorring reliance on external paraphernalia, these feats, metamagic feats, or tactical feats when
clerics use their own bodies as the channeling device in order to deliver choosing these feats.
touch or ranged touch spells. Spells channeled in such a way gain a Divine Implement Specialization: As the
bonus to caster level equal to the clerics Constitution modifier and cleric progresses in gaining experience with his
receive the benefit of the Still Spell feat without increase to the spells chosen implement, he learns new skills that
level. In addition, all channeled spells lose the divine focus component improve his effectiveness. Depending on the

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OGL House Rules
implement he has chosen, he gains one bonus feat: Wand: The cleric may designate another wand as his current divine
Cudgel: The cleric gains the Weapon Focus feat for one specific object with a move action instead of the standard full round action.
one-handed bludgeoning weapon of his choice. If he already has the If the wand contains charges, the cleric may draw upon those
Weapon Focus feat, he gains Greater Weapon Focus with the weapon charges to bolster his channeled spells, using the charge to cast his own
that he has Weapon Focus in. spells or to offset the cost of applied metamagic feats. The level of each
Holy Symbol: The cleric gains the extra turning feat for free. charge is equal to the spell level of the spell contained within. Thus, a
Open Hand: The cleric gains either the Improved Natural Armor or wand of cure moderate wounds with 40 charges contains 40 2 nd level
Improved Natural Attack feat for free. spell slots. This would allow the cleric to use the wand to fuel his 2 nd
Shield: The cleric gains the Spell Focus (Abjuration) feat for free. If level spells or compensate for 2 levels of applied metamagics.
he already this feat, he gains the Greater Spell Focus (Abjuration) feat In addition, the cleric may opt to invest his own spell slots into
instead. recharging the wand. Once per round, the cleric may invest a spell slot
Staff: The cleric gains the Spell Penetration feat for free. If he of equal or greater level than the spell in the wand in order to recover
already has this feat, then he gains Greater Spell Penetration instead. one expended charge. The wand cannot hold more than 50 charges.
Wand: The cleric gains either the Augmented Healing or Reach Divine Implement Supremacy: Upon reaching 26th level, the cleric
metamagic feat as a bonus feat. has truly mastered the utilization of his implement. The implement
Divine Implement Defense: The cleric has used his implement for becomes an epic magic item. Depending on the implement selected, the
so long, that he has learned to defend himself against the arts of those wizard gains the following abilities:
using the same implement. Depending on the nature of the implement, Cudgel: The clerics connection with his implement becomes so
the cleric gains the following ability: powerful that it manifests new weapon enhancements. These
Cudgel: Once per day, the cleric may attack a location, creature, or enhancements cannot exceed a total of +1 for every 5 character levels.
object that is under the effect of a spell or spell-like effect. In addition to The cleric can select only those enhancements for which the weapon
the damage dealt by the attack, the cleric gains the effects of greater qualifies. These slots can be reassigned later by spending 1 day and 500
dispel magic. This ability increases to twice per day at 17 th level and to XP for each enhancement bonus reassigned.
three times per day at 20th level. Holy Symbol:
Holy Symbol: Once per day, by spending five minutes in prayer, the Open Hand:
cleric may invest a personal abjuration spell into his holy symbol. The Shield: The clerics connection with his implement becomes so
duration of this spell becomes 24 hours. powerful that it manifests new armor enhancements. These
Open Hand: The cleric becomes resistant to any effects that would enhancements cannot exceed a total of +1 for every 5 character levels.
drain his life energies by sacrificing his divine energies instead. In any The cleric can select only those enhancements for which the weapon
event that would cause the cleric to gain a negative level, the cleric may qualifies. These slots can be reassigned later by spending 1 day and 500
instead sacrifice one of his turn/rebukes per day to avoid the effect on a XP for each enhancement bonus reassigned.
1:1 basis. Therefore, if a creature such as a shadow dragon, would cause Staff: The clerics connection with his implement becomes so
the cleric to gain more than one negative level in an attack, each powerful that it manifests new weapon enhancements. These
negative level could be by spending the same number of turn/rebuke enhancements cannot exceed a total of +1 for every 5 character levels.
attempts. The cleric can select only those enhancements for which the weapon
Shield: When wielding shield chosen as his divine focus, the cleric qualifies. These slots can be reassigned later by spending 1 day and 500
receives the benefits of spell resistance equal to 10 plus his caster level. XP for each enhancement bonus reassigned.
Staff: The cleric has learned how to counter incoming ranged spells Wand: The cleric may designate another wand as his current divine
by spinning his staff and channeling his divine energy into it. This object with a free action instead of the standard full round action.
ability may be used as an immediate action by expending a spell slot In addition, the cleric may choose to create a surge through his
equal to the incoming spell. wand by channeling his remaining turns/rebukes per day through it. For
Wand: A number of times per day equal to his Dexterity modifier, every turn channeled, the cleric adds 2d6 positive energy damage. For
the cleric may, as an immediate action, deflect an incoming ranged or every rebuke channeled through the wand, an additional 2d6 negative
ranged touch attack. The attack harmlessly dissipates upon contacting energy damage is added. All metamagics applied to the channeled spell
the defending wand. also apply to this additional damage.
Divine Implement Mastery: Upon reaching 20th level, the cleric
further improves the power he can channel through his implement. Ex-Clerics
Cudgel: The cleric may invest his divine magical energies into his A cleric who grossly violates the code of conduct required by his
chosen divine implement. By expending a spell slot, the cleric gains a god loses all spells and class features, except for armor and shield
bonus to damage equal to the level of the spell slot in d6. This invested proficiencies and proficiency with simple weapons. He cannot thereafter
energy lasts until it is discharged with a successful melee attack. gain levels as a cleric of that god until he atones (see the atonement spell
Holy Symbol: description).
Open Hand:
Shield: By spending five minutes in prayer, the cleric may imbue
his shield with a touch or ranged touch spell. This spell may be released
as an immediate action on the event of an unsuccessful melee attack
upon the cleric while the shield is used for defense.
Staff: At will, the cleric may transform his staff into a medium size
constrictor snake or viper of the same length as the staff. The snake acts
as a wizards familiar in all respects for the cleric, including the
determination of hit points.
In the event that the snake is killed, it explodes as a retributive
strike. All charges currently in the staff are instantly released in a 30-
foot radius. All within 10 feet of the snake take points of damage equal
to 4 x the number of charges in the staff, those up to 20 feet away take 2
x the number of charges in damage, and those up to 30 feet distant take
the number of charges in damage. All those affected can make DC 17
Reflex saves to reduce the damage by half. However, does not suffer any
of the usual effects in the event of the familiars death and may
designate a new divine implement immediately.

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Sorcerer [Base Class] Table: Sorcerer Spells Known
Alignment: Any.
Spe lls Known
Hit Die: d4.
Le ve l 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Class Skills 1st 4 2
The sorcerers class skills (and the key ability for each skill) are
Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), 2nd 5 2
Profession (Wis), and Spellcraft (Int). 3rd 5 3
Skill Points at 1st Level: (2 + Int modifier) x 4. 4th 6 3 1
Skill Points at Each Additional Level: 2 + Int modifier. 5th 6 4 2
6th 7 4 2 1
Class Features
All of the following are class features of the sorcerer. 7th 7 5 3 2
Weapon and Armor Proficiency: Sorcerers are proficient with all 8th 8 5 3 2 1
simple weapons. They are not proficient with any type of armor or 9th 8 5 4 3 2
shield. Armor of any type interferes with a sorcerers gestures, which 10th 9 5 4 3 2 1
can cause his spells with somatic components to fail. 11th 9 5 5 4 3 2
Spells: A sorcerer casts arcane spells which are drawn primarily
12th 9 5 5 4 3 2 1
from the sorcerer/wizard spell list. He can cast any spell he knows
without preparing it ahead of time, the way a wizard or a cleric must (see 13th 9 5 5 4 4 3 2
below). 14th 9 5 5 4 4 3 2 1
To learn or cast a spell, a sorcerer must have a Charisma score equal 15th 9 5 5 4 4 4 3 2
to at least 10 + the spell level. The Difficulty Class for a saving throw 16th 9 5 5 4 4 4 3 2 1
against a sorcerers spell is 10 + the spell level + the sorcerers Charisma 17th 9 5 5 4 4 4 3 3 2
modifier.
18th 9 5 5 4 4 4 3 3 2 1
Like other spellcasters, a sorcerer can cast only a certain number of
spells of each spell level per day. His base daily spell allotment is given 19th 9 5 5 4 4 4 3 3 3 2
on Table: The Sorcerer. In addition, he receives bonus spells per day if 20th 9 5 5 4 4 4 3 3 3 3
he has a high Charisma score.
A sorcerers selection of spells is extremely limited. A sorcerer Upon reaching 4th level, and at every even-numbered sorcerer level
begins play knowing four 0-level spells and two 1st-level spells of your after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell
choice. At each new sorcerer level, he gains one or more new spells, as in place of one he already knows. In effect, the sorcerer loses the old
indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the spell in exchange for the new one. The new spells level must be the
number of spells a sorcerer knows is not affected by his Charisma score; same as that of the spell being exchanged, and it must be at least two
the numbers on Table: Sorcerer Spells Known are fixed.) These new levels lower than the highest-level sorcerer spell the sorcerer can cast. A
spells can be common spells chosen from the sorcerer/wizard spell list, sorcerer may swap only a single spell at any given level, and must
or they can be unusual spells that the sorcerer has gained some choose whether or not to swap the spell at the same time that he gains
understanding of by study. The sorcerer cant use this method of spell new spells known for the level.
acquisition to learn spells at a faster rate, however. Unlike a wizard or a cleric, a sorcerer need not prepare his spells in
advance. He can cast any spell he knows at any time, assuming he has
not yet used up his spells per day for that spell level. He does not have to
Table: The Sorcerer
Base Spe lls pe r Day
Attack Fort Re f Will
Le ve l Bonus Save Save Save Re p Spe cial 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 0 0 0 2 0 Bloodline power, cantrips, Eschew Materials 5 3
2nd 1 0 0 3 0 Summon familiar 6 4
3rd 1 1 1 3 1 Bloodline power 6 5
4th 2 1 1 4 1 Sorcerous initiative +1, Heighten Spell 6 6 3
5th 2 1 1 4 1 Bonus feat 6 6 4
6th 3 2 2 5 1 Improved Spellcasting I 6 6 5 3
7th 3 2 2 5 2 Bloodline feat 6 6 6 4
8th 4 2 2 6 2 Sorcerous initiative +2, Spell Disruption I 6 6 6 5 3
9th 4 3 3 6 2 Bloodline power 6 6 6 6 4
10th 5 3 3 7 2 Improved Spellcasting II 6 6 6 6 5 3
11th 5 3 3 7 3 Bonus feat 6 6 6 6 6 4
12th 6/1 4 4 8 3 Sorcerous initiative +3, Spell Disruption II 6 6 6 6 6 5 3
13th 6/1 4 4 8 3 Bloodline feat 6 6 6 6 6 6 4
14th 7/2 4 4 9 3 Improved Spellcasting III 6 6 6 6 6 6 5 3
15th 7/2 5 5 9 4 Bloodline power 6 6 6 6 6 6 6 4
16th 8/3 5 5 10 4 Sorcerous initiative +4, Spell Disruption III 6 6 6 6 6 6 6 5 3
17th 8/3 5 5 10 4 Bonus feat 6 6 6 6 6 6 6 6 4
18th 9/4 6 6 11 4 Improved Spellcasting IV 6 6 6 6 6 6 6 6 5 3
19th 9/4 6 6 11 5 Bloodline Feat 6 6 6 6 6 6 6 6 6 4
20th 10/5 6 6 12 5 Bloodline power, Reactive casting 6 6 6 6 6 6 6 6 6 6

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OGL House Rules
decide ahead of time which spells hell cast. The sorceror may elect use Spell Disruption as an immediate action.
Cantrips (Sp): Sorcerers know a number of cantrips. They can cast Reactive Casting: Upon reaching 20th level, three times per day,
these spells at will as a spell-like ability. The number of cantrips a the sorcerer can cast a spell as an immediate action. This ability
sorcerer knows is noted on Table 413 under 0-level spells known. increases the spells level by 3.
Cantrips are treated like any other spell cast by the sorcerer in terms of Retributive Spell Disruption I: At 24th level, the sorceror may
duration and other variables based on level. elect to expend a higher level slot than needed to counter an opponents
Familiar: Upon reaching 2nd level, a sorcerer can obtain a familiar. spell. If he does so, the opponent also takes damage in d6 equal to the
Doing so takes 24 hours and uses up magical materials that cost 100 gp. difference between the opponents spell level and that of the sorcerors
A familiar is a magical beast that resembles a small animal and is expended spell slot.
unusually tough and intelligent. The creature serves as a companion and Retributive Spell Disruption II: At 28th level, the damage caused
servant. by his retributive spell disruption increases to a number of dice equal to
The sorcerer chooses the kind of familiar he gets. As the sorcerer twice the difference between his expended spell slot and that of the
advances in level, his familiar also increases in power. opposing caster.
If the familiar dies or is dismissed by the sorcerer, the sorcerer must
attempt a DC 15 Fortitude saving throw. Failure means he loses 200 Sorcerer Bloodlines
experience points per sorcerer level; success reduces the loss to one-half The following bloodlines represent only some of the possible
that amount. However, a sorcerers experience point total can never go sources of power that a sorcerer can draw upon. Unless otherwise noted,
below 0 as the result of a familiars demise or dismissal. A slain or most sorcerers are assumed to have the arcane bloodline.
dismissed familiar cannot be replaced for a year and day. A slain
Aberrant
familiar can be raised from the dead just as a character can be, and it
There is a taint in your blood, one that is alien and bizarre. You tend
does not lose a level or a Constitution point when this happy event
to think in odd ways, approaching problems from an angle that most
occurs.
would not expect. Over time, this taint manifests itself in your physical
A character with more than one class that grants a familiar may
form.
have only one familiar at a time.
Class Skill: Knowledge (dungeoneering).
Eschew Materials: A sorcerer gains Eschew Materials as a bonus
Bonus Spells: enlarge person (3rd), see invisibility (5th), tongues
feat at 1st level.
(7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th),
Heighten Spell: At 4th level, the sorceror gains the Heighten Spell
mind blank (17th), shapechange (19th).
metamagic feat even if he does not normally qualify for it.
Bonus Feats: Combat Casting, Improved Disarm, Improved
Sorcerous Initiative: At 4th, 8th, 12th and 16th level, the sorcerer
Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will,
gains a cumulative +1 competence bonus to initiative rolls. The
Silent Spell, Skill Focus (Knowledge [dungeoneering]).
maximum bonus attainable is +4. This ability stacks with Improved
Bloodline Powers: Aberrant sorcerers show increasing signs of
Initiative.
their tainted heritage as they increase in level. While these traits are
Bonus Feats: At 5th, 11th, and 17th level, a sorcerer gains a bonus
simple to hide, a sorcerer can choose to show their traits at any time.
feat. At each such opportunity, she can choose a metamagic feat or an
Acidic Ray (Su): Starting at 1st level, you can fire an acidic ray as
item creation feat. The wizard must still meet all
a standard action, targeting any foe within 30 feet as a ranged touch
prerequisites for a bonus feat, including
attack. The acidic ray deals 1d6 points of acid damage + 1 for every two
caster level minimums.
caster levels you possess.
These bonus feats are in addition to
Long Limbs (Ex): At 3rd level, your reach increases by 5 feet
the feat that a character of any class gets
whenever you are making a melee touch attack. This ability does not
from advancing levels. The wizard is
increase your threatened area. At 11 th level, this bonus to your
not limited to the categories of item
reach increases to 10 feet. At 17 th level, this bonus to your reach
creation feats, metamagic feats, or Spell
increases to 15 feet.
Mastery when choosing these feats.
Unusual Anatomy (Ex): At 9th level, your anatomy
Improved Spellcasting I: At 6th level,
changes, giving you a 25% chance of ignoring any
all of the sorcerers spells benefit from the
critical hit or sneak attack scored against you. This
Silent Spell feat without alteration in spell level.
chance increases to 50% at 13 th level.
Improved Spellcasting II: At 10th level, all of the
Alien Resistance (Su): At 15th level, you gain spell
sorcerers spells gain the benefit of the still spell feat
resistance equal to your sorcerer level +10.
without adjustment to the spells level.
Aberrant Form (Ex): At 20th level, your body becomes
Improved Spellcasting III: At 14th level, the sorcerer
truly unnatural. You are immune to critical hits and sneak attacks.
gains the Quicken Spell feat for free. In addition, any
In addition, you gain blindsight with a range of 60 feet and
quickened spells are cast at only 2 levels higher than
damage reduction 5/-. Abyssal Some time ago, a demon
normal.
spread its filth into your heritage. While it does not
Improved Spellcasting IV: At 18th level, any
manifest in all of your kin, for you it is
quickened spells increase by only 1 level.
particularly strong, calling on you to bring
Spell Disruption I: At 8th level, the sorceror can use his
ruin to those around you.
own magical energies to disrupt the casting of an opponents
Class Skill: Intimidate.
spell. This works identically to counter-spelling except that the
Bonus Spells: cause fear (3rd),
sorceror does not have to have the same spell prepared.
bulls strength (5th), rage (7th),
Instead, he expends a spell slot of the same level as the
stoneskin (9th), dismissal (11th),
opponents spell.
transformation (13th), greater teleport (15th),
Spell Disruption II: Upon reaching 12th level, the
unholy aura (17th), summon monster IX (19th).
sorceror is no longer limited to expending the same level spell
Bonus Feats: Augment Summoning, Cleave,
slot as his opponents spell. Instead, the
Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder,
sorceror may elect to spend any combination of
Power Attack, Skill Focus (Knowledge [planes]).
lower level spell slots to counter the opponents spell. The
Bloodline Powers: While some would say that you are possessed,
total level of these expended spell slots must equal the level of
you know better. The demonic influence in your blood grows as you
the opponents spell.
gain power.
Spell Disruption III: At 16th level, the sorceror no longer
needs to hold his round in order to counter an opponents spell.

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Claws (Ex): Starting at 1st level, you can make two claw attacks as Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted
your full-attack action. These claws are treated as natural weapons, Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon
meaning that you are always considered armed and you do not gain Finesse.
additional attacks for a high base attack bonus. These attacks deal 1d6 Bloodline Powers: Your celestial heritage grants you a great many
points of damage plus your Strength-modifier (1d4 if you are Small). At powers, but they come at a price. The powers of the higher planes are
5th level, these claws are considered magic weapons for the purpose of watching you and your actions closely.
overcoming DR. At 7th level, the damage increases by one step to 1d8 Heavenly Fire (Su): Starting at 1st level, you can unleash a ray of
points of damage (1d6 if you are Small). At 11 th level, these claws heavenly fire as a standard action, targeting any foe within 30 feet as a
become flaming weapons, dealing 1d6 points of fire damage on a ranged touch attack. Against evil creatures, this ray deals 1d6 points of
successful hit. This is a supernatural ability. fire damage +1 for every two caster levels you possess. Against good
Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 creatures, this ray heals them of 1d6 points of damage +1 for every two
and a +2 bonus on saving throws made against poison. At 9th level, your caster levels you possess. A good creature cannot benefit from your
resistance to electricity increases to 10 and your bonus on poison saving heavenly fire more than once per day. Neutral creatures are neither
throws increases to +4. harmed nor healed by this effect.
Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and
bonus to your Strength. This bonus increases to +4 at 13th level, and resist cold 5. At 9th level, your resistances increase to 10.
again to +6 at 17th level. Wings of Heaven (Su): At 9th level, you can sprout feathery wings
Added Summonings (Su): At 15th level, whenever you summon a and f ly for a number of minutes per day equal to your sorcerer level
creature with the Demon subtype or the fiendish template using a with a speed of 60 feet and good maneuverability. This duration does not
summon monster spell, you summon one additional creature. need to be consecutive, but you must use it in 1 minute increments.
Demonic Might (Su): At 20th level, the power of the Abyss f lows Conviction (Su): At 15th level, you can reroll any one ability check,
through you. You gain immunity to electricity and poison. You also gain attack roll, skill check, or saving throw you just made. You must decide
resistance to acid 10, cold 10, and fire 10, and gain telepathy with a to use this ability after the die is rolled, but before the results are
range of 60 feet. revealed. You must take the second result, even if it is worse. You can
use this ability once per day.
Arcane Ascension (Su): At 20th level, you can call upon the power of the
Your family has always been skilled in the art of magic. While heavens. You gain immunity to acid, cold, and petrification. You also
many of your relatives were accomplished wizards, your powers gain a resist electricity 10, resist fire 10, and a +4 racial bonus on saves
developed without the need for study and practice. against poison. Finally, you gain the tongues ability, allowing you to
Class Skill: Knowledge (any one). speak with any creature that has a language.
Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th),
dimension door (9th), overland f light (11th), true seeing (13th), greater Destined
teleport (15th), power word stun (17th), wish (19th). Your family is destined for greatness in some way. Your birth could
Bonus Feats: Combat Casting, Improved Counterspell, Improved have been foretold in prophecy, or perhaps it occurred during an
Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), especially auspicious event, such as a solar eclipse. Regardless of its
Spell Focus, Still Spell origin, you have a great future ahead of you.
Bloodline Powers: Magic comes naturally to you, but as you gain Class Skill: Knowledge (history).
levels you must take care to prevent the power from overwhelming you. Bonus Spells: alarm (3rd), blur (5th), protection from energy (7 th),
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a freedom of movement (9 th), break enchantment (11 th), mislead (13th),
wizard equal to your sorcerer level. spell turning (15th), moment of prescience (17 th), foresight (19th).
Metamagic Adept (Ex): At 3rd level, you can apply any one Bonus Feats: Arcane Strike, Diehard, Endurance, Leadership,
metamagic feat you know to a spell you are about to cast without Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]),
increasing the casting time. You must still expend a higher-level spell Weapon Focus.
slot to cast this spell. You can use this ability once per day at 3rd level Bloodline Powers: You are destined for great things, and the
and one additional time per day for every four sorcerer levels you powers that you gain serve to protect you and fulfill your destiny.
possess beyond 3rd, up to five times per day at 19th level. At 20th level, Touch of Destiny (Su): Starting at 1st level, you can touch a
this ability is replaced by arcane apotheosis. creature as a standard action to give it a bonus to a single attack roll,
New Arcana (Ex): At 9th level, you can add any one spell that you skill check, ability check, or saving throw equal to half your caster level
are capable of casting to your list of spells known. You can also add one (minimum +1). This bonus lasts 3 rounds or until it is used. Once a
additional spell at 13th level and 17th level. creature has benefited from touch of destiny, it can gain no further
School Power (Ex): At 15th level, pick one school of magic. The benefit from this ability for 1 day.
DC for any spells you cast of that school increases by +2. This bonus Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of
stacks with the bonus granted by Spell Focus. your saving throws during surprise rounds or if you are otherwise
Arcane Apotheosis (Ex): At 20th level, your body surges with unaware of the attack. At 7 th level and every four levels thereafter, this
arcane power. You can add any metamagic feats that you know to your bonus increases by +1, to a maximum +5 at 19 th level.
spells without increasing their casting time, although you must still It Was Meant To Be (Su): At 9th level, you may reroll any one
expend higher-level spell slots. Whenever you are using magic items attack roll, critical hit confirmation roll, or level check made to
that require charges, you can instead expend spell slots to power the overcome spell resistance. You must decide to use this ability after the
item. For every three levels of spell slots that you expend, you consume first roll is made but before the results are revealed. You must take the
one less charge when using a magic item that expends charges. second result, even if it is worse. At 9 th level, you can use this ability
once per day. At 17 th level, you can use this ability twice per day.
Celestial Within Reach (Su): At 15th level, your ultimate destiny is drawing
Your bloodline is blessed by a celestial power, either through near. Once per day, when an attack or spell that causes damage would
having a celestial relative or through divine intervention. Although this result in your death, you may attempt a DC 20 Will save. If successful,
power drives you along the path of good, your fate is your own to you are instead reduced to 9 hit points and are automatically stabilized.
determine. The bonus from your fated ability applies to this save.
Class Skill: Heal. Destiny Realized (Su): At 20th level, your moment of destiny is at
Bonus Spells: bless (3rd), resist energy (5th), magic circle against hand. Any critical threats made against you only confirm if the second
evil (7th), remove curse (9th), flame strike (11 th), greater dispel magic roll results in a natural 20 on the die. Any critical threats you score are
(13th), banishment (15th), sunburst (17th), gate (19th). automatically confirmed. Once per day, you can automatically succeed

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OGL House Rules
at one caster level check made to overcome spell resistance. You must Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved
use this ability before making the roll. Initiative, Lightning Ref lexes, Power Attack, Skill Focus (Knowledge
[planes]), Weapon Finesse.
Draconic Bloodline Powers: One of the four elements is fused to your being,
At some point in your familys history, a dragon interbred with your and you can draw upon its power in times of need. At first level, you
bloodline, and now its ancient power flows through your veins. must select one of the four elements: air, earth, fire, or water. This
Class Skill: Perception. choice cannot be changed. A number of your abilities grant resistances
Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear and deal damage based on your element, as noted on the following table.
(9th), spell resistance (11th), form of the dragon I (13 th), form of the
dragon II (15th), form of the dragon III (17th), wish (19th). Element Energy Type Elemental Movement
Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative,
Air Electricity Fly 60 feet (average)
Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge
Earth Acid Burrow 30 feet
[arcana]), Toughness.
Fire Fire +30 feet base speed
Bloodline Powers: The power of dragons flows through you and
Water Cold Swim 60 feet
manifests in a number of ways. At 1st level, you must select one of the
chromatic or metallic dragon types. This choice cannot be changed. A
Elemental Ray (Su): Starting at 1st level, you can unleash an
number of your abilities grant resistances and deal damage based on
elemental ray as a standard action, targeting any foe within 30 feet as a
your dragon type, as noted on the following table.
ranged touch attack. This ray deals 1d6 points of damage of your energy
type +1 for every two caster levels you possess.
Dragon Type Energy Type Breath Shape
Elemental Resistance (Ex): At 3rd level, you gain resist 10 against
Black Acid 60-foot line your energy. At 9th level, your energy resistance increases to 20.
Blue Electricity 60-foot line Elemental Blast (Su): At 9th level, you can unleash a blast of
Green Acid 30-foot cone elemental power once per day. This 20-foot-radius burst does 1d6 points
Red Fire 30-foot cone of damage of your energy type per caster level. Those caught in the area
White Cold 30-foot cone of your blast receive a Ref lex save for half damage. Creatures that fail
Brass Fire 60-foot line their save gain vulnerability to your energy type for 1 round. The DC of
Bronze Electricity 60-foot line this save is equal to 10 + 1/2 your sorcerer level + your Constitution
Copper Acid 60-foot line modifier. At 9th level, you can use this ability once per day. At 17th
Gold Fire 30-foot cone level, you can use this ability twice per day. At 20 th level, you can use
Silver Cold 30-foot cone this ability three times per day. This power has a range of 60 feet.
Elemental Movement (Su): At 15th level, you gain a special
Claws (Ex): Starting at 1st level, you can make two claw attacks as movement type or bonus. This ability is based on your element.
a full-attack action. These claws are treated as natural weapons, meaning Elemental Body (Su): At 20th level, elemental power surges
that you are always considered armed and you do not gain additional through your body. You gain immunity to sneak attacks, critical hits,
attacks for a high base attack bonus. These attacks deal 1d6 points of and damage of your energy type.
damage plus your Strength modifier (1d4 if you are Small). At 5th level,
these claws are considered magic weapons for the purpose of Fey
overcoming DR. At 7th level, the damage increases to 1d8 points of The capricious nature of the fey runs in your family due to some
damage (1d6 if you are Small). At 11 th level, these claws deal an intermingling of fey blood or magic. This tends to make you more
additional 1d6 points of damage of your energy type on a successful hit. emotional than most, prone to bouts of extreme joy and rage.
This is a supernatural ability. Class Skill: Knowledge (nature).
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against Bonus Spells: entangle (3rd), hideous laughter (5 th), deep slumber
your energy type and a +1 natural armor bonus. At 9th level, your (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th),
energy resistance increases to 10 and natural armor bonus increases to irresistible dance (17 th), shapechange (19th).
+2. At 15th level, your natural armor bonus increases to +4. Bonus Feats: Dodge, Improved Initiative, Lightning Ref lexes,
Breath Weapon (Su): At 9th level, you gain a breath weapon. This Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus
breath weapon deals 1d6 points of damage of your energy type per (Knowledge [nature]).
caster level. Those caught in the area of the breath receive a Ref lex save Bloodline Powers: You have always had a tie to the natural world
for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer and, as your power increases, so does the inf luence of the fey.
level + your Constitution modifier. The shape of the breath weapon Laughing Touch (Su): At 1st level, you can cause a creature to burst
depends on your dragon type. At 9 th level, you can use this ability once out laughing for 1 round as a melee touch attack. A laughing creature
per day. At 17th level, you can use this ability twice per day. At 20 th can only take a move action and can defend itself normally. Once a
level, you can use this ability three times per day. creature has been affected by laughing touch, it is immune to its effects
Wings (Su): At 15th level, leathery dragon wings grow from your for 1 day.
back as a standard action, giving you a fly speed of 60 feet with average Woodland Stride (Ex): At 3rd level, you can move through any sort
maneuverability. You can dismiss the wings as a free action. of undergrowth (such as natural thorns, briars, overgrown areas, and
Power of Wyrms (Su): At 20th level, your draconic heritage similar terrain) at your normal speed and without taking damage or
becomes manifest. You gain immunity to paralysis, sleep, and damage suffering any other impairment. Thorns, briars, and overgrown areas that
of your energy type. You also gain blindsense 60 feet. have been magically manipulated to impede motion, however, still affect
you.
Elemental Fleeting Glance (Su): At 9th level, you can turn invisible for a
The power of the elements resides in you, and at times you can number of rounds per day equal to your caster level. This ability
hardly control its fury. This inf luence comes from an elemental outsider functions as greater invisibility. These rounds need not be consecutive.
in your family history or a time when you or your relatives were exposed Fey Magic (Su): At 15th level, you may reroll any caster level check
to a powerful elemental force. Class Skill: Knowledge (planes). made to overcome spell resistance. You must decide to use this ability
Bonus Spells: burning hands* (3rd), scorching ray* (5 th), protection before the results are revealed. You must take the second result, even if
from energy (7th), elemental body I (9th), elemental body II (11 th), it is worse. You can use this ability at will.
elemental body III (13th), elemental body IV (15 th), summon monster Soul of the Fey (Su): At 20th level, your soul becomes one with the
VIII (elementals only) (17th), elemental swarm (19 th). world of the fey. You gain immunity to poison and DR 10/cold iron.
*These spells always deal a type of damage determined by your Creatures of the animal type do not attack you unless compelled to do so
element.

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through magic. Once per day, you can cast shadow walk as a bonus skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in
spell. this area takes 1d6 points of slashing damage per caster level. Those
caught in the area receive a Ref lex save for half damage. Those who fail
Infernal the save are unable to move for 1 round. The DC of this save is equal to
Somewhere in your familys history, a relative made a deal with a 10 + 1/2 your sorcerer level + your Constitution modifier. The skeletal
devil, and that pact has inf luenced the line ever since. Now it manifests arms are spectral and disappear after 1 round. The arms must burst up
in direct and obvious ways, granting you powers and abilities. While from a solid surface. At 9th level, you can use this ability once per day.
your fate is still your own, you cant help but wonder if your ultimate At 17th level, you can use this ability twice per day. At 20 th level, you
reward is bound to the Pit. can use this ability three times per day. This power has a range of 60
Class Skill: Diplomacy. feet.
Bonus Spells: protection from good (3 rd), scorching ray (5th), Incorporeal Form (Su): At 15th level, you can become incorporeal
suggestion (7th), charm monster (9th), dominate person (11 th), planar for 1 round per caster level. While in this form, you gain the incorporeal
binding (devils and fiendish creatures only) (13 th), greater teleport (15th), subtype and your spells do not affect corporeal creatures, but your grave
power word stun (17th), meteor swarm (19th). touch ability functions normally. You can use this ability once per day.
Bonus Feats: Blind-Fight, Combat Expertise, Deceitful, Extend One of Us (Ex): At 20th level, you form begins to rot (although the
Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), appearance is up to you) and undead begin to see you as one of them.
Spell Penetration. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You
Bloodline Powers: You can draw upon the power of the Hells, also gain DR 5/-. Unintelligent undead do not notice you unless you
although you must be wary of their corrupting inf luence. Such power attack them. You receive a +4 morale bonus on saving throws made
does not come without a price. against spells and spell-like abilities cast by undead.
Corrupting Touch (Su): At 1st level, you can cause a creature to
become shaken as a melee touch attack. The target also takes an
additional -2 penalty on saves versus spells of the enchantment school.
This effect persists for 1 round per two caster levels you possess
(minimum 1). Multiple touches do not stack, but they do reset the
duration.
Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a
+2 bonus on saving throws made against poison. At 9th level, your
resistance to fire increases to 10 and your bonus on poison saving throws
increases to +4.
Hellfire (Su): At 9th level, you can call down a column of hellfire.
This 10-foot-radius burst does 1d6 points of fire damage per caster level.
Those caught in the area of your blast receive a Ref lex save for half
damage. Good creatures that fail their save are shaken for 1 round per
caster level. The DC of this save is equal to 10 + 1/2 your sorcerer level
+ your Constitution modifier. At 9th level, you can use this ability once
per day. At 17th level, you can use this ability twice per day. At 20th
level, you can use this ability three times per day. This power has a
range of 60 feet.
On Dark Wings (Su): At 15th level, you can grow fearsome bat
wings as a standard action, giving you a fly speed of 60 feet with
average maneuverability. The wings can be dispelled as a free action.
Power of the Pit (Su): At 20th level, your form becomes infused
with vile power. You gain immunity to fire and poison. You also gain
resistance to acid 10 and cold 10, and the ability to see perfectly in
darkness of any kind. This fiendish sight extends for 60 feet.
Undead
The touch of the grave runs through your family. Perhaps one of
your ancestors became a powerful lich or vampire, or maybe you were
born dead before suddenly returning to life. Either way, the forces of
death move through you and touch your every action.
Class Skill: Knowledge (religion).
Bonus Spells: chill touch (3rd), false life (5th), vampiric touch (7th),
animate dead (9th), waves of fatigue (11th), undeath to death (13 th), finger
of death (15th), horrid wilting (17th), energy drain (19th).
Bonus Feats: Combat Casting, Diehard, Endurance, Iron Will, Skill
Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness.
Bloodline Powers: You can call upon the foul powers of the
afterlife. Unfortunately, the more you draw upon them, the closer you
come to joining them.
Grave Touch (Su): Starting at 1st level, you can make a melee
touch attack as a standard action that deals 1d6 points of cold damage +1
for every two caster levels you possess. Creatures damaged by this
attack automatically fail all stabilization checks made within 1 minute of
your touch.
Deaths Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/-
against nonlethal damage. At 9 th level, your resistance to cold increases
to 10 and your DR increases to 10/- against nonlethal damage.
Grasp of the Dead (Su): At 9th level, you can cause a swarm of
skeletal arms to burst from the ground to rip and tear your foes. The

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feat.
Arcane Implement: A wizard can specialize in one type of arcane
Wizard [Base Class] implement in which to focus his spells through. The chosen implement
Alignment: Any. is treated as a magic item. Metamagic feats may be applied to spells
Hit Die: d4. channeled through arcane implements. At 2nd, level, the wizard gains
proficiency with one of the following implements: Dagger, Hat/Bag,
Class Skills Orb, Rod, Spellbook, Staff, or Wand.
The wizards class skills (and the key ability for each skill) are The wizard may designate an object as his arcane implement with a
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all full round action. This designation may be changed from one qualifying
skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). item to another at any time with a full round action. The implement
See Chapter 4: Skills for skill descriptions. designated need not be magical.
Skill Points at 1st Level: (2 + Int modifier) x4. Crystal: By channeling spells through the crystal, the spell receives
Skill Points at Each Additional Level: 2 + Int modifier. a +2 bonus on caster level checks (1d20 + caster level) made to
overcome a creatures spell resistance. This bonus stacks with the spell
Class Features
penetration feat.
All of the following are class features of the wizard.
In addition, if a spell of the illusion school is cast through the
Weapon and Armor Proficiency: Wizards are proficient with the
crystal, it becomes more real than usual (+10% at 2 nd level, +20% at 12th
club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not
level). Damaging spells with the light or sonic descriptors are cast
with any type of armor or shield. Armor of any type interferes with a
through the implement gain +1 point of damage per damage die. Non-
wizards movements, which can cause her spells with somatic
damaging light or sonic spells increase their duration by the caster level
components to fail.
of the wizard. The unit of increase matches that of the spell being
Spells: A wizard casts arcane spells which are drawn from the
affected.
sorcerer/ wizard spell list. A wizard must choose and prepare her spells
Dagger: The selected dagger is treated as a magical dagger for
ahead of time (see below).
combat purposes and gains an enhancement bonus to hit and damage
To learn, prepare, or cast a spell, the wizard must have an
rolls equal to +1 at first level and increasing by an additional +1 every 4
Intelligence score equal to at least 10 + the spell level. The Difficulty
caster levels (maximum bonus of +10).
Class for a saving throw against a wizards spell is 10 + the spell level +
The wizard may cast a touch spell into the dagger as a move action
the wizards Intelligence modifier.
that provokes an attack of opportunity. The wizard may elect to cast
Like other spellcasters, a wizard can cast only a certain number of
defensively to compensate for this. Once the spell is cast, it may be
spells of each spell level per day. Her base daily spell allotment is given
delivered either as a standard melee attack or by throwing it at her target.
on Table: The Wizard. In addition, she receives bonus spells per day if
In exchange for the attack roll, any saving throws are no longer allowed
she has a high Intelligence score.
for the target to avoid the effect. Saving throws against secondary effects
Unlike a bard or sorcerer, a wizard may know any number of spells.
still need to be made by the target however. The process of imbuing a
She must choose and prepare her spells ahead of time by getting a good
spell into the implement strips the spell of its somatic component as if it
nights sleep and spending 1 hour studying her spellbook. While
was cast with the still spell metamagic feat.
studying, the wizard decides which spells to prepare.
Hat/Bag: In learning to cast through both mundane or magical hats
Bonus Languages: A wizard may substitute Draconic for one of the
and bags, the wizard can augment conjuration spells with the calling,
bonus languages available to the character because of her race.
creation, or summoning sub-schools. The duration of all summoning
Familiar: A wizard can obtain a familiar in exactly the same
spells are doubled. When focusing a spell through this implement, the
manner as a sorcerer can. See the sorcerer description and the
caster gains the benefit of the silent spell feat at no adjustment to the
information on Familiars below for details.
spells level.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus

Table: The Wizard


Base
Attack Fort Re f W ill Spe lls pe r Day
Le ve l Bonus Save Save Save Re p Spe cial 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 0 0 0 2 0 Summon familiar, Scribe Scroll 4 1
2nd 1 0 0 3 0 Arcane implement 4 2
3rd 1 1 1 3 1 Brew Potion 4 2 1
4th 2 1 1 4 1 Craft Wonderous Item 4 3 2
5th 2 1 1 4 1 Bonus feat, Craft Wand 4 3 2 1
6th 3 2 2 5 1 Craft Magic Arms and Armor 4 3 3 2
7th 3 2 2 5 2 Craft Construct 4 4 3 2 1
8th 4 2 2 6 2 Arcane implement specialization 4 4 3 3 2
9th 4 3 3 6 2 Craft Rod 4 4 4 3 2 1
10th 5 3 3 7 2 Bonus feat 4 4 4 3 3 2
11th 5 3 3 7 3 4 4 4 4 3 2 1
12th 6/1 4 4 8 3 Craft Staff 4 4 4 4 3 3 2
13th 6/1 4 4 8 3 Forge Ring 4 4 4 4 4 3 2 1
14th 7/2 4 4 9 3 Arcane implement defense 4 4 4 4 4 3 3 2
15th 7/2 5 5 9 4 Bonus feat 4 4 4 4 4 4 3 2 1
16th 8/3 5 5 10 4 4 4 4 4 4 4 3 3 2
17th 8/3 5 5 10 4 4 4 4 4 4 4 4 3 2 1
18th 9/4 6 6 11 4 Arcane implement mastery 4 4 4 4 4 4 4 3 3 2
19th 9/4 6 6 11 5 4 4 4 4 4 4 4 4 3 3
20th 10/5 6 6 12 5 Bonus feat 4 4 4 4 4 4 4 4 4 4

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In addition, the wizard can create a dimensional storage space in (maximum bonus of +10). The wizard may channel raw elemental
any hat or bag that he designates as an arcane implement that does not energy into his staff to aid him in melee combat. The type of energy
already have a dimensional storage space (such as a bag of holding). must be selected upon gaining this ability. The energies available are:
This space has a weight limit of 75 pounds per caster level and a Acid, Cold, Darkness, Electricity, Fire, Light and Sonic.
maximum volume limit is equal to 15 cubic feet per caster level. If the By expending a spell slot, the wizard may deal a number of d6
caster switches implements, then he can move the dimensional storage damage equal to the level of the slot expended. Therefore, expending a
space to the new implement with a full-round action. The hat or bag 5th level slot will cause the staff to inflict +5d6 damage on his next
weighs no more when full than when empty. successful attack. Doing this uses a move-equivalent action that does not
Orb: By focusing any divination spell through either a magical or provoke an attack of opportunity. Metamagic feats may be applied to
mundane ball or orb, the wizard doubles the range of his spell. The this ability.
visual and auditory information provided by the orb is viewable by the This attack may be made into ranged attack by sacrificing 1 die of
caster and anyone else within 5 feet of him. When focusing a spell damage in order to make it a close range attack. By sacrificing 2 dice,
through the orb, the wizard gains the benefits of the still spell and silent the range can be extended to medium. Sacrificing 3 dice of damage
spell feats with no adjustment to the spells level. makes it a long range attack. Such a ranged attack takes a standard
Additionally, the wielder of this implement can grant him low-light action instead of a move-equivalent action that does not provoke an
vision by peering into the ball. If the caster already had low-light vision, attack of opportunity. Metamagic feats may be applied to this ability.
then the orb grants him improved low-light vision. If the caster has dark Area effect and ray spells cast through this implement gain the
vision, then the globe can also extend its range by 30 feet. benefit of the Silent Spell and Still Spell feats with no adjustment to
Rod: This category includes rods, scepters and even their level.
clubs. Any rod, scepter or club designated as an Wand: Wands (defined here as a slender piece of wood
arcane implement is treated as a magical club for approximately a foot in length) allow ranged touch spells channeled
combat purposes and gains an enhancement bonus through them to gain an enhancement bonus to hit and damage rolls
to hit and damage rolls equal to +1 at first level equal to +1 at first level and increasing by an additional +1 every 5
and increasing by an additional +1 every 4 caster caster levels (to a maximum bonus of +10).
levels (maximum bonus of +10). Any ranged touch spells (or spells that target one creature or object)
The wizard may channel raw magical channeled through a wand gain the benefit of the Still Spell feat for free.
energy into his staff to aid him in melee In addition, metamagic feats work more efficiently through a wand.
combat. By expending a spell slot, the wizard As a result, the total level adjustment of any applied metamagic feats is
may deal a number of d6 force damage equal to reduced by 1. The minimum spell level
the level of the slot expended. Therefore, adjustment is 0.
expending a 5th level slot will cause the staff Brew Potion: At 3rd level, a
to inflict +5d6 force damage on his next wizard gains Brew Potion as a bonus
successful attack. Doing this uses a move- feat.
equivalent action that does not provoke an Craft Wondrous Item: At 4th level, a wizard
attack of opportunity. Metamagic feats gains Craft Wondrous Item as a bonus feat.
may be applied to this ability. Craft Wand: At 5th level, a wizard gains Craft Wand as a bonus
Any touch spells cast through this feat.
implement automatically benefit from the Craft Magic Arms and Armor: At 6th level, a wizard gains Craft
Quickened Spell metamagic feat without Magic Arms and Armor as a bonus feat.
modification to its level and is discharged Craft Construct: At 7th level, a wizard gains Craft Construct as a
with a successful melee attack. bonus feat.
Spellbook: This category includes Arcane Implement Specialization: As the wizard progresses in
mundane and magical tomes as well as gaining experience with his chosen implement, he learns new skills that
spellbooks. The true bookworms of the improve his effectiveness with it. Depending on the implement he has
wizarding profession, these industrious fellows have chosen, he gains a bonus feat:
studied the art of spell writing so thoroughly that they Crystal: The wizard has learned skills that aid him in the use of his
can cast spells directly from their spellbook, without the implement. The wizard gains the Spell Focus feat for free. If he already
need to prepare them like other wizards. Any spell cast had this feat, then he gains the Greater Spell Focus feat instead.
in this manner takes a minimum of a full round action to Dagger: A wizard with this implement gains the Weapon Focus
cast. The caster can reduce his casting time back down to (Dagger) feat for free. If he already has this feat, then he gains
the spells original casting time by making a successful Weapon Specialization (Dagger) for free without needing to
concentration check (DC 20 + spell level). Failure causes meet its requirements.
the spell to be cast with minimum effect (damage, etc). All Hat/Bag: The wizard gains the Spell Focus (Conjuration) feat for
spells cast in this manner gain the effects of lose their somatic free. If he already has this feat, he gains the Greater Spell Focus
component but gain a verbal component. (Conjuration) feat instead.
The wizard only has access to spells that per present in the book he Orb: The wizard gains the Spell Focus (Divination) feat for free. If
is reading. In addition, the caster can take 10 when deciphering someone he already has this feat, then he gains Greater Spell Focus (Divination)
elses spellbook even if under duress. instead.
When the wizard selects a new book as his implement, all entries in Rod: A wizard with this implement gains the Weapon Focus (Club)
his former implement that were written by the wizard is magically feat for free. If he already has this feat, then he gains Weapon
transferred to the new book. This is accomplished by the fact that any Specialization (Club) for free without needing to meet its requirements.
words scribed by the wizard are stored on pages magically bound to an Spellbook: A wizard with this implement gains the Skill Focus
extra-dimensional space. This space provides the wizard with a virtually (Decipher Script) feat for free. If the wizard already had this feat, then
infinite number of pages to write on without increasing the thickness of he gains Greater Skill Focus (Decipher Script) for free.
his book. Staff: A wizard with this implement gains the Weapon Focus
Staff: This category includes the staff, quarterstaff, spear, javelin or (Quarterstaff) feat for free. If he already has this feat, then he gains
any other simple weapon that resembles a 6 foot pole. A staff wielded by Weapon Specialization (Quarterstaff) for free without needing to meet
this wizard is treated as a quarterstaff for combat purposes. The selected its requirements. In addition, the staff may be used as a one handed
implement gains an enchantment bonus to hit and damage rolls equal to weapon if fighting with two weapons.
+1 at first level and increasing by an additional +1 every 4 caster levels

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Wand: The wizard gains the Spell Penetration feat for free. If he dagger no longer involves somatic and verbal components and is treated
already has this feat, then he gains Greater Spell Penetration instead. as if it was cast with the quickened spell metamagic feat.
Craft Rod: At 9th level, a wizard gains Craft Rod as a bonus feat. Hat/Bag: The wizard gains the ability to summon from his
Arcane Implement Defense: The wizard has used his implement implement any non-living unintelligent objects that he has previously
for so long, that he has learned to defend himself against the arts of those handled and is familiar the current location where it is stored. If the
using the same implement. Depending on the nature of the implement, object is intelligent, it may only be summoned if it is willing. This
the wizard gains the following ability: ability cannot reach beyond the current plane of existence.
Crystal: The wizard can cause his focus to resonate at an inverse Orb: By spending a move equivalent action, the wizard may cause
frequency to any effect that has the sonic descriptor or uses a verbal his orb to generate mind-altering waves of magical energy in order to
component. This includes abilities such as bardic music and the song of distort the perceptions of all enemies within 5 feet per caster level. The
the harpy. The white noise generated causes the opposing caster and the wizard and all allies within line of sight benefit from a 50% miss chance
wizard to make opposed caster-level checks. If the opposing casters as if they had total concealment. However, unlike actual total
check is equal to or greater than the wizards check, then the effect concealment, this ability does not prevent enemies from targeting the
functions as normal, otherwise it is negated. creature normally. This is a mind-affecting effect that can be negated by
Dagger: You must have a dagger in at least one hand to use this a successful Will save against a DC equal to 10 + the wizards caster
ability. Once per round when you would normally be hit with a ranged level.
weapon or ray spell, you may deflect it so that you take no damage from Rod: The designated rod or scepter doubles its threat range. This
it. You must be aware of the attack and not flatfooted. does not stack with any magical abilities that have the same effect but
Attempting to deflect a ranged weapon doesnt count as an action. does stack with the improved critical feat. In addition, the wizard may
Unusually massive ranged weapons and ranged attacks generated by align his weapon as a free action. The selected alignment must
spell effects other than rays cant be deflected. correspond with the wizards alignment. Thus, a lawful good wizard
Hat/Bag: In reaction to a summoning, the wizard may retrieve any may opt to make his implement either axiomatic or holy (as per the
appropriate arcane focus needed for use with a banishment spell (see the magical weapon abilities in the DMG).
banishment spell on page 203 of the Players Handbook) for the Spellbook: The spellbook is now capable of levitating in the air on
summoned creature. As an attack action, the caster may demand. The wizard merely needs to place the book in the space (a
invoke the effects of the banishment spell from his hat by move action) in which he intends it to float. The wizard may will it to
expending a 5th level spell slot. The wizard does not need raise, lower or follow him as long as he is within 5 feet of the book. If
to have the banishment spell in order to use this ability. anyone else attempts to move the book, it acts as an immovable rod.
Orb: The wizard has learned to defend against the In addition, the book will now automatically turn to any spell that
scrying arts of his brothers, granting him the effects of the the wizard desires, allowing him to cast the spell at its standard casting
nondetection spell as long as the implement is within 5 time without need for a concentration check.
feet of the wizard. If a divination spell is attempted Due to the wizards extensive experience at improvising the words
against the wizard or any ally within 5 feet per caster needed to apply metamagic feats to his read spells, any applied
level of the wizard, the caster of the divination must metamagics will no longer increase the casting time of his
succeed on a caster level check against a DC equal to spells when cast through the implement.
15 + the wizards caster level. Staff: Once per day per 10 levels, the wizard may
Rod: The wizard has learned to shape his strike the ground with his staff, releasing a
Force attack into a personal defensive powerful concussive wave of force. This force
shield as an immediate action. Until the extends in a burst covering a 5
start of his round, the shield grants spell diameter area per caster level. This
resistance (which stacks with existing SR) equal to 10 burst of force repels all opponents
+ caster level + spell slot level expended. Thus a 15th level human away from the caster until they exit the
wizard may expend an 8 th level spell slot to grant himself a SR 33 until area of effect, after which they are sent flying a
the beginning of his turn. number of feet equal to half of the distance they
Spellbook: Upon hearing any spell with a verbal component, that he traveled before leaving the area of effect. If an
has written in his spellbook, the wizard my read his copy of that spell opponent strikes a barrier such as a wall before reaching the
backwards as an immediate action. By expending a spell slot equal to the end of that distance, they take 1d6 falling damage per 10 that they have
spell slot of the opposing caster, he may counter the spell. This is a sonic not traveled. A successful Reflex Save reduces the secondary movement
effect. by half or reduces damage by half. This ability is not affected by spell
Staff: The wizard has learned how to counter incoming ranged resistance.
spells by spinning his staff and channeling his magical energy into it. Wand: The wizard may designate another wand as his current
This ability may be used as an immediate action by expending a spell arcane object with a move action instead of the standard full round
slot equal to the incoming spell. action.
Wand: A number of times per day equal to his Dexterity modifier, If the wand contains charges, the wizard may draw upon those
the wizard may, as an immediate action, deflect an incoming ranged or charges to bolster his channeled spells, using the charge to cast his own
ranged touch attack. The attack harmlessly dissipates upon contacting spells or to offset the cost of applied metamagic feats. The level of each
the defending wand. charge is equal to the spell level of the spell contained within. Thus, a
Craft Staff: At 12th level, a wizard gains Craft Staff as a bonus feat. wand of fireballs with 40 charges contains 40 3rd level spell slots. This
Forge Ring: At 13th level, a wizard gains Forge Ring as a bonus would allow the wizard to use the wand to fuel his 3rd level spells or
feat compensate for 3 levels of applied metamagics.
Arcane Implement Mastery: Upon reaching 19th level, the wizard In addition, the wizard may opt to invest his own spell slots into
further improves the power he can channel through his implement. recharging the wand. Once per round, the wizard may invest a spell slot
Crystal: All spells of the school of illusion school or those with the of equal or greater level than the spell in the wand in order to recover
light or sonic descriptors channeled through this implement are one expended charge. The wand cannot hold more than 50 charges.
automatically enlarged and empowered and does not alter the level of Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a
the spell. bonus feat. At each such opportunity, she can choose a metamagic feat,
Dagger: The wizards implement gains the returning and keen an item creation feat, or Spell Mastery. The wizard must still meet all
weapon abilities. In addition, the wizard may now imbue a touch spell prerequisites for a bonus feat, including caster level minimums.
into the dagger as a free action. The process of imbuing a spell into the These bonus feats are in addition to the feat that a character of any
class gets from advancing levels. The wizard is not limited to the

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OGL House Rules
categories of item creation feats, metamagic feats, or Spell Mastery levels for every 5 character levels of the wizard. Epic level spells may be
when choosing these feats. invested into the book with a successful Spellcraft check against the DC
Spellbooks: A wizard must study her spellbook each day to prepare of the spell being stored.
her spells. She cannot prepare any spell not recorded in her spellbook, In addition, all content written by the wizard cannot be deciphered
except for read magic, which all wizards can prepare from memory. by anyone other than the wizards bloodline unless he has divine ranks.
A wizard begins play with a spellbook containing all 0-level wizard Staff: The wizards connection with his implement becomes so
spells (except those from her prohibited school or schools, if any; see powerful that it manifests new weapon enhancements. These
School Specialization, below) plus three 1st-level spells of your choice. enhancements cannot exceed a total of +1 for every 5 character levels.
For each point of Intelligence bonus the wizard has, the spellbook holds The wizard can select only those enhancements for which the weapon
one additional 1st-level spell of your choice. At each new wizard level, qualifies. These slots can be reassigned later by spending 1 day and 500
she gains two new spells of any spell level or levels that she can cast XP for each enhancement bonus reassigned.
(based on her new wizard level) for her spellbook. At any time, a wizard Wand: The wizard may designate another wand as his current
can also add spells found in other wizards spellbooks to her spellbook. arcane object with a free action instead of the standard full round action.
Arcane Implement Supremacy: Upon reaching 26th level, the In addition, the wizard may choose to create a surge through his
wizard has truly mastered the utilization of his implement. The wand by channeling his own life energy through it. For every 1d6 hp
implement becomes an epic magic item. Depending on the implement that the wizard sacrifices, the channeled spell inflicts an additional 1d6
selected, the wizard gains the following abilities: points of damage. The type of damage dealt is determined by the spell
Crystal: The wizard may invest any spell he can cast into the cast through the wand. All metamagics applied to the channeled spell
crystal, for use later as an immediate action. The invested spell gains the also apply to this additional damage.
normal benefits for channeling through the implement. The investment
process takes 5 times longer than the spells normal casting time. Spells
cast as a quick action are invested as a move action. Spells cast as a
swift action are invested as a standard action.
For example, a spell cast as a standard action takes 5 standard
actions to invest. Therefore, a caster may take a move action as normal
during each of the 5 rounds he is using his attack action to invest the
spell.
Dagger: The wizards connection with his implement becomes so
powerful that it manifests new weapon enhancements. These
enhancements cannot exceed a total of +1 for every 5 character levels.
The wizard can select only those enhancements for which the weapon
qualifies. These slots can be reassigned later by spending 1 day and 500
XP for each enhancement bonus reassigned.
Hat/Bag: The bag has become so powerful that it generates its own
demi-plane. The diameter of the demi-plane is equal to the square of the
wizards character level 20 in miles. Thus, a 26th level character would
have a demi-plane diameter of (26 20)2 = 62 = 36 miles. A 40th level
character would have a demi-plane diameter of (40 20)2 = 202 = 400
miles. While the demi-plane draws on the wizards power in order to
grow, the plane is not dependant on the wizard for its existence. The size
of the demi-plane will never decrease, even if the character permanently
loses levels or dies.
The contents of the demi-plane are based on the wizards
unconscious mind and personality. It may not be what the wizard
expected to find but it is always something that in his heart, suits him.
The structure that would serve as his home is created upon the
formation of the plane and is fully furnished with all the non-magical
items his subconscious desires. This can prove rather embarrassing if he
brings visitors by during his initial exploration. Normal, magical or
extraplanar flora and fauna may be part of his demi-plane without
needing to import those creatures.
The plane is considered slightly morphic to his emotions and will.
Therefore, if he grows angry, storm clouds will form. Lightning will
strike near those vexing him if he becomes wrathful.
On the wizards demi-plane, he gains a number of benefits: He
gains spell resistance equal to his character level. Attack rolls, caster
level checks, skill checks, and saving throws gain a circumstance bonus
equal to +1 per 10 character levels of the wizard, based largely on the
demi-plane catering to his desire to succeed.
Orb:
Rod: The wizards connection with his implement becomes so
powerful that it manifests new weapon enhancements. These
enhancements cannot exceed a total of +1 for every 5 character levels.
The wizard can select only those enhancements for which the weapon
qualifies. These slots can be reassigned later by spending 1 day and 500
XP for each enhancement bonus reassigned.
Spellbook: The wizard may store spells into the books cover. This
process takes 5 minutes per spell level stored. The wizard may invoke
these spells as a move action during his round. The total number of spell
levels that may be stored in the book at any one time is equal to 2 spell

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OGL House Rules
You must be capable of preparing the enhanced spell in the normal way
Feats to use this option. For example, you must be able to prepare a 6 th level
spell to maximize a fireball, but you could then use the Spell Exchange
Charge Item [Item Enhancement] feat to use a 4th and a 2nd level spell slot instead of a 6th level spell slot.
You can invest your own magical energies into a charged item that For the purpose of this feat, count 0-level spells as if they had a level
you can craft. equal to .
Prerequisites: Either Craft Rod, Craft Staff or Craft Wand.
Benefit: You may transfer a spell slot into any charged magical
item that you have requisite item creation feats for. The investiture time
is equal to ten minutes per level per spell slot. Thus, a wizard investing
three 3rd level spell slots into a wand of fireballs takes 90 minutes (10
minutes * 3 slots * 3rd level slots).
Each invested slot has the caster level of the item it is invested into,
not the level of the spell-caster.

Drain Item [Item Enhancement]


You can use the charges in an item that you can craft and use them
to fuel your metamagic.
Prerequisites: Either Craft Rod, Craft Staff or Craft Wand and at
least one metamagic feat.
Benefit: As a free action, you may transfer any number of charges
from any charged magical item currently held by you. Each charge
expended reduces the metamagic cost by one down to a minimum cost
of zero.
The spell benefiting from this feat is channeled through the item
being drained.

Elemental Admixture [Metamagic]


Prerequisite: Elemental Substitution, Knowledge (Arcana) 5 ranks.
You can modify a spell that uses one type of energy to add an equal
amount of another energy type.
Choose one type of element: air, earth, fire, metal, water, or wood.
When employing a spell with a neighboring elemental type, you can
modify the spell to by adding an equal amount of the chosen type of
element to the spells normal effects. The altered spell works normally in
all respects except for the type and amount of damage dealt, with each
type of energy counting separately toward the spells damage cap. Thus,
an acid fireball cast at 6th level deals 6d6 points of fire damage and 6d6
points of acid damage (rolled separately), while the same acid fi reball
cast at 10th level or higher deals 10d6 points of fi re damage and 10d6
points of acid damage. Even opposed types of energy (such as fire and
cold) can be combined using this feat.

Magekiss [Metamagic]
Prerequisite: None.
This feat makes any spell with a Will save significantly harder to
resist, at a cost in casting time and combat utility. To successfully cast a
spell prepared with magekiss, the caster must maintain flesh-to-flesh
physical contact with an unresisting (willing or helpless) target for at
least five combat rounds (30 seconds). The spell is cast without any
verbal or somatic components required once this contact is completed.
The DC of any Will save required by the spell is increased by the
casters charisma bonus, with an additional +2 DC if the target is being
touched willingly. This, of course, does not require that the target is the
willing subject of the spell, or even aware that one is being cast. Only
spells requiring a Will save can be prepared with Magekiss. The use of
this feat has created legends of mortals so alluring they can enslave a
man with a single kiss.

Spell Exchange [Metamagic]


You have greater freedom to decide how many spells of each level
to prepare. Spell exchange is available only to wizards.
Benefit: Two spells can be prepared using a single spell slot if their
combined level is less than the capacity of that slot. For example, two
2nd level spells can be prepared in a 5 th level spell slot. Conversely, a
spell can occupy two or more spell slots as long as the combined
capacity of the spell slots is greater than the level of the spell. For
example, one 5th level spell can be prepared using three 2nd level spell
slots. When using a spell enhanced by metamagic, you can use up any
combination of spell slots that add up to the level of the enhanced spell.

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OGL House Rules
You do not regain the experience points you lost when the familiar
Spells died. You also lose the special benefits you gained based on the
familiar's animal type (such as the +2 bonus to Move Silently checks
Advanced Polymorph Self bestowed by a cat familiar). Being undead, the creature has no
Wizards.com Spellbook Constitution score, which affects its Fortitude saves but not its hit points.
Transmutation + Illusion It retains its natural armor and its preternatural Intelligence, as well as all
(Must be able to cast from BOTH schools) of the special abilities it had based on your level except for the ability to
Level: Sor/Wiz 6 speak with animals of its type. It still has effective Hit Dice equal to
Components: V, F your level and hit points equal to half your total hit points.
Casting Time: 1 action The undead familiar resembles a zo mbie, but is not slow like a
Range: Personal zombie. Its type changes to Undead. As an undead creature, it is immune
Target: You to mind-influencing effects, poison, sleep, paralysis, stunning, and
Duration: 1 hour/level (D) disease. It is not subject to critical hits, subdual damage, ability damage,
As Polymorph Self, except that any magical powers the creature in energy drain, or death from massive damage. If you are within range of
question has are emulated by illusions. For example, a dragon's fiery the familiar's empathic link with you (one mile), it cannot be turned or
breath could be produced, and those who believed it would take damage rebuked. Beyond that range, it is subject to turning and rebuking (as well
(but not as much as real dragon breath). In some cases the effect cannot as commanding and destroying) as an undead of its effective Hit Dice.
be duplicated. If it does not create any visible effect, such as a charm, In addition, the familiar gains a special attack delivered by a melee
only those who know the creature can use that power are affected. If attack. The nature of this attack depends on your caster level at the time
someone is so ignorant that they do not know what a Medusa's special you cast this spell; it does not improve as your level increases. You may
power is, their minds do not even know it is happening, and thus they choose a lower-level ability than your level indicates.
ignore it. It is therefore best used with powers that have visible effects. Special Attack
The wizard must have seen the creature. For visible effects, he must 1. Paralysis: Those hit by the undead familiar's attack must succeed
have seen it, and for invisible effects, he must have been affected by it. It at a Fortitude save DC 14) or be paralyzed for 1d6+2 minutes. Elves are
is hard, therefore, to duplicate the beauty effects of a naked nymph. immune to this paralysis.
The focus is something from the creature in question. A claw, a 2. Strength damage: The undead familiar's attack deals 1d6 points of
scale, an eye, etc will all work. temporary Strength damage in addition to the normal damage
3. Energy Drain: Living creatures hit by the undead familiar's attack
Analyze receive one negative level. The Fortitude save to remove the negative
D&D Rules Cyclopedia level has a DC of 16.
Divination 4. Constitution Drain: Living creatures hit by the undead familiar's
Level: Sor/Wiz 3 attack must succeed at a Fortitude save (DC 18) or suffer 1d6 points of
Components: V, S permanent Constitution drain per Level
Casting Time: 1 round If the undead familiar is destroyed, you lose experience points as if
Range: Touch you had lost a living familiar (again). The corpse is utterly destroyed in
Target: Object touched this case, and cannot be animated via this spell again, nor can it be
Duration: Instantaneous restored to life with a raise dead spell (resurrection will work, however).
Saving Throw: None You cannot cast this spell on another character's familiar.
Spell Resistance: No XP Cost: 100 XP.
A spellcaster using this spell can handle one item and learn the
enchantment on it. Helms must be put on the spellcasters head, swords Arcane Bolt
held in her hand, bracelets put on her wrist, etc. for this spell to work. Wizards.com Spellbook
Any consequences of this action (for example, from cursed or trapped Evocation [Force]
objects) fall upon the spellcaster, though she gets her usual saving Level: Sor/Wiz 1
throws. Components: V, S
The spellcaster makes a caster level check (1d20 + caster level). If Casting Time: 1 action
the result is equal to or greater than the spells or powers caster level, Range: Medium (100 ft. + 10 ft./level)
you identify it. If the item is non-magical; his chance is to determine that Targets: Up to five creatures, no two of
fact. which can be more than 15 ft. apart
The spell does not reveal much precise information. It will Duration: Instantaneous
characterize a weapons plusses (attack bonus) as many or few, will Saving Throw: Reflex half
estimate the number of charges on an item within 25% of the actual Spell Resistance: Yes
number. A bolt of magical energy shoots forth from your fingertips at its
target, dealing 1d6+1 points of damage.
Animate Dead Familiar For every two levels of experience past 1st, you gain an additional
Wizards.com Spellbook bolt, which you fire at the same time. You have two at 3rd level, three at
Necromancy [Evil] 5th level, four at 7th level, and the maximum of five bolts at 9th level or
Level: Sor/Wiz 5 higher. If you shoot multiple bolts, you can have them strike a single
Components: V, S, XP creature or several creatures. A single bolt can strike only one creature.
Casting Time: 1 round You must designate targets before you roll for SR or roll damage. This
Range: Touch spell counts as magic missile for spell, items, or special qualities that
Target: Corpse touched protect a target from magic missile, such as a brooch of shielding and
Duration: Instantaneous shield.
Saving Throw: None
Spell Resistance: No Body of Mind
In order to cast this spell, you must have a familiar, and that Earin of Walworth
creature must be dead. You animate the dead familiar as a zombie-like Transmutation
undead, restoring some measure of the bond you had with it while it Level: Sor/Wiz 5
lived. Components: V, S
Casting time : 1 action

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OGL House Rules
Range: Close (25 ft. + 5 ft. /2 levels) Transmutation
Target: 1 Creature Level: Brd 2, Sor/Wiz 2
Duration: 1 Turn/level Components: V, S, F
Saving Throw: Fortitude Negates Casting Time: 1 action
Spell Resistance: Yes Range: Touch
Casting this spell causes the targets body to change its appearance Target: Weapon touched
to reflect its personality. The extent of these changes be anywhere from Duration: 1 round/level
having no effect to altering the targets very physical nature. Ability Saving Throw: Will negates (harmless,
scores may be altered, templates may be added or removed, limbs may object)
be added or removed, gender may be changed, etc. The caster of the Spell Resistance: Yes (harmless, object)
spell will usually have little or no idea what will happen to the target. It Bladesong makes a bladed weapon emit magical music in combat.
is up to the dungeon master (and possible the player of the target of the Any round that the weapon is used in melee combat, this spell allows the
spell) to work out the exact details of the transformation. wielder to make a single, additional touch attack with the sword as a free
The permanency spell can be applied to this spell. The caster must action. The attack uses the wielder's normal attack bonus with that
be at least 10th level and must expend 1,000 XP. weapon but inflicts no damage. Instead, anyone successfully touched by
the weapon in this way is dazed for one round. Dazed characters cannot
Bind Familiar take actions but can defend themselves normally.
Wizards.com Spellbook Focus: The weapon.
Conjuration
Level: Sor/Wiz 2 Bleach
Components: V, S, M D&D: Dawn of the Emperors
Casting Time: 1 day Transmutation
Range: Short Level: Sor/Wiz 1
Target: 1 Willing Creature Components: V, S
Duration: Permanent Casting Time: 1 action
Saving Throw: Special Range: Touch
Spell Resistance: Yes Target: Object or creature touched
This spell works almost exactly like the Summon Familiar ability Duration: Permanent
available to Sorcerers and Wizards, except that it does not summon a Saving Throw: Special
familiar. Rather, a creature to serve as the familiar must be provided. Spell Resistance: Yes
This creature can be of nearly any type, although not of the same or This spell was created by hedge-wizards (low-level wizards whose
similar species to the caster, so a human mage could not make a halfling spells are mostly concerned with household affairs). Each application of
his familiar. Most outsiders, elementals, and magical creatures can be the bleach spell will bleach a certain amount of material down to its
bound in this way. original color one basket of laundry, one painting, one application of
A person that has been polymorphed into an animal for more than a the color spell, one tattoo, etc.
year is subject to this spell, but the binding ends (with the usual results) Ordinary stains are automatically bleached. When cast on a color
should the person ever become a person again. The creature must be spell, it will only work if the caster is the same level or of a higher level
present at the binding, and when the spell is completed, the creature gets than the caster of the color. When cast on normal art, such as a painting
a choice of whether or not to allow itself to be bound. For the purpose of or a tattoo, the DM gives the artwork a saving throw with a save bonus
this choice, any mind affecting spells are negated, although they resume equal to 2 + one-half of the artists skill check. The greater and more
as usual once it is made. The creature is informed of the caster's identity skilled the art, the more likely it is to survive unhurt.
and alignment. This ignores any alignment masking spells on the caster, The spell will not discolor the surfaces beneath the pigments or
but not alignment changing effects. Should the creature refuse, the spell paints. Cast on a tattoo, for instance, it will entirely eliminate the tattoo,
ends. Should the creature accept, it is bound like a normal familiar but the skin beneath will be normally colored.
(Special abilities and armor bonuses are up to the DM). Creatures that
have been summoned are now bound to this plane and the summoning Change Sexual Preference
spell ends. For Unlawful Carnal Knowledge
Most undead creatures and constructs cannot be bound in this way. Enchantment (Compulsion)
Unless they are vampire squirrels or something like that. Unintelligent Level: Sor/Wiz 1
creatures, such as most oozes, also cannot be affected. Components: V, S
When the DM decides what the creature will decide, he must take Casting Time: 1 action
into consideration certain things. How smart is the creature? If it is an Range: 120 yards
animal, has the wizard, whatever alignment, taken care of it and given it Target: 1 person
food? How powerful is the creature in relation to the wizard? A gold Duration: Permanent
dragon might like a good wizard, but he probably has better things to do Saving Throw: Will Negates
than be a familiar. Some creatures might accept even if they do not like Spell Resistance: Yes
the wizard. A succubus would probably accept any offer if it meant she This spell affects any single person it is cast upon. The term person
could stay in the Prime Material Plane and suck out the souls of mortals. includes any bipedal human, demi -human, or humanoid of man-size or
Also, has the creature been summoned against its will? Most elementals smaller, such as dwarves, elves, gnolls, halflings, kobolds, and others.
aren't very happy about their predicament, and generally try to maul the If the person receives damage from the caster's group in the same
caster if they can get control. round the spell is cast, an additional bonus of +1 per hit point of damage
Note: When trying to bind summoned creatures, it is important to received is added to the victim's saving throw.
remember that the creature has to be present for the entire spell, which If the spell recipient fails his saving throw, his sexual preference is
lasts for one day. Check the duration on your summoning spell before changed to the opposite. Thus a man who liked women would now
you start. prefer other men.
Material Components: 100 gp of magical materials (same as The spell may be broken if a successful saving throw is rolled, and
Summon Familiar) this saving throw is checked on a periodic basis. The subject may make
a new saving throw once every (28 / Intelligence Modifier) days. A
Bladesong negative modifier multiplies the base number of days.
Wizards.com Spellbook

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OGL House Rules
Intelligence Modifier Time Period the lowest-level men are affected first (these count against the spell limit
1 -5 5 Months even if they make their saving throes.
2-3 -4 4 Months Charmed subjects regard the caster as a trusted ally. They follow her
4-5 -3 3 Months suggestions and protect her from harm, although self-destructive orders
6-7 -2 2 Months are ignored. If the caster harms or attempts to harm an affected creature,
8-9 -1 1 Month the spell is negated. The spell wont work on any other action of the
10-11 0 1 Month caster in the current encounter. Note that Ogres and Quadrupeds such as
12-13 +1 1 Month centaurs can be affected.
14-15 +2 14 Days Note that this spell is restricted to female spell-casters.
16-17 +3 9 Days
18-19 +4 7 Days Charm Man III
20-21 +5 6 Days Encyclopedia Magica
22-23 +6 5 Days Enchantment (Charm)
24-25 +7 4 Days Level: Sor/Wiz 8
Components: V, S
Charm Man I Casting time : 1 action
Encyclopedia Magica Range: 0
Enchantment (Charm) Target and Area: 1d8+8 men of 5 HD/level or lower in a 20 ft.
Level: Sor/Wiz 1 radius
Components: V, S Duration: 1d6+6 turns
Casting time : 1 action Saving Throw: Will Negates
Range: 0 Spell Resistance: Yes
Target and Area: 1d4+4 men of 3 HD/level or lower in a 15 ft. The strongest of the Charm Man spells, Charm Man III allows the
radius caster to affect up to 9-16 men of 5th level or lower within a 20-foot
Duration: 1d4+1 turns radius. Man is defined as any male human, demi-human, or humanoid
Saving Throw: Will Negates creature of large size or smaller and 5 Levels / Hit Dice or less.
Spell Resistance: Yes Alternately, the spell can be cast on a single male creature of any
The caster must have a Charisma score of at least 11 to cast this level or Hit Dice. While it will not affect undead of any sort, creatures
spell. The spell affects up to 5-8 men of 3rd level or less in a 15-foot normally resistant to charm spells, such as elves, are not resistant to this
radius, and has a duration of 2-5 turns. Man is defined as any male spell.
human, demi-human, or humanoid creature of large size or smaller and 3 As with the Charm Man I spell, the casters influence can be
Levels / Hit Dice or less. It affects them much as a Charm Person spell, contested by a leader among the subjects. The caster must make an
in that the words and requests of the caster will be seen in the most opposed charisma check against a DC equal to the leaders charisma
favorable light. If the caster harms or attempts to harm an affected check -2. If the caster is successful, the men must each attempt a will
creature, the spell is negated. saving throw or be charmed. If there are more men within range than the
The spell wont work on any other action of the caster in the current caster can affect, the lowest-level men are affected first (these count
encounter. against the spell limit even if they make their saving throes.
A leader with the group of men can negate the charm immediately if Charmed subjects regard the caster as a trusted ally. They follow her
the leaders charisma plus a roll of 1d8 is six points or more higher than suggestions and protect her from harm, although self-destructive orders
the caster's charisma. If the spell is not negated by a leader, 5-8 (1d4+4) are ignored. The spell lasts for 7-12 full turns. The spell wont work on
men of 3rd level or less within the area of effect must attempt a will any other action of the caster in the current encounter. If the caster
saving throw. harms or attempts to harm an affected creature, the spell is negated for
A successful save negates the effect of the spell for that man only. If that particular subject.
there are more men of Note that this spell is restricted to female spell-casters.
3rd level or less in the area, the lowest-level men are affected first
(these count against the spell limit even if they make their saving throes.
Color
Note that this spell is restricted to female spell-casters. D&D: Dawn of the Emperors
Transmutation
Charm Man II Level: Sor/Wiz 2
Encyclopedia Magica Components: V, S
Enchantment (Charm) Casting Time: From 1 action to 2 hours
Level: Sor/Wiz 2 Range: Touch
Components: V, S Target: Object or creature touched
Casting time : 1 action Duration: Permanent until bleached
Range: 0 Saving Throw: None
Target and Area: 1d6+6 men of 4 HD/level or lower in a 20 ft. Spell Resistance: Yes
radius This spell allows the caster to lay magical color down on a surface.
Duration: 1d6+4 turns The surface may be as small as the nose on a tiny china miniature, or as
Saving Throw: Will Negates large as a 20x20 area of wall. The casting time may be as short as an
Spell Resistance: Yes action for one simple color (for instance, tinting a room wall sky-blue)
A more powerful version of Charm Man I, this spell resembles it, or may go on for a couple of hours. During that time, the caster may
except that it affects up to 7-12 men of 4th level (or Hit Dice) or less, vary the color of the whole area, or may color different parts of the area
and the duration is extended to 5-10 full turns. Man is defined as any in different ways.
male human, demihuman, or humanoid creature of large size or smaller The effect of this is that the wizard can paint for up to two hours
and 4 Levels / Hit Dice or less. at a time, colors that are permanent and nearly imperishable by age and
As with the 1st level spell, the casters influence can be contested by weather. A dispel will not remove color; only bleach or a wish can.
a leader among the subjects. The caster must make an opposed charisma Different spellcasters use this for different purposes. Artists use it to
check against a DC equal to the leaders charisma check -2. If the caster make paintings that will not fade, or to decorate themselves and others
is successful, the men must each attempt a will saving throw or be with brilliant body-colors and face painting. Builders use it to retint
charmed. If there are more men within range than the caster can affect, stone and wood to be more beautiful.

Page 21
OGL House Rules
If one casts a color on top of another color, the second spell has no powdered iron, and a bit of fleece.
effect unless the second caster is of equal to or higher caster level than
the first, in which case the second spell covers up the first. But the first Davenets Seduction
spell is not gone; to get rid of it, one would have to bleach away both For Unlawful Carnal Knowledge
color spells. Wizards may leave messages for one another this way; they Enchantment (Charm)
choose an agreed upon message drop, and one wizard uses one Level: Sor/Wiz 1
application of color to write a message, and another to cover it up to Components: V, S, F
look like it did before. Casting time : 1 hour
The next wizard will use a bleach to uncover the message, and then Range: Touch
either cover it over again or use another bleach to erase it. Target: One person
Just because a character can lie down color with this spell doesnt Duration: Permanent (D)
make him good at it. To be truly artistic with the use of this spell, a Saving Throw: Will Negates
character must have some sort of artistic skill, such as Craft (Painting). Spell Resistance: Yes
The spell-caster may affect one individual of the opposite sexual
Darkbolt orientation to become enamored with the spell-caster and willingly
Mortuus Solidus subject to all of his commands. That the victim has been seduced
Necromancy [Evil] (magically or otherwise) will be readily apparent to those who make a
Level: Sor/Wiz 3 successful wisdom check. In order to cast the spell, the spell-caster must
Components: V, S extract a personal item of the victim's, and then cast the spell onto the
Casting Time: 1 action item in solitude. When the item is given back to the victim and
Range: Medium (100 ft. + 10 ft./level) recognized, the spell is complete. The DC of the spell is also adjusted by
Area: One living creature the casters charisma modifier.
Duration: Instantaneous The spell is effective until dispelled. While under the enchantment,
Saving Throw: Fortitude Half the victim will take as gospel everything the spell-caster says, and will
Spell Resistance: Yes strive to protect and defend the spell-caster at all times. If the spell is
You conjure a black flame and hurl it at a broken by another magic or by the will of the enchanter, however, the
target within range. If the bolt strikes the target victim will remember everything and know that magic as involved.
(a ranged touch attack), it deals 1d6 damage per
caster level (max 10d6; Fort save for half Dethos Delirium
damage). This damage is negative energy, so it harms most For Unlawful Carnal Knowledge
creatures, but heals undead. Any good creature that takes damage from Enchantment (Compulsion)
the bolt and fails his save is also stunned for one round. Level: Sor/Wiz 1
A creature slain by dark bolt rises after 1d6 rounds as a zombie Components: V, S, F
under control of the caster. Casting Time: 1 action
Range: Touch
Target: Creature touched
Darlagins Pseudo-Fireball Duration: 1 round + 1 round/level
Wizards.com Spellbook Saving Throw: Will Negates
Transmutation and Illusion (Figment) Spell Resistance: Yes
Level: Sor/Wiz 2 The caster of this spell touches a being that is drugged, drunken,
Components: V, S, M unconscious, or sleeping. The caster then speaks the verbal component
Casting Time: 1 action and rings a smaller silver or brass bell.
Range: Medium (100 ft. + 10 ft./level) The subject receives a saving throw vs. spell at a 2 penalty. The
Area: Special subject speaks at random, in all languages known to him and on random,
Duration: Instantaneous rambling topics. He cannot hear questions and cannot be forced by
Saving Throw: Special mental or magical control to give specific answers. While the person
Spell Resistance: Yes speaks, there is a 25% non-cumulative chance per round that he reveals
Darlagin Spellweaver was an illusionist who desired to maintain the names (but not true names), passwords, words of activation, codes,
appearance of a standard mage. In an effort to do so, she developed this directions, and other useful information. Note that the speaker rarely
spell to give the effect of a fireball. In effect, the spell is a combination identifies such fragments of speech for what they truly are. Dreams,
of phantasmal force, enlarge, and a minor flame cantrip. rumors, jokes, and fairy tales may be mumbled by the speaker, not
The main material component is a small clump of kerosene-soaked merely factual information.
bat guano. The caster hurls the guano at the target area, and ignites the If the affected person is awakened at any time, the spell is broken.
guano at the point of release via flame. A fraction of a second later, the
final word of a specialized enlarge is cast, increasing the size of the Diary
flaming guano. Finally, just before the end of the flight, the phantasmal Encyclopedia Magica
force takes effect, increasing the apparent size of the inferno to the Evocation
standard 20-foot radius of a fireball. Level: Sor/Wiz 2
The actual area of effect of the flaming guano wad is a circle with a Components: V, S, F
10-foot diameter; any creatures in that area that fail to save vs. spells Casting time : 1 action
take 1d4 damage per level of the caster. A successful save indicates that Range: Touch
the creature managed to dodge, roll, fall flat, or otherwise avoid the full Target: 1 book
effect of the blast and receives only half the normal damage. Duration: 1 Day/level
Creatures within the area of the phantasmal force (outside the true Saving Throw: None
10 diameter circle, but within the 20 radius effect) are affected just like Spell Resistance: Yes
those within the true blast area (1d4 per level of the caster, save for half This spell records all things said or heard by the caster, creating a
damage), unless they manage to disbelieve the effect, in which case they running script of the casters life and scribing it in a diary book prepared
are unaffected and suffer no damage. by the caster. In addition, the caster can choose to stand still and
Material Components: the afore mentioned clump of kerosene- concentrate in order to record the image of any scene or person he
soaked bat guano, a pinch of studies, or to transcribe any mental notes he wishes to add to the journal.

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OGL House Rules
One round of concentration creates a simple sketch, but a full turn Tiny Elemental (Air) Tiny Elemental (Fire)
provides a highly detailed and accurate depiction of the scene. Hit Dice: 1d8 (4 hp) 1d8 (4 hp)
The diary spell begins recording any unfilled page specified by the Initiative: +6 +5
Speed: Fly 100 ft. (perfect) 50 ft.
caster. Generally, typical adventuring and occasional conversation fills AC: 16 (+2 size, +2 Dex, 15 (+2 size, +1 Dex,
the book at about 10 to 20 pages per hour. +2 natural) +2 natural)
The diary book need not be open, but it must be within 5 feet of the Attacks: Slam +4 melee Slam +3 melee
caster the spell ends if the book is removed from this distance. The Damage: Slam 1d3-1 Slam 1d3-1 and 1d3 fire
spell ends if all the blank pages have been filled; the caster knows the Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft. 2 1/2 ft. by 2 1/2 ft./0 ft.
book is full. Special Attacks: Whirlwind Burn
The spell requires a book in which events can be recorded. The Special Qualities: Air mastery, Elemental traits,
Elemental traits fire subtype
caster must hold the book as the spell is cast. Saves: Fort +0, Ref +4, Will +0 Fort +0, Ref +3, Will +0
Abilities: Str 8, Dex 15, Con 10, Str 8, Dex 13, Con 10,
Ecstasy Int 4, Wis 11, Cha 11 Int 4, Wis 11, Cha 11
For Unlawful Carnal Knowledge Skills: Hide +10, Listen +4, Hide, +9, Listen +4,
Enchantment (Compulsion) Spot +4 Spot +4
Level: Sor/Wiz 1 Feats: Flyby Attack, Improved Initiative,
Components: V, S Improved Initiative, Weapon Finesse (slam)
Casting Time: 1 action Weapon Finesse (slam)
Climate/Terrain: Any land and Any land and
Range: Close (25 ft. + 5 ft. /2 levels) underground underground
Target: 1 person Organization: Solitary Solitary
Duration: 1 round + 1 round/level Challenge Rating: 1/2 1/2
Saving Throw: Will Negates Treasure: None None
Spell Resistance: Yes Alignment: Usually neutral Usually neutral
The gestures of the wizard, along with his erotic incantations, cause -
a humanoid to go into an enjoyable, screaming, orgasmic, erotic fit. The Tiny Earth Elemental Tiny Water Elemental
Tiny Elemental (Earth) Tiny Elemental (Water)
target of the spell considered flat-footed until his next action. Also, he Hit Dice: 1d8+1 (5 hp) 1d8+1 (5 hp)
cannot move from his current location. He cannot cast spells, attack, use Initiative: 1 +0
items, etc. Basically, the character is caught up in a real pleasurable Speed: 20 ft. 20 ft., swim 90 ft.
experience and can't function properly. AC: 16 (+2 size, 1 Dex, 16 (+2 size, +4 natural)
+5 natural)
Elemental Familiar Attacks: Slam +4 melee Slam +3 melee
Wizards.com Spellbook Damage: Slam 1d3+3 Slam 1d3+1
Transmutation Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft. 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Push Water mastery, drench,
Level: Sor/Wiz 3 vortex
Components: V, S, M, XP Special Qualities: Earth mastery, Elemental traits
Casting Time: 10 minutes Elemental traits
Range: Touch Saves: Fort +3, Ref 1, Will +0 Fort +3, Ref +0, Will +0
Target: Living creature touched Abilities: Str 15, Dex 8, Con 13, Str 12, Dex 10, Con 13,
Duration: Instantaneous Int 4, Wis 11, Cha 11 Int 4, Wis 11, Cha 11
Saving Throw: Fortitude negates (harmless) Skills: Hide +7, Listen +4, Hide +8, Listen +4,
Spot +4 Spot +4
Spell Resistance: Yes (harmless) Feats: Power Attack Power Attack
In order to cast this spell, you must have a familiar. When you cast Climate/Terrain: Any land and Any land and
the spell, the target creature becomes a tiny air, earth, fire, or water Underground Underground
elemental, as detailed below. You choose what type of elemental the Organization: Solitary Solitary
creature becomes. The creature retains its basic shape, but it is in every Challenge Rating: 1/2 1/2
way an elemental, not an element creature (as described in Manual of the Treasure: None None
Planes). Alignment: Usually neutral Usually neutral
You lose any special ability the familiar previously granted to you
(such as the +2 bonus to Move Silently checks bestowed by a cat A Tiny air elemental is 2 feet tall and weighs 1/4 pound. A Tiny
familiar). However, you gain a replacement special ability, depending on earth elemental is 2 feet tall and weighs 20 pounds. A Tiny fire
the type of elemental your familiar becomes: elemental is 2 feet tall and weighs 1/4 pound. A tiny water elemental is 2
Air -- Master gains a +2 bonus to Initiative checks (stacks with feet tall and weighs 8 pounds.
Improved Initiative). Elemental Traits: Immune to poison, sleep, paralysis, and
Earth -- Master gains +1 natural armor. stunning; not subject to critical hits or flanking; darkvision 60 ft.; cannot
Fire -- Master gains a +3 resistance bonus to saving throws against be raised or resurrected (though a wish or miracle spell can restore life).
fire attacks. The special attacks of tiny elementals conform to the information
Water -- Master gains a +1 resistance bonus to Fortitude saving given for elementals of their subtype in the Monster Manual, except as
throws. specified. The save DC against the Tiny air elemental's whirlwind is 9,
Only a limited wish, miracle, or wish or similar magic can restore a the damage is 1d3, and the whirlwind's height is 10 feet. The save DC
transmuted familiar to its original state. Otherwise, the familiar remains against the tiny fire elemental's burn is 10.
an elemental forevermore. You cannot cast this spell on another The save DC against the tiny water elemental's vortex is 11, the
character's familiar. damage is 1d3, and the vortex's height is 10 feet.
Most creatures consider the transformation harmless and beneficial,
but if the creature decides to resist, a successful Fortitude save negates
Enhance Beauty
Earin of Walworth
the spell.
Transmutation
Material Component: A small quantity of air, earth, fire, or water,
Level: Sor/Wiz 2
depending on the elemental type the creature is to become.
Components: V, S, F
XP Cost: 500 XP.
Casting time : 1 action
Tiny Air Elemental Tiny Fire Elemental
Range: Touch
Target: One person

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OGL House Rules
Duration: Special Gender cannot be changed. However, it can be changed with the Sex
Saving Throw: None Change spell.
Spell Resistance: Yes XP Cost: 250 x CHA change. For example, no change in charisma
The recipient of this spell undergoes a transformation in appearance cost 0 XP, +1 CHA costs 250 XP, and +2 CHA costs 500 XP.
to become more sexually attractive to members of the opposite gender.
Looks, smell, smoothness, and even taste of the outer skin are all Enhance Breasts
affected. The caster can use her caster level as points which can be spent Earin of Walworth
between the Charisma bonus and spell Duration. Transmutation
The recipient's appearance is affected as follows: Level: Clr 2, Sor/Wiz 2
Components: V, S, M
Casting time : 1 action
Points Charisma Points Duration
Range: Touch
1 +1 1 10 Minutes Target: Mammal Touched
2 +2 2 20 Minutes Duration: Permanent
3 +3 3 30 Minutes Saving Throw: Fortitude Negates
4 +4 4 1 Hour Spell Resistance: Yes
5 +5 5 2 Hours Casting this spell causes the breasts of a target creature to develop.
The caster must touch the target creature.
6 +6 6 4 Hours This spell may be cast on any mammal male or female, young or
7 +7 7 8 Hours old. The effects of this spell are to alter the size, shape, and firmness of
8 +8 8 16 Hours the breasts of the target creature. In fact, each application of the spell
9 +9 9 1 Day will increase or decrease the breasts by one cup size or repair one flaw in
10 +10 10 2 Days their appearance.
If male breasts are developed, the male will not gain muscle, not
11 +11 11 4 Days breast milk, but the fatty deposits of the chest will augment. Others may
12 +12 12 8 Days be likely to mock the characters man-breasts. If a females breasts are
13 +13 13 16 Days developed, she will likely gain significantly more sexual attention.
14 +14 14 1 Month The material component of this spell is the breast milk from a race
15 +15 15 2 Months or species similar to the subject of the spell. The milk must be rubbed
onto the breasts to be enlarged or reduced.
16 +16 16 4 Months
17 +17 17 8 Months Fascination
18 +18 18+ 1 Year For Unlawful Carnal Knowledge
19 +19 Enchantment (Charm)
20 +20 Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Note that if two wizards cast the spell on a person simultaneously, Range: Close (25 ft. + 5 ft. /2 levels)
then their caster levels may be added together to affect a stronger magic. Target: 1 person
Further, this spell has the effect of negating any curse magic, which Duration: 20 turns
degrades the recipient's natural beauty. Saving Throw: Will Negates
The material focus of this spell is a cosmetic and perfume kit Spell Resistance: Yes
magically prepared by a thaumaturger. The person affected by the spell will be unable to do anything at all
except follow the wizard wherever she goes, unable to take her eyes off
Enhance Body her. If attacked, the affected person will try to beat off any opponents,
Earin of Walworth including his own comrades, in a berserk fury (+1 to hit, -1 to AC) in
Transmutation order to continue moving towards the wizard.
Level: Sor/Wiz 4
Components: V, S, XP Heal Animal Companion
Casting time : 5 rounds (30 seconds) Wizards.com Spellbook
Range: 5 feet Conjuration (Healing)
Target: 1 Creature Level: Drd 5, Rgr 3
Duration: Permanent Components: V, S
Saving Throw: Will Negates (Harmless) Casting Time: 1 action
Spell Resistance: Yes Range: Touch
In order to cast this spell, the subject must be willing and cooperate Target: Caster's animal companion touched
with the instructions given to her by the spell caster to receive its effects. Duration: Instantaneous
The caster slowly circles the subject giving instruction and reciting Saving Throw: None
the magical words. The subject must envision in her mind what she Spell Resistance: Yes (harmless)
wants her body to look like. The transformation begins after the first Heal animal companion enables the caster to wipe away disease and
round and completes after the fifth round. injury in one of his or her own animal companions (gained via class
The spell changes the subjects body to match the appearance held feature or the animal friendship spell). It completely cures all diseases,
in the subjects mind. The changes are cosmetic and have little effect on blindness, or deafness of the animal companion, cures all points of
her statistics. The spell can alter height and weight, but cannot change damage suffered due to wounds or injury, and repairs temporary ability
her size category. It can also change skin color and texture as well as damage. It cures mental disorders caused by spells or injury to the brain.
adding, removing, or changing other features (such as horns, hooves, Heal animal companion does not remove negative levels, restore
vestigial wings, a tail, etc). Existing limbs can be altered. Hands, feet, drained levels, or restore drained ability scores.
breasts, genitals, and other parts can be altered to suit the subjects
mental picture. It can alter the subjects charisma by no more than two Impotence
points in either direction. No other ability scores can be altered. Facial For Unlawful Carnal Knowledge
features can be changed as well.

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OGL House Rules
Enchantment (Compulsion) For Unlawful Carnal Knowledge
Level: Sor/Wiz 1 Necromancy
Components: V, S Level: Sor/Wiz 9
Casting Time: 1 action Components: S
Range: Close (25 ft. + 5 ft. /2 levels) Casting Time: 1 action
Target: One male creature Range: Touch
Duration: 10 Rounds/level Target: Creature kissed
Saving Throw: Will Negates Duration: Instantaneous
Spell Resistance: Yes Saving Throw: None
This spell enables the spell caster to render one creature or himself Spell Resistance: Yes
impotent (incapable of sexual intercourse). The incantation consists of a When the kiss is bestowed, the spell channels a huge amount of
specific personality (such as "Baba Yaga" or Vecna) who might be negative energy dealing 150 points of damage to the victim. If the
unappealing to the creature. The saving throw is actually a check on the targets hit points drop below 9, then the corpse will turn to dust after
level of disgust that the personality actually generates in the creature. If 1d10 rounds. The creature cannot be resurrected.
the creature finds the person repulsive, he fails the save.
OPTIONAL EFFECT: During the period of impotence, the Kiss of Sleeping
creature will attack at -2 and make morale and saving throws at -2. For Unlawful Carnal Knowledge
Wisdom, Constitution, and Charisma scores will be lowered by 1d3 Enchantment (Compulsion)
points each for the duration of the spell. Also, during this time the Level: Sor/Wiz 1
creature will feel downright miserable. Components: S
Casting time : 1 action
Jealousy Range: Touch
Enchantment (Compulsion) Target: Creature Kissed
Level: Sor/Wiz 2 Duration: 10 rounds / level
Components: V, S Saving Throw: None
Casting time : 1 action Spell Resistance: Yes
Range: Close (25 ft. + 5 ft. /2 levels) When a wizard casts this spell, she must kiss the intended victim.
Target: 1-6 persons After the kiss, the victim goes into a deep comatose slumber.
Duration: 2 turns + 1 turn/level Slapping or wounding awakens the affected creature but normal
Saving Throw: Will Negates noise does not. Awakening requires one entire round.
Spell Resistance: Yes
The affected people will become jealous of each other to the extent Kiss of the Nereid
that they will ignore the wizard or any other source of danger present Conjuration (Creation)
and quarrel amongst themselves. There is a percentage chance equal to Level: Sor/Wiz 8
the wizard's intelligence of such an argument leading to blows and, if it Components: S
does, there is an additional chance equal to the wizard's intelligence of Casting Time: 1 action
the fight being to the death. If the fight is not to the death, then the Range: Touch
combatants will come out of the spell when hit. Target: Creature kissed
Duration: Instantaneous
Kiss of Awakening Saving Throw: Fortitude Negates
For Unlawful Carnal Knowledge Spell Resistance: Yes
Enchantment (Compulsion) When the kiss is bestowed, the victim drowns instantly. If he/she
Level: Sor/Wiz 1 doesn't drown, he/she finds total ecstasy.
Components: S
Casting time : 1 action Kiss of Weakness
Range: Touch For Unlawful Carnal Knowledge
Target: Creature Kissed Necromancy
Duration: 10 rounds / level Level: Sor/Wiz 2
Saving Throw: None Range: Touch
Spell Resistance: Yes Components: V, S
When a wizard casts this spell, she must kiss the intended victim. Casting time : 1 action
After the kiss, the subject of the kiss will awaken from any magically Target: Creature kissed
induced slumber. Duration: 24 hours
Saving Throw: Fortitude Negates
Kiss of Charming Spell Resistance: Yes
For Unlawful Carnal Knowledge When a wizard casts this spell, she must kiss the intended victim.
Enchantment (Charm) This kiss causes the victim to suffer a -2d4 enhancement penalty to
Level: Sor/Wiz 3 Strength for 24 hours. The subjects strength cannot drop below 1. After
Components: S receiving such a kiss, the victim will be completely helpless for 1d10
Casting time : 1 action rounds.
Range: Touch
Target: Creature Kissed Kiss of Wounding
Duration: 2 hours/level For Unlawful Carnal Knowledge
Saving Throw: None Necromancy
Spell Resistance: Yes Level: Sor/Wiz 1
When a wizard casts this spell, she must kiss the intended victim. Components: S
This is actually a Charm Person spell with no saving throw at double Casting Time: 1 action
duration. Range: Touch
Target: Creature Kissed
Kiss of Death Duration: Instantaneous

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OGL House Rules
Saving Throw: Reflex Half Saving Throw: Will Negates
Spell Resistance: Yes Spell Resistance: Yes
When a wizard casts this spell, she must kiss the intended victim. This spell makes its recipient become so much in love with the
This kiss channels negative energy that deals 1d3 damage + 2 points of mage that as soon as she/he loses sight of the mage, the victim begins to
damage for each caster level, to a maximum of 1d3+20 points of waste away. The victim stops eating food, turns to drinking, and
damage. becomes a general wreck, fighting at a 5 penalty to hit. As a result,
Since undead are powered by negative energy, this spell cures them she/he will die of malnutrition in a number of days equal to his
of a like amount of damage, rather than harming them. Constitution score plus 10. Also, there is a 10% chance of him
committing suicide.
Love What's more, if the mage tells him to go away, he is compelled to
Encyclopedia Magica do so. This unpleasant condition will wear off eventually, but may also
Enchantment (Charm) be treated by a cure disease spell.
Level: Sor/Wiz 7
Components: V, S Mindless Rage
Casting Time: 1 action Wizards.com Spellbook
Range: Touch Enchantment (Compulsion) [Mind-Affecting]
Target: One male creature Level: Brd 2, Sor/Wiz 2
Duration: Permanent (D) Components: V, S, F
Saving Throw: Will Negates Casting Time: 1 action
Spell Resistance: Yes Range: Close (25 ft. + 5 ft/2 levels)
With a simple touch of her hand, the caster can create in the creature Targets: One person or creature
kissed an undying devotion and infatuation toward her. Duration: 1 round/level
A male subject is affected as if he had imbibed a Potion of Love (see Saving Throw: Will negates
Chapter 8, Page 191 of the DMG). He is charmed and regards the caster Spell Resistance: Yes
as his one true beloved, willingly following her least suggestion and Creatures affected by the spell mindless rage become so filled with
defending her from all harm. rage that they can do nothing but focus on engaging the caster in
The love spell is one of the most powerful charms known, and the personal physical combat. The affected creature cannot use any spells,
recipient can never free himself unless the enchantress releases him, or a spell-like or supernatural abilities, or ranged weapons while attacking
Limited Wish or Wish spell is used to break the spell. Even the casters the caster. The subject's only thoughts are of killing the caster -- if not
most hostile and objectionable orders or actions including direct with bare hands, then with a hand-held melee weapon at best.
attacks against the charmed character or suicidal commands will do no It's worth noting that the recipient of this spell, though overcome
more than temporarily drive the subject from her presence for a period with rage, is by no means rendered an idiot or suicidal. For example, an
of 1 to 12 hours, after which the subject cautiously returns, hoping that affected creature will not charge off a cliff in an attempt to reach the
the love of his life has forgiven him. target.
This spell is restricted to enchanters and enchantresses of good or While under the effect of a mindless rage spell, the subject can
neutral alignment. make use of all normal melee combat skills, abilities, and feats either
offensive or defensive. However, the affected creature cannot use any
Love Charm ability that requires activation or concentration.
For Unlawful Carnal Knowledge An interesting side effect of mindless rage occurs when the spell is
Enchantment (Charm) cast upon any character capable of the rage ability (such as a barbarian).
Level: Sor/Wiz 3 In these cases, the mindless rage episode counts as one of the character's
Components: V, S, F uses of rage for that day.
Casting time : 1 action Mindless rage is a fairly uncommon spell. Its believed to have been
Range: Medium (100 ft. + 10 ft . /level) developed by dwarven fighter/wizards who preferred to face their
Target: 1 person opponents in melee combat over magical conflicts. Of course, many of
Duration: 1 hour/level (D) the stories tracing this spell's origins to the battle-mages also note that
Saving Throw: W ill Negates this dwarven method of ensuring melee combat against spellcasters
Spell Resistance: Yes backfired when the group ran afoul of a band of sorcerer/barbarians.
This spell is identical to Charm Person in all respects but two. First, Arcane Focus: Successful casting of mindless rage requires the
the caster specifies that the subject become enthralled with a person of caster to utilize a scarlet handkerchief or similar piece of cloth, which is
the opposite sex. This may be herself or anyone else whose name the waved in the target's direction while the caster vocalizes the verbal
caster knows. If it is someone not present, the spells effects are felt only component.
when the subject first sees that person.
Second, to the normal effects of a Charm Person (trust and Mordenkainen's Force Missiles*
friendship) are coupled a strong desire for romance. Wizards.com Spellbook
The caster must have in her possession something belonging to both Evocation [Force]
the subject and the spells object in order to cast this spell. Level: Sor/Wiz 4
Love Charm is restricted to those of Rhennee blood, or non-evil Components: V, S
enchanters / enchantresses. Those who have access to this spell do not Casting Time: 1 action
have access to the Charm Person spell and vise versa. Range: Medium (100 ft. + 10 ft./level)
Targets: Up to four creatures, no two of
Love Sickness which can be more than 20 ft. apart
For Unlawful Carnal Knowledge Duration: Instantaneous
Enchantment (Charm) Saving Throw: None or Reflex half
Level: Sor/Wiz 4 (see text)
Components: V, S Spell Resistance: Yes
Casting time : 1 action You create a powerful missile of magical force, which darts from
Range: 6 feet your fingertips and unerringly strikes its target, dealing 2d6 points of
Target: One person damage. The missile then bursts in a 5-foot blast of force that inflicts
Duration: 1 Week + 1 day/level half this amount of damage to any creatures in the area (other than the

Page 26
OGL House Rules
primary target). The primary target is not entitled to a saving throw 7 7 4
against the burst, but creatures affected by the burst may attempt a 8 8 4
Reflex save for half damage. 9+ 9 5
If the missiles' burst areas overlap, secondary targets make only one
saving throw attempt (and only one SR check, if applicable). A character Planar Familiar
can be struck by one missile (or more) and also be caught in the burst of Wizards.com Spellbook
another missile. In such a case, the character may attempt a Reflex save Transmutation
to halve the burst damage, and SR might apply. Level: Clr 3
The missile strikes unerringly, even if the target is in melee or has Components: V, S, DF, XP
anything less than total cover or concealment. A caster cannot single out Casting Time: 10 minutes
specific parts of a creature. The spell can target and damage unattended Range: Touch
objects. Target: Living creature touched
For every five caster levels, the caster gains one missile. A caster Duration: Instantaneous
has two missiles at 9th level or lower, three missiles from 10th to 14th Saving Throw: Fortitude negates (harmless)
level, and four missiles at 15th level or higher. A caster can make more Spell Resistance: Yes (harmless)
than one missile strike a single target, if desired. However, the caster In order to cast this spell, you must have a familiar, special mount,
must designate targets before rolling for SR or damage. animal companion, or other companion acquired as a class ability. The
* This is the second of six spells Rich originally wrote for Player's spell does not function on outsiders or undead.
Option: Spells & Magic and has updated for the new edition of the When you cast the spell, the target creature undergoes a
D&D game. transformation into a celestial, fiendish, axiomatic, or anarchic creature,
depending on the alignment of your patron deity (or your alignment, if
Nymphs Aura you have no patron deity).
For Unlawful Carnal Knowledge If your patron deity is good, the creature becomes celestial. If your
Transmutation patron deity is evil, the creature becomes fiendish. If your patron deity is
Level: Sor/Wiz 8 lawful neutral, the creature becomes axiomatic, and if your patron deity
Components: V, S, M is chaotic neutral, the creature becomes anarchic. The axiomatic and
Casting time : 1 action anarchic creature templates are detailed in Manual of the Planes.
Range: Personal If the target creature is your familiar, it gains energy resistance, fast
Target: You healing, damage reduction, and additional damage for its smite attack as
Duration: 1 round/level though its Hit Dice were equal to your character level. Otherwise, use its
Saving Throw: Fortitude or Will Negates actual Hit Dice to determine these qualities. If the target creature
Spell Resistance: Yes becomes axiomatic, its linked minds ability applies to you (and only to
This spell grants the caster the beauty of a nymph and its attendant you).
dangers to all observers. You cannot cast this spell on another characters companion
The caster gains the use of the nymphs blinding beauty and creature. Most creatures consider the transformation harmless and
unearthly beauty supernatural abilities. Observers gazing upon the caster beneficial, but if the creature resists, a successful
must succeed at a fortitude save (DC 15) or be blinded permanently as Fortitude save negates the spell.
though by the blindness spell. XP Cost: 500 XP.
If the caster disrobes, those within 30 feet who look directly at the
caster must succeed at a will save (DC 17) or die. Power Word, Castrate
The caster need not be female to use this spell. The aura is effective For Unlawful Carnal Knowledge
for male casters, as well; these gain dazzling good looks that affect both Conjuration (Creation)
males and females. Level: Sor/Wiz 8, War 8
The material component of this spell is a vial of nymphs tears. Components: V
Casting time : 1 action
Phantom Cloths Range: Close (25 ft. + 5 ft. /2 levels)
For Unlawful Carnal Knowledge Target or Area: 1 living creature or one or more creatures within a
Illusion (Shadow) 10-ft.-radius sphere
Level: Sor/Wiz 1, Trickery 1 Duration: Instantaneous
Components: V, S Saving Throw: None
Casting time : 1 action Spell Resistance: Yes
Range: Personal When power word, castrate is uttered you can either target a single
Target: You male creature or let the spell affect a group of males.
Duration: 1 turn/level (D) If power word, castrate is targeted at a single creature, that creature
Saving Throw: None is castrated if it has 60 or fewer hit points.
Spell Resistance: Yes If power word, castrate is cast as an area spell, it castrates creatures
When this spell is cast, the illusionist creates a quasi-real portion of in a 10-foot-radius sphere. It castrates only creatures that have 10 or
clothing from a hat to a pair of boots or at higher levels a full set of fewer hit points, and only up to a total of 120 hit points of such
clothing. creatures. The spell affects creatures with the lowest hit point totals first
This clothing is semi -illusory and at 1st and 2nd level it is black, until the next creature would put the total over the limit of 120.
but at higher levels the caster can add additional colors. (Creatures with negative hit points count as having 0 hit points).

Caster Number of Articles Number Power Word, Disrobe


Level of Clothing Made of Colors Earin of Walworth
1 1 1 Conjuration (Creation)
2 2 1 Level: Sor/Wiz 6, War 6
3 3 2 Components: V
4 4 2 Casting time : 1 action
5 5 3 Range: Close (25 ft. + 5 ft. /2 levels)
6 6 3 Target: Creatures with up to 100 total hit

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OGL House Rules
points within a 15 radius sphere. Hit Points Duration
Duration: Instantaneous Up to 50 Permanent
Saving Throw: None 51 to 100 1d4+1 minutes
Spell Resistance: Yes 101 to 200 1d4+1 rounds
When power word, disrobe is uttered one or more creatures of your
choice are immediately disrobed, weather the creatures can hear the At the end of the duration, their feathers will magically grow back
word or not. It affects the creatures with the lowest hit point total first, over the period of 1 round.
selecting subjects one at a time until the next target would put it over the
limit of 100. (Creatures with negative hit points count as having 0 hit Power Word, Rut
points.) For Unlawful Carnal Knowledge
All of the affected creatures clothing fall away from their bodies, Conjuration
leaving them naked apart from the boots they are standing in. If they are Level: Sor/Wiz 1
not standing, their footwear is removed as well. This includes any armor Components: V
but does not include helmets, hats or jewelry. Casting time : 1 action
Affected creatures lose their next action and are flat-footed until the Range: Close (25 ft. + 5 ft. /2 levels)
following action, for obvious reasons. Target: One male mammal
Duration: 1 hour/level
Power Word, Kneel Saving Throw: None
Encyclopedia Magica Spell Resistance: Yes
Conjuration (Creation) When this spell is cast, the recipient gains a condition of sexual
Level: Sor/Wiz 6 excitement and productive activity. This reflects in the recipient as a
Components: V gain of a +2 modifier for every three levels of the mage to dexterity with
Casting Time: 1 action respect to having sex. Thus, this spell won't affect any other aspects of
Range: Close (25 ft. + 5 ft. /level) dexterity; only sex. Also due to his hyper state, the recipient gains a +1
Target: One creature of one or more creatures within a 20-ft.-radius enhancement bonus to hit. Furthermore, two points of intelligence and
sphere one point of wisdom are lost; and one point of charisma is gained. These
Duration: Instantaneous bonuses end when the spell ends.
Saving Throw: None
Spell Resistance: Yes Precision Polymorph
When a power word, kneel is uttered, you can either target a single Wizards.com Spellbook
creature or let the spell affect a group of creatures. Transmutation
If this spell is targeted at a single creature, that creature kneels Level: Sor/Wiz 5
before the caster if it has 90 or fewer hit points. Components: V
Targeted at an area, power word, kneel, it kneels creatures in a 20- Casting Time: 1 action
foot-radius sphere. In this way it affects only creatures that have 15 or Range: Personal
fewer hit points, and only up to a total of 200 hit point of such creatures. Target: You
The spell affects creatures with the lowest hit point totals first until the Duration: 1 hour/level (D)
next creature would put the total over the limit of 200. (Creatures with Spell Resistance: Yes
negative hit points count as having 0 hit points.) As Polymorph Self, but with extra functionality. Before the spell
Creatures affected by the spell are prone, and have to make a move- can be prepared, it must be decided what the caster will be
equivalent action to stand up. Arcanos originally researched Power polymorphing into, and precisely what changes need to be made. This
Word, Kneel. requires some research.
An individual can be studied in minute detail and this spell could
Power Word, Pluck duplicate the person with a 2d4 hours of study of the creature. Generally
Earin of Walworth this requires the individual to be willing, although the person could be
Conjuration (Creation) tricked into it, for instance, if the wizard was pretending to be a tailor. A
Level: Sor/Wiz 8, War 8 corpse will work, but it takes an additional 1d4 hours because the wizard
Components: V cannot observe the creature alive. If internal modifications are to be
Casting Time: 1 action made, a dissection is in order. Some knowledge of anatomy or books on
Range: Close (25 ft. +5 ft. /2 levels) the subject would be extremely useful in this. To make a complex
Target: Feathered creatures with up to 200 total hit points within a internal adjustment takes a few days of research, while to do something
15 radius sphere simple (like omit a kidney) takes only a few hours. Like the Polymorph
Duration: See text Self spell, the wizard can easily reproduce himself.
Saving Throw: None (see text) During the spell's duration, the wizard may switch between his own
Spell Resistance: Yes form and any that he has researched. Unresearched forms cannot be
This spell creates a powerful wave of energy that explosively plucks assumed, even if the wizard could normally do so with a Polymorph Self
all of the feathers from one or more creatures. It affects the creatures spell due to the precision needed of this spell.
with the lowest hit point total first, selecting subjects one at a time until Example: In one of TSR's Drizzt books, a wizard used a Precision
the next target would put it over the limit of 200. (Creatures with Polymorph spell to switch the location of his brain and his bowels.
negative hit points count as having 0 hit points.) This was in anticipation of a battle with Mind Flayers. Because the
Due to the violent nature of the de-feathering, anyone within 10 feet Flayer's mind numbing cone was aimed at the head, and the wizard was
of an affected creature must make a reflex save for half-damage from the close enough, his brain wasn't affected. And when the Flayer dug its
quills firing from the subject(s). 1d6 of damage is inflicted for each tentacles in to suck outs its brain, all it got was foul tasting fecal matter.
plucked creature within 10 feet of the unfortunate person. This includes The wizard stood triumphantly while the Flayer ran away to be sick
other plucked creatures. somewhere.
Only creatures with feathers are affected. If the creature is capable
of flight, it will no longer be able to fly during the duration of this spell. Ray of Depletion
The duration of the spell depends on the total hit points of the Wizards.com Spellbook
affected creatures: Necromancy
Level: Sor/Wiz 2, Brd 3

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OGL House Rules
Component: V, S Components: V, S
Casting Time: 1 action Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels) Range: 10 feet
Effect: Ray Target: 1 person
Duration: Instantaneous Duration: Instantaneous
Saving Throw: Fortitude negates Saving Throw: Fortitude Negates
Spell Resistance: Yes Spell Resistance: Yes
A shimmering ray springs from your hand to disrupt the mental The victim of this spell feels a forceful slap across the cheek.
fabric of psionically empowered beings, causing them a loss of power Creatures must save vs. spell or be distracted and adjust their initiative
points. You must succeed at a ranged touch attack to strike a target. by 1, dazed by the blow (spell-casters must make a concentration check
The ray of depletion affects only targets possessing psionic power to continue casting a spell).
points. Non-psionic beings hit by a ray register some momentary
unpleasant sensory awareness, but not so much as to disrupt an action or Sonic Blast
concentration. Wizards.com Spellbook
Affected targets suffer a temporary loss of a number of psionic Evocation [Sonic]
power points equal to 1+ half the attacker's caster level (round down). Level: Sor/Wiz 3
Thus a 10th-level caster would deplete 6 points. The victim's available Components: V, S, M
psionic power point total can never drop below 0. Lost psionic power Casting Time: 1 action
points are regained through normal means. Range: Close (25 ft. + 5 ft./2 levels)
Area: 5 ft. wide to close range (25 ft. + 5 ft./2 levels)
Seduction I Duration: Instantaneous
For Unlawful Carnal Knowledge Saving Throw: Reflex half
Enchantment (Charm) Spell Resistance: Yes
Level: Sor/Wiz 1 You generate a deadly beam of sonic energy from your outstretched
Components: V, S hand that deals 1d6 points of damage per caster level (maximum 10d6)
Casting time : 1 action to each creature within its area.
Range: Close (25 ft. + 5 ft. /2 levels) The sonic blast may shove creatures in the area back along the path
Target: 1 person of the spell. Any creature failing its saving throw must make a
Duration: 2 turns (D) Strength check (DC equal to damage inflicted by the spell); those
Saving Throw: Will Negates who fail find themselves bull rushed directly away from the caster as if
Spell Resistance: Yes by a
This spell is used by enchantresses (some enchanters have Large creature with a Strength score equal to the damage the spell
customized it for their use). This spell causes the affected person (of up inflicted. The spell moves with the target; see the bull rush description in
to 4 HD or Levels) to cast aside all weapons, armor, and clothing, in an Chapter Eight of the Player's Handbook for details on attacks of
attempt to have sexual relations with the enchantress, leaving the victim opportunity, stability modifiers, etc.
virtually defenseless against attacks from the enchantress or any other If a creature is shoved back into a solid barrier such as a wall or a
character or creature. strong door, the creature sustains an additional 1d4 points of
There are seven level variations of this spell (Seduction II at second bludgeoning damage.
level, Seduction III at third level, etc). The spells and the difference in Like a lightning bolt, the sonic blast damages or destroys objects in
area of effect are as followed: its path. If the damage caused to an interposing barrier such as a closed
Seduction II - 6 HD/levels or less door shatters or breaks through it, the sonic blast may continue beyond
Seduction III - 8 HD/levels or less the barrier if the spell's range permits; otherwise, it stops at the barrier.
Seduction IV - 10 HD/levels or less Material Components: A tiny glass cone.
Seduction V - 12 HD/levels or less
Seduction VI - 14 HD/levels or less Sterility
Seduction VII - 16 HD/levels or less Universal
Seduction VIII - 18 HD/levels or less Level: Clr 3, Sor/Wiz 0
Components: V, S
Sex Change Casting Time: 1 action
For Unlawful Carnal Knowledge Range: Close (25 ft. + 5 ft. /2 levels)
Transmutation Target: 1 Person
Level: Sor/Wiz 6 Duration: 3 turns/level
Components: V, S, M Saving Throw: None
Casting time : 1 action Spell Resistance: Yes
Range: Close (25 ft. + 5 ft. /2 levels) This cantrip is the wizards' form of birth
Target: 1 creature control. It is 100% accurate and can be
Duration: Permanent performed on anybody who consents to it.
Saving Throw: Fortitude Negates Clerics have high-level spells to accomplish this, but only wizards
Spell Resistance: Yes have such a simplistic form of birth control.
This spell causes the victim's sex to change. Thus, a male becomes
female and vice-versa. After the change, the victim must make a will- Stinking Clod
based saving throw to avoid passing out for 1d10 turns from the stress of Earin of Walworth
the transformation. Conjuration (Creation)
The DM must make sure the victim of the spell acts in the manner Level: Sor/Wiz 3
appropriate to the sex. If not, then the spell doesn't really seem powerful. Components: V, S, M
Casting Time: 1 action
Slap Range: Medium (100 ft. +10 ft. /level)
For Unlawful Carnal Knowledge Target: One creature (see text)
Transmutation Duration: 1 round/level
Level: Sor/Wiz 0 Saving Throw: Fortitude Negates

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OGL House Rules
Spell Resistance: Yes reveal magical functions (as identify would), only mechanical
Stinking Clod causes a creature to emit nauseating green clouds of operations. The spell is used most often to help casters understand the
gas from his person spreading into a 30 foot radius, 20 foot high cloud of nature and use of an object from another technological level (such as a
flatulence. firearm found in a world where such weapons don't normally exist), or
The subject of the spell suffers only minor effects and is aware that to gain some clues to extremely complex gadgets or puzzles.
he is the source due to the discomfort and noise caused by the constant If used in the latter manner, however, this spell can prove very, very
passing of amazingly large amounts of flatulence. The discomfort causes dangerous. Using understand object to figure out how a trapped device
a 1d4+1 penalty to dexterity for the duration of the spell. operates can be disastrous, as the spell does not distinguish a harmful
Living creatures in the cloud are nauseated (fortitude negates), non-magical trap from any other gadget! And, since the spell starts
making them unable to attack, cast spells, and so on. The only action a with the easiest or most general effect first (and traps are often
nauseated character can take is a single move (or move equivalent much easier to trigger than non-trap functions of an item), understand
action) per turn. These effects last as long as the character is within 20 object may just tell you how to kill yourself.
feet of the clod and for 1d4+1 rounds after he or she leaves the cloud. For example, a character might cast the spell on three interlocking
(Roll separately for each character.) Those who succeed at their saves rings found on what appears to be the locking mechanism of a box.
but remain in the cloud must continue to save each round. The first use of the spell tells the caster that the interlocking rings
Material Component: A rotten egg or dried dung. are, indeed, a locking mechanism and they have to be turned in a certain
way to cause a needle to spring out of the box (a trap, though the spell
Tweak/Goose doesn't tell the caster that). On a second use of the spell, the caster learns
For Unlawful Carnal Knowledge that turning the interlocking rings also can cause the box to open. Since
Transmutation the interlocking rings have no other function, further uses of the spell
Level: Sor/Wiz 0 reveal nothing. If opening the box causes a fire trap to go off in the
Components: V, S opener's face, which is not revealed, since fire trap is a magical effect.
Casting Time: 1 action But when the spell is used in its most basic way, it can be a boon to
Range: Close (25 ft. + 5 ft. /2 levels) adventurers who encounter technological items and strange objects that
Target: 1 Person they have no way of understanding without help. New exotic weapons,
Duration: Instantaneous high-tech gadgets, and the like are the province of understand object.
Saving Throw: Will Negates
Spell Resistance: Yes Wombthief
This cantrip causes the victim to feel the sensation of being Wyrmul
"tweaked" or "goosed" as if by an unseen forefinger and thumb. The Transmutation [Teleportation]
portion of the body being tweaked must be seen by the caster and be Level: Cleric 4, Midwife 4
uncovered by armor. Components: V, S, DF
Intelligent, medium or smaller sized creatures are distracted Casting Time: 1 full round action
(adjusting their initiative down by one). In addition, spell-casters must Range: Touch, Close (5ft +1/lvl caster)
make a concentration skill check to avoid losing any spell being cast. Target: The unborn of touched creature.
The caster must make a tweaking motion with his hand in order to Duration: Instantaneous
affect the spell. Saving Throw: Will negates
Spell Resistance: Yes
Unbutton/Untie (Button/Tie) If the touched creature is pregnant, the unborn child is teleported out
For Unlawful Carnal Knowledge of the womb to somewhere the caster can see within range, including
Transmutation another female. The target can make a will save to stop this from
Level: Sor/Wiz 0 occurring.
Components: V, S If the child is transported out of it's mothers body before it is ready
Casting Time: 1 action it must make a Fort save DC equal to 10 + amount of weeks it is early,
Range: Close (25 ft. + 5 ft. /2 levels) or the child dies.
Target: One object If the child is transported into another female the new mother must
Duration: Instantaneous make a Fort save DC 15 plus modifiers or take 2d3 Constitution damage
Saving Throw: None and abort the child.
Spell Resistance: Yes
By means of this cantrip, the caster can magically cause the object Transplant Modifiers
of the magic - thread, string, cord, rope, and button - to untie or unbutton Mothers of same Race -2*
itself. The reverse ties or buttons the object. Mothers of same Family -3*
Mothers are siblings -5*
Understand Object Original mother Dying +3
Wizards.com Spellbook
Divination * Modifiers do not stack
Level: Brd 1, Sor/Wiz 2
Components: S, M This spell was created by a barren, vindictive, sorceress whose
Casting Time: 1 minute husband had sired an heir with a commoner. She came in the night and
Range: Touch stole the child from her husband's lover and brought it to term on her
Targets: One touched object own. The spell was later used by her son as a means of torture and
Duration: Instantaneous intimidation until his death. The spell was found by a cleric who had
Saving Throw: None been involved in the son's overthrow and death. She used the spell to
Spell Resistance: No save the life of mother and child during dangerous pregnancies on more
Understand object determines the non-magical functions of an than one occasion.
object or technological item. The caster must handle or touch the object
throughout the casting time and spell duration to gain any knowledge. If
the item has more than one function, the spell identifies its most general
or most likely use. Casters can gather further information about the item
only through additional uses of the spell. Understand object does not

Page 30
OGL House Rules
26th Special Purpose: Defeat the servants of Shar. Dedicated Power:
Equipment Step into Shadow on itself and wielder (+50,000 Gp, Ego 15).
30th Lesser Power: Deathwatch continually active (+2,700 Gp, Ego
16).
Magic Weapons
Staff of the Shadow War
Shadow Bow (Elvencraft) Price: 74,690 gp
Price: 55,430 gp Body Slot: - (held)
Body Slot: - (held) Caster Level: 11th
Caster Level: 6th Aura: Strong (DC 22) Illusion
Aura: Moderate (DC 18) evocation Activation: Spell Completion
Activation: See below Weight: 2 lb.
Weight: 2 lb.
This +2 darkwood quarterstaff seems to leach light from its
Melee Missile immediate vicinity, reducing the ambient light within a 20 foot radius by
Dmg (M): 1d6+2/1d6+2 2d4+2 one level (Bright light becomes normal, normal becomes shadowy, and
Critical: 20/x2 20/x3 shadowy becomes dark). This is because it draws energy in order to
Range: - 110 ft. recharge itself.
Type: Bludgeoning Piercing During the night, it regenerates a single charge. If it spends an entire
day in nighttime darkness or shadowy illumination, it recovers 2
Simply drawing your fingers in the air near this ghostly translucent charges. An entire day in darkness or on the plane of shadow allows it to
bow causes it to string with an arrow of pure shadowstuff. recover 4 charges.
The shadow bow acts as a +2 ghost touch composite longbow that If this staff is wielded by a divine caster with access to the darkness
accommodates a user of any Strength. When not in use, the shadow bow domain, this staff allows the use of the following spells:
appears unstrung. If a shadowcaster makes the gesture of pulling back Armor of Darkness (1 charge)
on a bowstring, a bowstring of pure shadow forms to accommodate her Blacklight (1 charge)
desire. Darkbolt (1 charge)
It can fire arrows of pure shadow that deals 2d4+2 points of non- If wielded by a character capable of casting mysteries, it acts as a
lethal damage. The arrows do not suffer a miss chance when used Shadow Magic Staff allowing the user to use all of the mysteries from
against incorporeal creatures. The bow can be used to fire normal or the Dark Terrain apprentice path and the Ebon Roads initiate path.
magic arrows, but in such causes the bow to not confer its arrow of dusk Carpet of Shadow (1 charge)
damage. Black Fire (1 charge)
In addition, the wielder can use the bow to make power shots. To do Clinging Darkness (1 charge)
so, before making attack rolls, choose a number to subtract from your Step into Shadow (2 charges)
attack rolls up to Umbra's base attack and add the same number to the Pass into Shadow (2 charges)
damage dealt by the bow with any attack that hits. The penalty to attack Voyage into Shadow (2 charges)
rolls and bonus to damage rolls last until Umbra's next turn.
Being thicker and heavier than a typical longbow, it is specifically
designed to function as a +2 ghost touch shadowstrike quarterstaff when Traveler Items
used in melee combat. A character wielding the shadow bow can freely
interchange melee and ranged attacks during the same round. When Dememorizer
wielding the shadow bow, the user threatens the squares around him no Price: 0 gp
matter how he last used the weapon. Body Slot: - (held)
Magical enhancements to the shadow bow only affect its use as a Aura: None (Technological)
bow. Enhancements to the melee capabilities of the weapon must be Activation: Standard Action, provokes AOO
made separately. Weight: 0 lb.
Prerequisites: Craft Magic Arms and Armor, arrow of dusk.
Cost to Create: 27,715 gp; 2,217 XP; 55 days. The Dememorizer is a six inch long cylindrical device featuring
Base: 730 [Masterwork Darkwood Elvencraft Composite three protruding crystals, one button and is capped by a light-emitting
Longbow], +0 [Shadowy Trait]. crystal.
Melee (each head): +8,000 [+2 Weapon Bonus], +10,000 [+1 Ghost When activated, the item emits a series of flashes so fast that it
Touch], +2,000 [Use Activated Power Attack Feat]. almost appears as a single flash of light. It affects all creatures within a
Missile: +8,000 [+2 Weapon Bonus], +10,000 [+1 Ghost Touch], 30 foot radius. The dememorizer is a sight-based mind-affecting device.
+1,000 [Use-Activated Arrow of Dusk] +2,000 [Use Activated Power Any creature incapable of normal vision or has his vision protected
Attack Feat] -6,300 [-30% Requires Specific Class to Use]). (such as with shaded glasses) is immune to its effect. Furthermore, the
Later Melee (each head): +7,500 [Shadowstrike: CL 15, Strong (DC item only functions on creatures with an Intelligence score of 3 or more.
22) illusion], +48,000 [+2 Unholy]. Affected targets suffer 1d4+2 rounds of stun. Anyone attempting to
Later Missile: +48,000 [+2 Unholy]. implant new memories during this period will be able to so with a
successful Bluff check (DC equals the subjects Wisdom score + any
saving throw modifiers against mind-affecting effects or enchantments).
Shadow Bow Item Familiar Progression The Dememorizer is an elaborate device that must be activated
1st Invest Life Energy, Invest Skill Ranks, and Invest Spell Slots. according to the rules for Traveler technology.
7th Sapience: Int 10, Wis 10, Cha 12, Ego 4, AL NE. Senses,
Communication.
th
10 Improved Senses: Darkvision 60'
14th Lesser Power: Detect Magic at will (+3,600 Gp, Ego 5).
18th Increased Sapience: Int 12, Wis 12, Cha 16, Ego 9, AL NE.
telepathically communicates in common.
nd
22 Greater Power: Deeper Darkness 3/day. This ability emanates
from the bow (+16,000 gp, Ego 11).

Page 31
OGL House Rules
owner of such Trademark or Registered Trademark. The use of any
Open Game License Version 1.0a Product Identity in Open Game Content does not constitute a challenge
to the ownership of that Product Identity. The owner of any Product
The following text is the property of Wizards of the Coast, Inc. and Identity used in Open Game Content shall retain all rights, title and
is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights interest in and to that Product Identity.
Reserved. 8. Identification: If you distribute Open Game Content You must
1. Definitions: (a)"Contributors" means the copyright and/or clearly indicate which portions of the work that you are distributing are
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(b)"Derivative Material" means copyrighted material including 9. Updating the License: Wizards or its designated Agents may
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No other terms or conditions may be applied to any Open Game Content
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Page 32

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