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Essentials

Dice
Of course, there are some additional rules and de-
tails to that, but the “essential rule” is the base to most
dice mechanics of the game.
The game uses polyhedral dice with different num-

Two Other Rules


bers of sides. In these rules, the different dice are re-
ferred to by the letter “d” followed by the number of
sides: d4, d6, d8, d10, d12, and d20. Remember also these two other rules:
When you need to roll dice, the rules tell you how
many dice to roll, what size they are, and what modifi- Your DM Is Right
ers to add. For example, “2d10 + 7” means you roll two The DM controls the game. Although she should be
ten-sided dice and add 7 to the total. subordinated to the amusement of everyone (players
Percentile die. Sometimes, the rules call for a per- and herself), the DM is free to modify or interpret the
centile die (d%). A percentile die is, in fact, two rules the way she wants, including ignoring them or
ten-sided dice. Do not add the their values. Instead, remodeling some of them to suit the style of play that
use one die for the tens and the other one for units. your gaming group enjoys. Most DM have a number of
For example, if the die for tens scores 6 and the die for“house rules” that they use in their games.
units rolled 2, the percentile die scores a 62. A value of The Game Master and players should always discuss
00 is always read as 100. any rules changes to make sure that everyone under-
stands how the game will be played. Although the DM
Modifiers is the final arbiter of the rules, the Hall of Heroes RPG
A modifier is any number that is added or subtract- is a shared experience, and all of the players should
ed from a die roll. A positive modifier is called bonus. contribute their thoughts when the rules are in doubt.
A negative modifier is a penalty. Before you discuss with your DM, ask politely if she
is sure about some ruling she made. Sometimes it was

Some Rules an honest mistake. Other times, she changed the rule
deliberately.
To play Hall of Heroes, there are some very import-
ant concepts you must keep in mind.
Round Down
Sometimes, we will tell you to round up, but most
time you shall round down, specially when nothing is
The Essential Rule said about that. You round down even if the fraction is
The most important game mechanic is simple: closer to the next number. For example, 1.9 is round
down as 1 (and not 2).
1) Roll a d20. Higher, better.
2) Include all relevant modifiers to the die value.
3) If the total is equal to or higher than the Dificult
Tests
Class (DC), you have a success. Otherwise, it is a fail- There are three types of tests (d20 rolls) you will use
ure. all the time: checks, attack rolls, and saving throws.
These three tests are different. If an effect gives you a
A successful test means the outcome is favorable to +2 bonus to Dexterity-based checks, you get this bo-
what you are doing. If it is an attack roll, you hit the en- nus when you make a Dexterity check or a Acrobatics
emy. It it is a Athletics check to climb a tree, you climb check (since Acrobatic is a Dexterity-based skill). But
it. If it was a Fortitude save to avoid be poisoned, you Dexterity-based attack rolls or saves are not affected by
are not poisoned. this bonus.
Check Natural 1 or natural 20. If the d20 roll for an attack
When you attempt to accomplish a task that is not is a 20, the attack hits regardless of any modifiers ar the
an attack, if the task calls for a d20 roll, it will be a target’s AC. In addition, the attack is a critical hit.
check. The checks use the following notation: If the d20 roll for an attack is a 1, the attack misses
regardless of any modifiers ar the target’s AC. In addi-
[DC #] [Stat] check tion, the attack is a fumble.
Most times, Stat will be an ability or a skill, with a
DC set by the DM. For example, if you character at- Saving Throws
tempt to know what the strange glyphs on the wall A saving throw is a d20 roll employing one of your
mean, the DM can ask for a DC 15 Arcana check. three saves: Fortitude, Reflex, or Will. A saving throw
use the following notation:
Opposed Checks
[DC #] [Save] check
Sometimes, you make a check as a test of your skill
in one area against another character’s skill in the same For example, when your character is caught in the
area or in a different one. When you use Stealth, for burst area of an explosion, the DM may call for a DC
example, you are testing your ability to hide against 12 Reflex save to minimize the damage you take.
someone else’s ability to spot hidden things (the Per- Natural 1 or natural 20. If the d20 roll for a saving
ception skill). These skill contests are called opposed throw is a 20, the save is successful no matter the DC.
checks. When you make an opposed check, both char- If the d20 roll for a saving throw is a 1, the save fails
acters roll, and the higher check result wins. If there regardless the DC.
is a tie, the character with the higher check modifier
Difficulty Class (DC)
wins. If it is still a tie, both sides roll again to break the
tie.
When you make tests, high results are best. You are
Checks without Rolls always trying to meet or beat a certain number. Often,
In some situations, luck does not affect whether you that is a fixed number, called a Difficulty Class (DC).
succeed or fail. In a calm environment (outside a com- The DC depends on what you are trying to accomplish
bat, for example), when dealing with a mundane task, and is ultimately set by the Dungeon Master. The DM
you can rely on sheer ability to achieve results. sets the DCs for specific situations based on conditions
Take 10. When you are not in a rush, not being and circumstances. All DCs assume acting in situa-
threatened or distracted, and when you are dealing tions that are far from mundane; the DM should call
with a mundane task, you can choose to take 10. In- for checks only in dramatic situations.
stead of rolling a d20, determine your skill check result Typical Difficulty Classes
as if you had rolled 10 on die.
Situation DC
Passive checks. When you are not actively using a
Very easy 5
skill, you are assumed to be taking 10 for any opposed
Easy 10
checks using that skill. Passive checks are most com-
monly used for Perception checks and Insight checks, Medium 15

but the DM might also use your passive check result Hard 20
with skills such as Arcana or Nature to decide how Almost impossible 25
much to tell you about a monster at the start of an en- A DC of 5 is so easy that most of time is not worth to
counter. call a test for it. The DM can just assume you succeed.
For example, if you’re walking through an area you
expect to be safe and thus are not actively looking
around for danger, you are taking 10 on your Percep- Favored and Unfavored
tion check to notice hidden objects or enemies. If your
Perception check is high enough, or a creature rolls Tests
poorly on its Stealth check, you might notice the crea- Sometimes a feature tells you that you make a fa-
ture even if you are not actively looking for it. vored or unfavored test. When that happens, you roll a
second d20 when you make the roll. Use the higher of
Attack Roll the two rolls if you are favored, and use the lower roll
An attack roll is a d20 test where the DC is always if you are unfavored.
the target’s AC (Armor Class).
If multiple situations affect a test and each one Creature. A creature is an active participant in the
makes it favored or unfavored, you do not roll more story or world. This includes PCs, NPCs, and mon-
than one additional d20. Jf two favorable situations sters.
happens, you still roll only one additional d20 and use Dabbler. If a character is a dabbler on a skill she
the higher. have not proficiency, she still adds half of her trained
If circumstances cause a test to be both favored and bonus to that skill’s checks.
unfavored same time, the test is considered to be nei- Difficulty Class (DC). Whenever a creature attempts
ther of them, and you roll one d20. This is true even to perform an action whose success is not guaranteed,
if multiple circumstances creates a favored condition it must make some sort of roll. The result of that roll
and only one makes it unfavorable or vice versa. must meet or exceed the Difficulty Class of the action
When you make a favored or unfavored test and that the creature is attempting to perform in order for
something in the game lets you reroll the d20, you can the action to be successful.
reroll only one of the dice. You choose which one. Dungeon Master (DM). A Dungeon Master is the
person who adjudicates the rules and controls all of

Common Game Terms the elements of the story and world that the players
explore. A DM’s duty is to provide a fair and fun game.
Experience points (XP). As a character overcomes
The Hall of Heroes RPG uses a number of terms, ab- challenges, defeats monsters, and completes quests,
breviations, and definitions in presenting the rules of she gains experience points. These points accumulate
the game. The following are among the most common. over time, and when they reach or surpass a specific
Ability score. Each creature has six ability scores: value, the character gains a level.
Strength, Dexterity, Constitution, Intelligence, Wis- Expertize. If a character have expertize on a skill,
dom, and Charisma. These scores represent a creature’s weapon or other feature, she has a +2 bonus to tests
most basic attributes. The higher the score, the more involving that feature. Expertize does not stack. Either
raw potential and talent your character possesses. the character has or has not expertize on a test.
Action. An Action (with capital A) is a discrete Favored test. When a creature makes a favored test,
measurement of time during a round of combat. Using it rolls two d20s and take the better. Favored rolls do
features, casting spells, and making attacks all require not stack. Either a test is favored or it is not. If a test is
Actions to perform. There are a number of different both favored and unfavored, it is neither.
kinds of actions, such as a Standard Action, Quick Ac- Feat. A feat is an ability a PC has mastered. Feats
tion, and Reaction. often allow characters to circumvent rules or restric-
Armor Class (AC). All creatures in the game have tions. Characters receive a number of feats based on
an Armor Class. This score represents how hard it is to their race and class levels.
hit a creature in combat. As with other scores, higher Hit points (hp). Hit points are an abstraction signi-
is better. fying how robust and healthy a creature is at the cur-
Attack roll. A test to determine if a character’s mar- rent moment. To determine a creature’s hit point max-
tial attack hits or not its opponent. The DC for an at- imum, roll the dice indicated by its class. Some abilities
tack roll is always the target’s AC. and spells grant temporary hit points that disappear
Background. A minor ability the creature have, such after a specific duration. When a creature’s hit points
as know how to fish or being able to read lips. drop below 0, it starts to die.
Bonus. Bonuses are numerical values that are add- Initiative. Whenever combat begins, all creatures
ed to checks, attack rolls, saving throws, and statistical involved in the battle must make an initiative check
scores. to determine the order in which creatures act during
Class. Classes represent chosen paths taken by char- combat. The higher the result of the check, the earlier
acters and some other creatures. Classes give a host of a creature gets to act. The initiative roll is a special type
bonuses and allow characters to take actions that they of Reflex save.
otherwise could not, such as casting spells or making Level. A creature’s level represents its overall ability
extra attacks. As a creature gains levels in a given class, and power. There are three types of levels. Class level is
it gains new, more powerful abilities. the number of levels of a specific class possessed by a
Check. A check is a d20 roll which may or may not character. Total level is the sum of all of the levels pos-
be modified by another value. The most common types sessed by a character in all of his classes. In addition,
are ablility checks and skill checks. spells have a level associated with them numbered
from 0 to 9. This level indicates the general power of Turn. In a round, a creature receives one turn,
the spell. As a spellcaster gains levels, she learns to cast during which it can perform a wide variety of Actions.
spells of a higher level. Generally in the course of one turn, a character can
Monster. Monsters are creatures that rely on a com- perform one Standard Action, one Quick Action, and
bativeness level instead of class levels for their pow- can move around.
ers and abilities (although some possess class levels as Unfavored test. When a creature makes an unfa-
well). PCs are usually not monsters. vored test, it rolls two d20s and take the worst. Una-
Nonplayer character (NPC). These are characters vored rolls do not stack. Either a test is unfavored or
controlled by the DM. it is not. If a test is both favored and unfavored, it is
Penalty. Penalties are numerical values that are sub- neither.
tracted from a check, attack roll, saving throw, or sta-
tistical score.
Player Character (PC). These are the characters
portrayed by the players.
Resistance. Creatures that are resistant to a damege
type typically have resistance to it. They take just half
damage from that damage type.
Round. Combat is measured in rounds. During an
individual round, all creatures have a chance to take a
turn to act, in order of initiative.
Rounding. Occasionally the rules ask you to round
a result or value. Unless otherwise stated, always round
down. For example, if you are asked to take half of 7,
the result would be 3.
Saving throw. When a creature is the subject of
a dangerous spell or effect, it often receives a saving
throw to mitigate the damage or result. Saving throws
are passive, meaning that a character does not need to
take any Action to make a saving throw — they are
made automatically. There are three types of saving
throws: Fortitude (used to resist poisons and other
bodily ailments), Reflex (used to avoid effects that tar-
get an entire area, such as fireball), and Will (used to
resist mental attacks).
Skill. A skill represents a creature’s ability to per-
form an ordinary task, such as climb a wall, sneak
down a hallway, or spot an intruder. If a character is
proficient with a skill, she adds her trained bonus to
that skill’s checks.
Spell. Spells can perform a wide variety of tasks,
from harming enemies to bringing the dead back to
life. Spells specify what they can target, what their ef-
fects are, and how they can be resisted or negated.
Test. A d20 roll to determine the outcome of an Ac-
tion. The three types of tests in game are checks, attack
rolls, and saving throws.
Trained bonus. A trained bonus is a bonus the
character receives to improve some rolls she have pro-
ficiency, such as skill checks and weapon attack rolls.
The trained bonus value is based on the character’s to-
tal level.
Character Rules
These rules are for the character you create, your PC Ability Modifiers
(player’s character). Score Modifier
1 –5
Abilities 2 –4
Six abilities provide a quick description of creature’s 3 –3
physical and mental characteristics: Strength, Dexteri- 4–5 –2
ty, Constitution, Intelligence, Wisdom, and Charisma. 6–8 –1
Each one of the abilities has a score, a number that 9–12 +0
measures the might of that ability. A character who has 13–15 +1
Intelligence 15 is smarter than a character who has In-
16–17 +2
telligence 8. A score of 10 or 11 is the human average.
18–20 +3
Determining Your Abilities 21–22 +4
Your character can be assigned ability scores in var- 23–25 +5
ious ways. Here are the standard way.
Roll them. Roll 3d6 for each of the six ability scores Abilities’ Description
(Strength, Constitution, Dexterity, Intelligence, Wis- Strength (Str) measures raw physical power. It is an
dom, and Charisma). Drop the low die in each roll and ability important for melee combat.
add +4 to the sum of the other two dice. Put the scores Dexterity (Dex) measures hand-eye cordination,
into any order to best fit the character you want to play.agility, reflex, and balance. It is important for ranged
Racial limits. Pay attention to the fact that your combat.
character’s race limits the scores of your abilities. If you Constitution (Con) represents health, stamina, and
put an exceeding value on an ability, the ability score vital force. All adventurers benefit from a high Consti-
will be reduced to its racial limit. tution score.
Ability Modifier Intelligence (Int) describes how well a character
learns and reasons.
Each ability, after changes made because of race and
Wisdom (Wis) measures common sense, percep-
some feats, has a modifier. The Ability Modifiers table
tion, self-discipline, and empathy.
shows the modifier for each score. The modifier is the
Charisma (Cha) measures force of personality, per-
number you apply to the die roll when your character
suasiveness, and leadership.
tries to do something related to that ability. You also
use the modifier with some numbers that are not die Race
rolls. A positive modifier is called a bonus, and a nega-
tive modifier is called a penalty. Every character has a race. Pick one for your char-
acter.
Origin/type. Your origin and type of creature are de-
fined by your race. Almost all races are humanoid, and
most of them are natural (although elves and gnomes
are fey creatures).
Size. Your size (usually Medium or Small) is defined
by your race.
Languages. Your race gives you some of the lan-
guages your start the game.
Favored class. Each race corresponds to a favored
class. Whenever you take a level in your favored class,
you automatically succeed on the check to train this
level.
Class
Every character has a class. Pick one of these too.
Hit points (hp). Your class define how many your
hit point maximum improves each level. At 1st total
level, you get the higher possible value for your hit
point maximum, without roll any die.

Skills
Your class give you some skills choices. Take your
skills according the class’ instructions.

Backgrounds
At 1st total level, you start the game with proficiency
on four backgrounds.

Feats
Determine how many feats your character receives,
based on her race, class and level. Almost all races give
you one feat, but human race gives two. When you lev-
el in your classes you get another ones.

Saving Throws
Although Fortitude, Reflexes, and Will are based on
a single ability modifier, the ability each save uses de-
pends on the character.
Fortitude. The base Fortitude modifier is the worst
between your Strength and Constitution modifier. If
your class gives proficiency to Fortitude, add also your
trained bonus to it.
Reflex. The base Reflex modifier is the worst be-
tween your Dexterity and Wisdom modifier. If your
class gives proficiency to Reflex, add also your trained
bonus to it.
Will. The base Will modifier is the worst between
your Intelligence and Charisma modifier. If your class
gives proficiency to Will, add also your trained bonus
to it.

Personality
Define your alignment, and choose five personality
traits for your character.

Languages
You start the game with all languages your race gives
to you. You also can trade one or more of the Back-
ground Proficiencies you get at character creation for
one language each.
Races
Major Races
The major races included in the Hall of Heroes
include humans, dwarves, elves, gnomes, half-elves,
and halflings.

Humans
Traits
Each race has some traits it confers to a character,
including ability score changes and other features.
Human Traits
Physical Characteristics
Human ability changes. Humans do not adjust their
The physical characteristics of a race include its ori- ability scores.
gin, type, and possible tags. The race’s size is also men- Racial limits. Strength 18, Dexterity 18, Constitu-
tioned. tion 18, Intelligence 18, Wisdom 18, Charisma 18.
On occasion it may be useful to know your char- Extra skills. Humans start the game with one extra
acter’s height and weight. The best way to determine skill proficiency.
height and weight is to choose the appropriate num- Bonus feats. Humans start the game with two bonus
bers, subject to your DM’s approval. If you want a short, feats.
pudgy human fighter, you can select an appropriate Languages. You can speak, read, and write Com-
height and weight. Otherwise, heights and weights can mon.
be generated randomly using the racial entries. Take Favored class. The class you take in your 1st total
the appropriate base score and add the dice roll modi- level.
fier. As with all tables, this can create some ridiculous
results (one of the problems with randomness) and, Human Physical Characteristics
at the same time, cannot account for the full variety
Origin/type. Natural humanoid (human).
of mankind (or demihumankind). The table only re-
Size. Medium.
produces a fairly average range for each race. Once fe-
Height. 60/59 + 2d10 in.
males tend to be lighter and shorter than males, the
Weigth. 140/100 + 6d10 lb.
base numbers for height and weight are divided into
Maximum age. 80 + 2d20 years.
male/female values.
Players may also want to know their characters’
ages. Characters can start at any age that is agreeable Dwarves
to both the player and the DM. However, all begin-
ning adventurers are assumed to be at least 16 years
old, since they must grow physically, emotionally, and
Dwarven Traits
in practical experience before they are ready to under- Dwarven ability changes. Add +1 to your Consti-
take the rigors of an adventuring life. The racial entry tution score, but up no higher than your racial limit.
is used to give a the possible life span of a character, Racial limits. Strength 18, Dexterity 13, Constitu-
assuming a quiet and peaceful life. The maximum age tion 20, Intelligence 18, Wisdom 18, Charisma 18.
for a character should be secretly determined and re- Bonus feat. Dwarves start the game with one bonus
corded by the DM. Player characters may have an idea feat.
of how long they expect to live, but do not know their Darkvision (near). You can see in nearby dim light
true allotted life span. as if it were bright light, and in nearby darkness as if
it were dim light. However, the darkness turned dim
light this way is just seen in shades of gray instead of
full colors.
Dwarven weapon training. You have proficiency
with the following weapons: battleaxe, handaxe, and
warhammer.
Dwarven toughness. You increase your hit point Fey ancestry. You have favored Will saves against to
maximum by a ammount equal to your total level. be captivated, and magic cannot put you to sleep. You
Dwarven resilience. You have resistance to poison are immune to magical effects that age you.
damage and favored Fortitude saves against poison ef- Trance. Elves do not sleep. Instead, they meditate
fects. (“trance”) for 4 hours a day. While trancing, you are
Arcane magic resistance. You have favored saves dreaming awaken, not fully conscious of your sur-
against magic from the arcane source and against any roundings. The trance replaces the other races’ sleep.
effect produced by magical items. However, everytime However, you still need a 8-hour long full rest.
you attempt to trigger a magical item, roll a d20. On Languages. You can speak, read, and write Com-
a natural 1, the item is not triggered and you cannot mon and Elvish.
trigger it again until you finish a quick or full rest. Favored class. Wizard.
Mountain’s immovability. You have favored Forti-
tude saves against attempts to trip, push, or pull you. Elven Physical Characteristics
Float as rock. You have unfavored checks to any at- Origin/type. Fey humanoid (elf).
tempt to swim. Size. Medium.
Stonecunning. You have a +2 bonus to Investigation Height. 65/60 + 1d12 in.
checks and your Perception to notice traps and secret Weigth. 85/75 + 3d10 lb.
passages when these things are built in stone floors, Maximum age. 350 + 4d100 years.
ceillings and walls. This bonus does not stack with ex-

Gnomes
pertize on these skills.
Languages. You can speak, read, and write Com-
mon and Dwarvish.
Favored class. Fighter. Gnome Traits
Gnome ability changes. Add +1 to your Intelligence
Dwarven Physical Characteristics score, but up no higher than your racial limit.
Origin/type. Natural humanoid (dwarf). Racial limits. Strength 13, Dexterity 18, Constitu-
Size. Medium. tion 18, Intelligence 20, Wisdom 18, Charisma 18.
Height. 43/41 + 1d10 in. Extra background. You have proficiency in one
Weigth. 130/105 + 4d10 lb. background of your choice.
Maximum age. 250 + 2d100 years. Bonus feat. Gnomes start the game with one bonus
feat.
Elves Darkvision (near). You can see in nearby dim light
as if it were bright light, and in nearby darkness as if
it were dim light. However, the darkness turned dim
Elven Traits light this way is just seen in shades of gray instead of
Elven ability changes. Add +1 to your Dexterity full colors.
score, but up no higher than your racial limit. Keen senses. If you do not have proficiency in the
Racial limits. Strength 18, Dexterity 20, Constitu- Perception skill, you are a dabbler on it. If you already
tion 13, Intelligence 18, Wisdom 18, Charisma 18. have proficiency in this skill, you have expertize on it.
Bonus feat. Elves start the game with one bonus feat. Gnome cunning. You have favored Will saves against
Darkvision (near). You can see in nearby dim light spells and magical effects.
as if it were bright light, and in nearby darkness as if Languages. You can speak, read, and write Com-
it were dim light. However, the darkness turned dim mon and Gnomish.
light this way is just seen in shades of gray instead of Favored class. Bard.
full colors.
Keen senses. If you do not have proficiency in the Gnome Physical Characteristics
Perception skill, you are a dabbler on it. If you already Origin/type. Fey humanoid (gnome).
have proficiency in this skill, you have expertize on it. Size. Small.
Elven weapon training. You have proficiency with Height. 38/36 + 1d6 in.
the following weapons: longbow, longsword, short- Weigth. 78/72 + 5d4 lb.
bow, and shortsword. Maximum age. 200 + 3d100 years.
Halfling Physical Characteristics
Half-Elves Origin/type. Natural humanoid (halfling).
Size. Small.
Half-Elven Traits Height. 32/30 + 2d8 in.
Half-elven ability changes. Add +1 to your Charis- Weigth. 52/48 + 5d4 lb.
ma score, but up no higher than your racial limit. Maximum age. 100 + 1d100 years.
Racial limits. Strength 18, Dexterity 18, Constitu-
tion 18, Intelligence 18, Wisdom 18, Charisma 18.
Extra skills. You start the game with proficiency in
two skills of your choice.
Bonus feat. Half-elves start the game with one bo-
nus feat.
Elven ancestry. You have favored saving throws
against to be captivated and against any effect that ages
you.
Dual heritage. You can take feats that have either elf
or human as a prerequisite (as well as those specifically
for half-elves), as long as you meet any other require-
ments.
Languages. You can speak, read, and write Com-
mon and Elvish.
Favored class. The class you take in your 1st total
level.

Half-Elven Physical Characteristics


Origin/type. Natural humanoid (elf, human).
Size. Medium.
Height. 60/58 + 2d6 in.
Weigth. 110/85 + 3d12 lb.
Maximum age. 100 + 3d20 years.

Halflings
Halfling Traits
Halfling ability changes. Add +1 to your Dexterity
score, but up no higher than your racial limit.
Racial limits. Strength 13, Dexterity 20, Constitu-
tion 18, Intelligence 18, Wisdom 18, Charisma 18.
Bonus feat. Halflings start the game with one bonus
feat.
Brave and bold. You are immune to be frightened.
Halfling luck. Once per rest, you can turn a natural
1 in a natural 20.
Evasive. Once per rest, when an enemy hits you
with a martial attack, you can force her to reroll the
attack. The worst result must be used.
Languages. You can speak, read, and write Com-
mon and Halfling.
Favored class. Rogue.
Classes
Levels Character Total Level
Level XP Tr. Bonus Other Features
Classes have levels of capability. Each class ranges 1 0 +2 Maximized hit points
from 1 up to 20 levels. A character who reaches a spec- 4 Backgrounds
ified amount of experience points gains a level. When 2 200 +2
you gain a level, you can either add one level to one of 3 500 +2
your classes or get the first level of a new class. This 4 1,000 +2 Feat
is called multiclassing and need specific prerequisites. 5 1,500 +3
The total level of your character is the sum of the level 6 3,000 +3
of all classes you have. For example, if you are a cleric 7 6,000 +3
3/fighter 2/wizard 4, your total level is 9. 8 12,000 +3 Feat
More often than not, each class grants additional 9 25,000 +3
features when you get an additional level on it. These 10 50,000 +4
features are detailed in the class description. Some
11 100,000 +4
benefits (such as your trained bonus and the feats you
12 150,000 +4 Feat
take) increases by total level and not by level on your
13 200,000 +4
individual classes.
14 250,000 +4
Each time you gain a level, your hit point maximum
increases according your class. However, if your char- 15 300,000 +4
acter is in the 1st total level, instead of rolling a die 16 350,000 +5 Feat
to define your hit point maximum, you get the higher 17 400,000 +5
possible result. For example, if your 1st total level is a 18 450,000 +5
fighter level, you get 10 + your Constitution modifier 19 500,000 +5 Feat
hit point maximum and not 1d10 + Constitution mod- 20 550,000 +5
ifier.
The Character Total Level table summarizes the in-
formations for your total character level. Consult the
information in your character’s class description to see
what other improvements you gain at each class (not
total) level.
Bard
Known Basic Spell Slots
Level Features Cantrips Spells Level 1 2 3 4 5 6 7 8 9
1 Bard spellcasting, bardic influence 3 2 1st 2
2 Jack of all trades 3 3 1st 3
3 Bard specialization 3 4 2nd 4 2
4 4 5 2nd 4 3
5 Bardic influence 4 6 3rd 4 3 2
6 Bard specialization feature 4 7 3rd 4 3 3
7 Scroll use 4 8 4th 4 3 3 1
8 4 9 4th 4 3 3 2
9 Bard specialization feature 4 10 5th 4 3 3 3 1
10 Magical secret 4 11 5th 4 3 3 3 2
11 Bardic influence 5 12 6th 4 3 3 3 2 1
12 5 12 6th 4 3 3 3 2 1
13 Bard specialization feature 5 13 7th 4 3 3 3 2 1 1
14 Magical secret 5 13 7th 4 3 3 3 2 1 1
15 5 14 8th 4 3 3 3 2 1 1 1
16 5 14 8th 4 3 3 3 2 1 1 1
17 Bard specialization feature 5 15 9th 4 3 3 3 2 1 1 1 1
18 Magical secret 5 15 9th 4 3 3 3 3 1 1 1 1
19 Feat 5 16 9th 4 3 3 3 3 2 1 1 1
20 Epic boon 5 16 9th 4 3 3 3 3 2 2 1 1

Bard Bard Spellcasting


You can cast bard spells, which use the arcane source.
Cantrips
Class Features At 1st bard level, you know three cantrips of your
choice from the bard spell list. You learn additional
As a bard, you gain the following features.
bard cantrips of your choice at higher levels, as shown
Hit Points in the Cantrips column of the Bard table.
Your hit point maximum improves by (1d6 + your Knowing and Casting Spells
Constitution modifier) per bard level. Your hit point
The Bard table shows how many spell slots you have
maximum cannot exceed 100 hp.
to cast your spells. To cast one bard spell, you must
Proficiencies know this spell and expend a slot of spell’s level or
Armors: Light armors. higher. All expended spell slots are recovered when
Weapons: Simple weapons, hand crossbows, long- you end a full rest.
swords, and shortswords. At 1st bard level, you know two 1st level spells
Backgrounds: Two musical instruments and one from the bard spell list. The Known Spells column of
language of your choice. the Bard table shows how the number of known bard
Saving Throws: Will. spells increases with your bard level. Each time you
Skills: Perform and choose any other two. can learn a new bard spell, it must have no higher basic
level than the shown in the Basic Level column of the
Multiclass table and cannot be a cantrip. You cannot replace your
If you want to multiclass into a bard, you must have known spells for other ones, so choose carefully.
Charisma 13+, proficiency with one musical instru-
ment (you do not gain other background proficien-
cies), and proficiency with the Perform skill (you do
not gain other skill proficiencies).
Spellcasting Ability Travel in Style
Charisma is the spellcasting ability for your bard Whenever you are in a village, town, or other civ-
spells. You use your Charisma whenever a bard spell ilized location where horses, carts, and carriages can
refers to your spellcasting ability. be obtained and where bards are revered, you can pro-
cure horses for you and up to a number of your allies
Spell Save equal to your Charisma modifier, plus a single cart or
The save DC for your bard spells is carriage at no cost, from someone in that location. Be-
8 + your trained bonus + your Cha modifier fore you can use this ability again, you must return the
horses and cart or carriage, leave them at a predeter-
Spellcasting Focus mined location, or pay for them.
At the DM’s discretion, you can obtain other modes
You can play a musical instrument as spellcasting
of transportation of a similar value when available.
focus instead of any lesser material component for
your bard spells. Welcome Guest
Having a bard stay under one’s roof is a great honor
Bardic Influence indeed. Whenever you are in a village, a town, or a city
All bards wield some influence no matter where that has a public inn where bards are revered, you can
they go among civilized peoples. Even in hostile cities, use your influence (and perhaps the promise of a per-
you might be regarded with respect, however grudg- formance) to obtain meals and a comfortable room for
ing. At 1st level, your bard gains two bardic influence you for the duration of your stay in that location.
options of your choice. At 5th, and 11th bard level, you
can choose an additional option. Jack of All Trades
Attract Attendants At 2nd bard level, you are a dabbler in every skill
you do not have proficiency.
Whenever you are in a village, town, or other civi-
lized location that reveres bards, up to three servants
will attend to your needs while in that location. These
Bard Specialization
servants run errands for you, help you with physical At 3rd bard level, you choose a specialization that
tasks (such as moving chests of treasure or cleaning), improves your bard abilities. Some possible specializa-
and carry out any mundane task that a servant could tions at the end of the class description.
reasonably be asked to perform. These attendants will Your choice grants you features when you choose it
not travel with you. at 3rd level and again at 6th, 9th, 13th, and 17th bard
level.
Demand Audience
Bardic Skills
Refusing an audience with a bard is tantamount to
writing oneself into history as a villain of one sort or Each bard specialization gives to you two bardic
another. Whenever you are in a village, town, or city skills associated with that specialization. In each one
that reveres bards, you can receive an audience with of these skills, you use your full trained bonus, even if
someone representing the ruling power within 24 you are a dabbler on it. If you already have proficiency
hours, and you are guaranteed safe passage to that au- in a bardic skill, you now have expertize on it.
dience by the local authorities. You can use this ability
no more than once a month in a particular settlement. Scroll Use
At 7th bard level, you can use any spell scroll, even
Spell Beneficiary if the spell is not in your lists. If you understand what
Whenever you are in a village, a town, or some other is written on the scroll — by means of a read magic
civilized location where a person lives who is capable spell or any way else — this does not requer any check.
of casting spells, once per day you can have a 1st level However, if you attempt to activate the scroll blindly
spell cast for free if it normally has not a expensive ma- (without know its contents), you must make a DC 10
terial component, provided that the caster is not hos- Intelligence check. Success means you discover which
tile toward you. spell the scroll contains when activating it and cast the
spell as normal. Failure means a scroll misshap and the
destruction of the scroll. Roll a misshape on the Wild
Surge Result table on the Chapter Adventuring.
The DM should tell you which is the spell in the slain, you do not immediately drop over dead. You can
scroll when you attempt to cast it. Then decide targets spend a Plot Point to linger on long enough to recite
and other spell variables and just after that roll the In- one final tragic poem for those who will listen.
telligence check to determine if everything goes well or
a misshape happens. Hedonism
When a gallant takes the carousing option for its
Magical Secret downtime activities, it can reroll on the Carousing ta-
By 10th bard level, you have plundered magi- ble if she does not like the first result. However, the
cal knowledge from a wide spectrum of disciplines. second result must be kept, even if worse.
Choose one spell from any class list, including bard. Code of the Gallant
You know that spell. A spell you choose must have a
Gallants all live by a code of ethics that has slowly
level equal to or lower than the Basic Level entry of the
evolved over the years. If you break this code, you lose
Bard table. It can be a cantrip or orison.
all the benefits of this specialization, while keeping the
The chosen spell counts as a bard spell for you and
benefits for being a bard. Further, you must seek out a
is not included in the number in the Spells Known col-
cleric who will listen to your transgressions and cast
umn of the Bard table.
atonement upon you.
You learn one additional spell from any class list at
The Code of the Gallant is the following:
14th bard level and again at 18th bard level.
• The gallant will defend lovers, the innocent, and
those of the opposite sex and aid them in times of need
Epic Boon (unless they are enemies or hostile).
When you reach 20th bard level, you gain a epic • The gallant will never marry nor solemnly vow to
boon of your choice, providing you qualify for it. The love only one person.
epic boons are detailed at the end of this chapter. • The gallant will never retreat from combat until
allies of the opposite sex have done so first (unless they
Bard Specializations are fellow gallants).
• The gallant will never overstay her welcome at any
The following specializations represent only some of place.
the possible paths that a bard can draw upon. • The gallant will spend at least half of her money on
the innocent or romance.
Gallant • The gallant will own only what she can carry with
There is no character as pure and romantic as the her.
gallant. This bard travels the lands on the wings of ro-
mance and true love, stealing the hearts of the young Best Lines
and lightening the spirits of the elderly. A gallant You know all the best lines because you are usually
seems to be blessed with a grace and charm not given the one using them. At 6th bard level, you make fa-
to others. vored saving throws against to be captivated or dom-
Gallants are often mistaken for paladins. They dress inated.
and act much like heroic warriors. But they are not
driven by blood lust or the desire to slay monsters for Thief of Hearts
the sake of destroying evil. Gallants are romantics at Starting at 9th bard level, your way with words and
heart. They defend beauty, innocence, and love. undeniable appeal have given you the ability to steal
Bardic skills. Persuasion and Socialization. hearts. When you have a minute to speak to a crea-
ture who you share a language with and has the proper
Essence of Purity sexual orientation to desire you, the creature makes
Because gallants are so infused with love, beauty, a Will save (DC equal to your bard spell’s DC). On a
and the aspirations of a romantic, they seem to hang success, the creature is captivated by you until you or
onto life when others would allow it to slip away. Thus, one of your companions take a hostile action against it.
your hit point maximum increases by +1 per bard While captivated, the creature treats you as a friendly
level. Furthermore, if you are dying, you lose 1d4 hit acquaintance and love interest.
points each turn instead of 1d6. The effect is not magical and does not wear off over
You are not unconscious while dying, but you are time, unless you exploit or treat the person badly. Each
still incapacitated. This means you are able to moan or such abuse results in another saving throw being rolled
say last words while passing down. Even when you are
to break your charm. And success to break the charm times at 17th bard level. Results that come up more
after exploiting makes the target immune forever to than once are not rerolled. After rolling, give the DM
your thief of hearts feature. some time to come up with a suitable background and
history. Few items are detailed with this type of infor-
Jaded mation. After all, loremasters tend to be more curious
Your years of heartbreaks and heart breaking have about the legends and lore that lie behind an item’s
left you jaded. Beginning at 13th bard level, you are powers than most others.
immune to the captivated condition and make favored
Magic Lore Results
saving throws against mind effects.
3d6 Information Gained
Love is an Illusion 3 How many charges/uses left
Starting at 17th bard level, any creature who is im- 4 Whether item is intelligent or not
mune to be captivated but not immune to illusion ef- 5 Whether item is cursed or not
fects can be affected by your spells and features that 6 Value on the open market
confers the captivated condition, although it makes 7 Name of the item
favored saving throws. In addition, you make favored 8 Famous past owners
saving throws against illusion spells and magic. 9 Age of the item
Finally, if a creature knows any language, you can 10 What race created it
communicate with it non-verbally, negating the need 11 Where it was made
to share a language with it for the purposes of your 12 Who crafted it
thief of hearts feature. 13 Which was the purpose of the item when crafted
14 If it requires bond and who can use it
Loremaster 15 General effects
Loremasters are romantically entranced by the past. 16 How to activate it
They believe in the circular nature of history and re- 17 Let the player read the item’s entry
late the lessons of ancient times to the problems of the
18 Roll again twice on this table, ignoring a new 18
present to help guide their people along the path to roll
the future. As Loremasters proceed through life, they
record the events of their own times for posterity.
Additional Magical Secrets
Loremasters love to relate the lessons of history to
those who will listen. However, they are often viewed By 6th bard level, you choose two spells from any
as being more reclusive and eccentric than wizards. class list, including bard. The spells you choose must
Their preoccupation with old tomes, arcane lore, have a level equal to or lower than the Basic Level en-
ancient languages, and lost civilizations dominates try of the Bard table. It can be a cantrip or orison. You
their lives, when they are not putting on an oratorical know that spell.
performance. From their research, loremasters gain The chosen spell counts as a bard spell for you and
unique wisdom and insight, allowing them to identi- are not included in the number in the Spells Known
fy certain magical items, understand ancient writings column of the Bard table.
and languages, and gain special benefits in the arcane Etymology
lore of magic.
Bardic skills. Arcana and Culture. Beginning at 9th bard level, you can decipher runes,
glyphs, pictograms, ideograms, or any other form of
Magic Lore visual communication with a DC 15 Culture check.
Beggining at 3rd bard level, you have the knowledge This check also allows you to understand magical writ-
of famous magical items and uncanny knack for fig- ing as if you cast read magic.
uring out how they function. You must scrutinize the Even though you cannot be proficient in a newly en-
item closely to learn something about it. This does not countered language, you can make a DC 15 Culture
necessarily require actually handling the item, but it check to understands the basics of that language by
must be fully visible to you. Scrutiny takes 1 minute, comparison and gain an elementary use of it. You un-
after which you make a DC 15 Arcana check. If this derstand the general topic of the text, but not specifics
roll succeeds, you should roll on the following table and still can miss important details.
once at 3rd bard level, twice at 5th bard level, thrice
at 9th bard level, four times at 13th bard level, or five
Peerless Knowledge will know the name of a typical citizen in a large city.
Beginning at 13rd bard level, when you roll an In- However, the name of the king’s horse is likely a well-
telligence-based check, you ignore a die result of 2 to known fact.
9. If the d20 comes with one of these values, consider
Persuade Crowd
you rolled a 10.
Beginning at 9th bard level, you can affect the mood
Magical Item Mastery of a crowd by telling them true (or slightly altered) lo-
Beginning at 17th bard level, when you use a mag- cal rumors and news. You must be able to speak the
ical item that confers a save DC to its target, you can crowd’s language to use this ability.
use your bard spell’s DC to it if greater. After 10 minutes, some of those listening to your
words have their oppinions adjusted in favor of the
Rumormonger* yours. In a large crowd, you gain a very significant
Rumormongers make their living by uncovering number of supporters.
hidden truths. If a royal family has a closely guarded For example, you could attempt to persuade a crowd
secret, a rumormonger will undoubtedly discover it. not to eat at the Skinned Dog Tavern until dragon eggs
In the struggle for land and power among kingdoms, are back on the menu, to cast stones at the cruel team-
you are a key force. A good rumormonger knows who ster Tornack, or to go and plunder the local granaries.
is plotting against the king and why. Galant’s Grace
Rumormongers are confident and well-versed in
You are so galant that your Charisma score improves
matters of social etiquette. They often gather their in-
by 1, but no higher than your racial limit.
formation at royal events, such as balls and other cel-
ebrations. They are often mistaken for nobility; thus, 17th Level
they can easily make their way past guards. Rumor-
mongers dress in the latest and most expensive fash- Skald
ions of the day. They prefer silk and bright colors.
Skalds are honored and respected members of their
Bardic skills. Culture and Socialization.
communities. These great poets memorize the feats of
Competent Communicator each raid and battle, setting them down in the form of
Rumormongers are some of the most competent poetry.
communicators around. You learn one extra language Every war party loves to have a skald in its midst.
at 3rd bard level and one new extra language at 5th, This assures that their great deeds and mighty skills
9th, 13th, and 17th bard level. Also, with a DC 10 Cul- will be honored in the skald’s next recital, and thereaf-
ture check, you can name a person’s home village by ter immortalized for all time. Members of most bands
her dialect. treat skalds with utmost respect and courtesy. It is well
known that the foolish warrior who maligns a skald
Local Lore will soon hear his name slandered in innumerable bal-
Beginning at 6th bard level, after snooping about an lads across the land.
inhabited area, you are able to learn who the import- Poems are the form in which skalds honor others
ant people are, what most of the buildings are used for, and themselves. Poems are also used to relate the oral
the quality of certain establishments, etc. It takes one history. Significant ballads are passed down from one
day per 1,000 inhabitants to gain a good information generation to another via the skald’s talents. In this
base. Of course, you could concentrate on a specific way, the lessons and deeds of the past are related to
quarter of town or neighborhood and accomplish the those of the present so they can be passed into the fu-
task much faster. ture.
Once you are done scouting, you can recall the Bardic skills. Intimidation and Performance.
name of an important official and identify the person War Chant
on sight. You also know other local lore, such as where
to go for the best food in town, what neighborhoods At 3rd bard level, you learn to chant war songs to
are dangerous at night, what time the city watch ro- inspire your allies as they go forward in battle. These
tates, or which local sage is said to be most reliable. war songs are fueled by special dice called chant dice.
This ability must be carefully judged by the Dun- Chant dice. The number and type of chant dice you
geon Master. Lore should be applied based upon the have are given by your bard level, as shown in the table
information’s local significance. It is unlikely that you below. You can use a Standard Action to recite a battle
poem and give one of your chant die to an ally that can
hear you. This ally can expend the chant die (no Ac-
tion required) to gain a bonus in an attack roll, damage
roll, or saving throw. The bonus is equal to the number
rolled on the chant die. If the ally does not expend the
chant die until the end of the encounter, it is lost.
You regain all your given chant dice at the end of a
quick or full rest. You cannot use your own chant dice.
A chant die must be expended by an ally to whom you
gave it. Each ally can have just one chant dice at a time.
Chant Dice
Bard Level Number and type of dice
3 1d4
5 2d6
9 3d8
13 4d10
17 5d12

Intimidating Chant
At 6th bard level, you learn how to intimidate your
opponents in combat. When confronting an enemy
that can understand what you say and hears you, you
can expend one of your chant dice as Reaction when
that enemy makes a weapon attack against you. The
enemy’s attack roll is penalized by the number you
rolled on the expended chant die. You can just expend
one chant die with this Reaction.
Guiding Strike
Beginning at 9th bard level, you can expend one of
your chant dice as Reaction while it is one of your al-
lies’ turn. If that ally is able to hear you, she makes a
melee weapon attack (no Action required by the ally).
Battle Magic
Beginning at 13th bard level, whenever you use a
Standard Action to cast a bard spell, you can use a
Quick Action to make a melee weapon attack in the
same turn.
Inspiring Blow
Beginning at 17th bard level, whenever you strike
a critical hit with a melee weapon, you recover one of
your expended chant die.
Cleric
Basic Spell Slots
Level Features Orisons Level 1 2 3 4 5 6 7 8 9
1 Cleric specialization, cleric spellcasting, 3 1st 2
code of conduct
2 3 1st 3
3 Channel divinity (1/rest) 3 2nd 4 2
4 4 2nd 4 3
5 Cleric specialization feature 4 3rd 4 3 2
6 Channel divinity (2/rest) 4 3rd 4 3 3
7 4 4th 4 3 3 1
8 4 4th 4 3 3 2
9 Cleric specialization feature 4 5th 4 3 3 3 1
10 Miracle 4 5th 4 3 3 3 2
11 5 6th 4 3 3 3 2 1
12 5 6th 4 3 3 3 2 1
13 Cleric specialization feature 5 7th 4 3 3 3 2 1 1
14 5 7th 4 3 3 3 2 1 1
15 5 8th 4 3 3 3 2 1 1 1
16 5 8th 4 3 3 3 2 1 1 1
17 Cleric specialization feature 5 9th 4 3 3 3 2 1 1 1 1
18 Channel divinity (3/rest) 5 9th 4 3 3 3 3 1 1 1 1
19 5 9th 4 3 3 3 3 2 1 1 1
20 Epic boon 5 9th 4 3 3 3 3 2 2 1 1

Cleric
Multiclass
If you want to multiclass into a cleric, you must have
Wisdom 13+, proficiency with one of the languages
that this class gives (you do not gain another language
Class Features from multiclassing), and proficiency with the Religion
skill (you do not gain other skill proficiencies).
As a cleric, you gain the following features.
Hit Points Cleric Specialization
Your hit point maximum improves by (1d8 + your A cleric’s deity influences what magic she can per-
Constitution modifier) per cleric level. Your hit point form, her values, and how others see her. A cleric
maximum cannot exceed 100 hp. chooses one sphere from among those belonging to
her deity as her specialization. Each sphere grants a
Proficiencies number of sphere powers, dependent upon the cleric
Armors: Light armor, medium armor, and shields. level of the cleric, as well as a number of sphere spells.
Weapons: Simple weapons. Choose a cleric specialization at 1st cleric level to
Backgrounds: Choose one language from Abyssal, represent the manner you choose to follow your deity.
Celestial, Infernal, or Primordial. The specializations are detailed at the end of the class
Saving Throws: Will. description.
Skills: Religion and choose more one from Culture, Your choice grants you features when you choose it
Insight, Medicine, Persuasion, and Socialization. at 1st level and again at 5th, 9th, 13th, and 17th cleric
level.
Sphere Spells Code of Conduct
Each cleric specialization has a list of sphere spells Each cleric needs to follow the tenets of her deity.
that you gain at the cleric levels noted in the descrip- A cleric who grossly violates the code of conduct re-
tion. Once you gain a sphere spell, you always have it quired by her deity loses all cleric magical features. She
memorized, and it does not count against the number cannot thereafter gain levels as a cleric until she atones
of spells you can memorize each day. for her deeds (see the atonement spell description).
If you have a sphere spell that does not appear on
the cleric spell list, the spell is nonetheless a cleric spell Channel Divinity
for you. Starting at 3rd cleric level, you can release a wave of
energy by channeling the power of your faith through
Cleric Spellcasting your holy symbol. This energy can be used to fuel mag-
You can cast cleric spells, which use the divine ical effects. You start knowing two of such effects: turn
source. undead and one other effect determined by your cleric
specialization.
Orisons
You can use your channel divinity once per rest
At 1st cleric level, you know three orisons of your when you touch a holy symbol of your deity. When
choice from the cleric spell list. You learn additional you use your channel divinity feature, you choose
cleric orisons of your choice at higher levels, as shown which effect to create.
in the Orisons column of the Cleric table. Some channel divinity effects require saving throws.
Memorizing and Casting Spells When you use such an effect from this class, the DC
equals your cleric spell save DC.
The Cleric table shows how many spell slots you
Beginning at 6th cleric level, you can use your chan-
have to cast your spells. To cast one cleric spell, you
nel divinity twice between rests, and beginning at 18th
must have this spell memorized and expend a slot of
cleric level, three times.
spell’s level or higher. All expended spell slots are re-
covered when you end a full rest. Channel Divinity: Turn Undead
To memorize a spell, you choose it from the cleric As a Standard Action, you present your holy sym-
spell list. The chosen spell must have no higher basic bol and speak a prayer censuring the undead. Each
level than the shown in the Basic Level column of the undead that can see or hear you within 30 feet of you
table and cannot be an orison. You can memorize a must make a Will save against your cleric spells’ save
number of cleric spells equal to your cleric level + your DC. If the creature fails, it is turned for 1 minute or
Wisdom modifier (minimum of one spell). You can until it takes any damage.
change one or more of your memorized spells when A turned creature must spend its turns trying to
you end a full rest. Each changed memorized spell re- move as far away from you as it can, and it cannot will-
quires one minute per minimum spell level spent in ingly move closing to you. lt also cannot take Reac-
prayers to your deity. tions. For its Standard Action, it can use only the Dash
Spellcasting Ability Action or try to escape from an effect that prevents it
from moving. If there is nowhere to move, the creature
Wisdom is the spellcasting ability for your cleric
can use the Dodge Action.
spells. You use your Wisdom whenever a cleric spell
Starting at 1st cleric level, when an undead fails its
refers to your spellcasting ability.
saving throw against your turn undead feature, the
Spell Save creature is instantly destroyed if its level is at or below
The save DC for your cleric spells is a certain threshold, as shown in the Destroy Undead
table.
8 + your trained bonus + your Wis modifier
Destroy Undead
Cleric Level Destroy Undead of Level..
Spellcasting Focus
3 1/2 or lower
You can use the holy symbol of your deity as a spell-
6 1 or lower
casting focus instead of any lesser material component
9 2 or lower
for your cleric spells. This holy symbol must be an
12 3 or lower
actual object as a pingent or trinket. It cannot be just
painted on another object (as a shield). 15 4 or lower
18 5 or lower
Miracle You must decide to turn undead or animals when
When you reach 10th cleric level, you can pray to you use your channel divinity feature. You cannot turn
your deity asking for a miracle. This miracle takes the both with the same use of the channel divinity.
form of any spell from any list or a similar effect. The 5th Level
DM decides the exact form of the miracle if one is re-
ally granted. 9th Level
You have a chance equal to your cleric level to the
miracle be granted. For example, a 13th level cleric has 13th Level
13% of see her wish be fullfilled. If the miracle is against
the interests of your deity, it will never be granted, no 17th Level
matter your cleric level.
If you ask for a miracle and it is not granted, you can Arcane Sphere*
attempt to ask this miracle again or another one after Arcane Sphere Spells
finish a full rest. If the miracle is granted, you cannot
Cleric Level Spells
ask for another miracle in less than 1 week.
1 Identify
3 Magic mouth
Epic Boon
5 Dispel magic
When you reach 20th cleric level, you gain a epic
7 Imbue with spell ability
boon of your choice, providing you qualify for it. The
9
epic boons are detailed at the end of this chapter.
11 Antimagic shell

Cleric Specializations
13 Spell turning
15
The following spheres represent only some of the 17
possible sources of power that a cleric can draw upon.
Expanded Spell List
Animal Sphere* Once you serve a deity of magic, it is no surprise,
Animal Sphere Spells you gain access to more sphere spells than most other
Cleric Level Spells clerics. The spells you get at the 11th cleric level and
1 Animal friendship higher are considered an expanded spell list.
3 Animal calling Channel Divinity
5 Anti-vermin barrier
7 Anyspell
9 Polymorph self (natural beasts forms only)* At 5th cleric level, if you have a magical writing
*Unless you memorize or know this spell from other you understand and contains a spell (such as a scroll
source. or spellbook) when you are memorizing your cleric
spells, you can memorize this spell even if it is not on
Spirit Animal Companion any of your lists. If you read the spell from a consum-
Your deity grants to you the service of a spirit ani- able item (such as a scroll), this action erases the spell
mal companion. This creature is a familiar like the one from the item. Read the spell from a spellbook or sim-
granted by the find familiar spell, except you do not ilar grimoire does not harm the book.
cast the spell — you gain it from your patron deity. When you cast the spell you memorized this way,
If you learn the find familiar spell and cast this spell it is considered a cleric spell. You can memorize just
to dismiss the familiar given by your patron, you vio- one spell from the anyspell feature at the end of each
late your code of conduct. full rest.

Channel Divinity: Turn Animals


You can turn natural beasts like you turn undead.
If the animal level is inside the threshold you would
destroy it, it dies from a heart attack.
9th Level Channel Divinity

13th Level 5th Level

17th Level Tunnel Runner


At 9th cleric level, you gain darkvision (near). If you
Artifice Sphere* already have darkvision (near), the range becomes un-
limited. While you are underground, your Investiga-
Artifice Sphere Spells
tion and Stealth checks are favored and you gain ex-
Cleric Level Spells
pertize in your Perception.
1 Patternweave
3 13th Level
5 Fundamental breakdown
7 Stone shape 17th Level
9 Creation
Chaos Sphere*
Artifice’s Talent Chaos Sphere Spells
You gain proficiency on any two craft backgrounds Cleric Level Spells
of your choice. 1 Patternweave
3 Chaos devotion
Channel Divinity
5 Fool’s speech
5th Level 7 Confusion
9 Wildstrike
9th Level
1st Level
13th Level
Channel Divinity: Chaotic Spell
Master of Construction
When you are casting a spell, you can expend one of
At 17th cleric level, you consider construction crew your channel divinity uses to this spell creates a wild
a cleric spell for you and have it always memorized (as surge, as if it was cast within a wild magic area.
if it was a sphere spell for you). The casting time and
the cost of the material component for this spell are 5th Level
halved for you.
9th Level
Cavern Sphere*
13th Level
Cavern Sphere Spells
Cleric Level Spells Surge Selection
1 At 17th cleric level, everytime a spell you cast pro-
3 Darkness vokes a wild surge, the DM rolls for you on the Wild
5 Tiny hut Surge Effects table twice and you choose the result. The
7 Stone shape DM tells you the noticeable effects from both rolls and
9 Passwall you choose based on this perception.

Divine Stonecunning
Darkness Sphere*
You gain the stonecunning feature (see dwarf race Darkness Sphere Spells
entry). If you already have stonecunning — for exam- Cleric Level Spells
ple, for being a dwarf — the gained bonus improves to 1 Wall of fog
+5. 3 Darkness
5 Darkvision
7
9
1st Level Destruction Sphere*
Channel Divinity Destruction Sphere Spells
Cleric Level Spells
5th Level 1 True strike
3
9th Level
5
7
13th Level
9
17th Level
1st Level
Death Sphere*
Channel Divinity
Death Sphere Spells
Cleric Level Spells 5th Level
1 Ray of fadigue
3 9th Level
5
13th Level
7
9 Slay living 17th Level

1st Level Family Sphere*


Channel Divinity: Death’s Call Family Sphere Spells
When a nearby creature suffers damage, you can use Cleric Level Spells
your Reaction to expend one of your channel divinity 1 Bless
uses and force that creature to make a Fortitude save 3
against your cleric spell’s DC. If it fails, instead of re- 5
ceive that ammount of damage, the creature loses an 7
equal ammount of its hit points maximum. This effect 9
lasts until the creature finishes a full rest.
Necrotic Resistance Sense Pregnancy [Detection]
At 5th cleric level, you gain resistance to necrotic As a Standard Action, you can touch a creature and
damage. determines if it is pregnant and which is the gender
and number of babies.
5th Level
Channel Divinity: Binding Ties
9th Level As a Standard Action, you can expend one of your
channel divinity uses and touch an ally to remove one
13th Level condition affecting the ally by transferring it to your-
self. You cannot do this if you are immune to the con-
Necrotic Immunity dition. If timed, the duration of the condition on you
At 17th cleric level, you are immune to necrotic starts again.
damage.
5th Level Curse of the Fatespurned
At 9th cleric level and higher, you can manipulate
9th Level the threads of fate, stealing the luck of many people
at once. Choose any number of creatures next to you.
13th Level
Each one of them needs to succeed on a Will save
17th Level against your cleric spell’s DC. If a target fails, all its
tests have a noncumulative –1 penalty for 1 minute.
This is considered a curse effect with level equal to the
Fate Sphere* level of the higher basic level cleric spell you are able
Fate Sphere Spells to memorize.
Cleric Level Spells For each creature you stole the luck, you gain 1 fate
1 point to your fate pool until the maximum allowed.
3 Augury Once you use this feature, you cannot use it again until
5 Bestow curse you finish a full rest.
7 Unluck
Master of Fate
9
Your fate pool maximum points are increased by 2.
Also, you can spend how many fate points you want on
Fate Pool a same test to gain a bonus to it. You must decide how
As a Standard Action, by staring a nearby creature, many points you will spend before roll the test.
you can attempt to steal a bit of its luck to yourself. You
must spend a spell slot to do that and the target must Fate’s Proof
succeed on a Will save against your cleric spell’s DC At 17th cleric level, once per rest you can choose
to avoid the effect. If it fails, all its tests have a noncu- either turn a natural 1 you roll in a natural 20 or turn
mulative –1 penalty for 1 minute. This is considered a a natural 20 a creature on your line of sight roll on a
curse effect with level equal to the level of the spell slot natural 1. You can spend a channel divinity use (no
you spent. Action required) to recharge this feature before you
The creature’s bad fortune is your good fortune. finish a quick or full rest.
Whenever you use this feature successfully, you gain 1
fate point to your fate pool. You can spend 1 fate point Fire Sphere*
to gain a +1 bonus on any test you make. You decide Fire Sphere Spells
that before you make the roll and can just use 1 fate Cleric Level Spells
point each time this way.
1 Burning hands
Unspent fate points are lost everytime you start a
3 Heat/chill metal (heat effect only)*
quick or full rest. You cannot have more fate points at a
5 Fireball
time than your Charisma modifier + 1 (minumum 1).
7 Wall of fire
Channel Divinity: Calling the Fate 9
As a Standard Action, you can spend one use of your *Unless you memorize or know this spell from other
channel divinity feature to restore your fate pool to the source.
maximum fate points it can have.
1st Level
Lucky Magic
When you reach the 5th cleric level, fortune some- Channel Divinity
times infuses the spells you cast. Whenever you cast
a spell that have a numeric, variable effect, you can Fire Resistance
spend a number of fate points to reroll the same num- At 5th cleric level, you gain resistance to fire dam-
ber of dice. You must take the results of the new rolls, age.
even if they are worse.
9th Level 1st Level

13th Level Channel Divinity

Fire Immunity 5th Level


At 17th cleric level, you are immune to fire damage.
9th Level
Freedom Sphere* 13th Level
Freedom Sphere Spells
Cleric Level Spells 17th Level
1 Sanctuary
3 Healing Sphere*
5 Healing Sphere Spells
7 Cleric Level Spells
9 1 Cure wounds
3 Restoration
1st Level 5 Revivify
7
Channel Divinity 9 Raise dead

5th Level
Fast Healing
9th Level Each time you cast a spell with the healing tag that
takes a Standard Action as casting time, you may cast
13th Level it as a Quick Action.
17th Level Channel Divinity: Powerful Healing
When casting a spell with the healing tag, you can
Glory Sphere* expend one use of your channel divinity feature to
Glory Sphere Spells maximize it. That spell cures the maximum ammount
Cleric Level Spells it is possible.
1 Shield Binding Heal
3 Chant
At 5th cleric level, you share with your target a bit
5 of your healing effects. Whenever you cast a spell with
7 the healing tag on another target than you, you heal
9 yourself the double of the slot level being used.
9th Level

13th Level

17th Level

Knowledge Sphere*
Knowledge Sphere Spells
Cleric Level Spells
1 Identify
3 Augury
5
7
9 Magic font
1st Level 1st Level

Channel Divinity Channel Divinity

5th Level 5th Level

9th Level 9th Level

13th Level 13th Level

17th Level 17th Level

Leadership Sphere* Love Sphere*


Leadership Sphere Spells Love Sphere Spells
Cleric Level Spells Cleric Level Spells
1 Bless 1 Charm creature
3 3
5 5 Suggestion
7 7
9 9

1st Level 1st Level

Channel Divinity Channel Divinity: Improved Charisma


When you are making a Persuasion or Socialization
5th Level check, you can expend one of your channel divinity
uses to gain a +1d6 bonus to this check.
9th Level
5th Level
13th Level
9th Level
17th Level
13th Level
Light Sphere*
17th Level
Light Sphere Spells
Cleric Level Spells
Madness Sphere*
1 Faerie fire
3 Madness Sphere Spells
5 Cleric Level Spells
7 1 Spook
9 3 Scare
5 Fool’s speech
7 Confusion
9 Cause insanity

1st Level

Channel Divinity

Psychic Resistance
At 5th cleric level, you gain resistance to psychic
damage.
9th Level Channel Divinity: Turn Therianthropes
You can turn therianthropes like you turn undead.
13th Level If the creature’s level is inside the threshold you would
destroy it, it dies from a heart attack.
Madening Presence
You can turn both undead or therianthropes when
At 17th cleric level, as Standard Action, choose a you use your channel divinity feature.
creature with Intelligence score 3 or higher you can see
and that is seeing you. The chosen creature must suc- Channel Divinity: Moonstride
ceed on a Will Save with your cleric spells’ save DC or At 5th cleric level, as a Standard Action, you can
its madness rating improves by 1. If it succeeds on the spend one use of your channel divinity feature to be-
saving throw, the creature is not affected. You cannot come insubstantial until the end of your next turn.
use this feature against the same creature again until
you finish a full rest, regardless success or failure. 9th Level
Also, define the indefinite madness you confer to
other creatures when they reach madness rating 3 be- 13th Level
cause your madening presence. Once the madness is
17th Level
chosen, it cannot be changed.

Metal Sphere* Order Sphere*


Metal Sphere Spells Order Sphere Spells

Cleric Level Spells Cleric Level Spells

1 1

3 Heat/chill metal 3

5 5

7 7

9 9

1st Level 1st Level

Channel Divinity Channel Divinity

5th Level 5th Level

9th Level 9th Level

13th Level 13th Level

17th Level 17th Level

Moon Sphere* Plant Sphere*


Moon Sphere Spells Plant Sphere Spells

Cleric Level Spells Cleric Level Spells

1 Faerie fire 1 Entangle

3 3 Barkskin

5 Moon blade 5 Plant growth

7 7

9 9 Anti-plant shell

Blessing of the Moon


All weapon attacks you make are considered sil-
vered.
1st Level 1st Level

Channel Divinity Channel Divinity

5th Level 5th Level

9th Level 9th Level

13th Level 13th Level

17th Level 17th Level

Protection Sphere* Storm Sphere*


Protection Sphere Spells Storm Sphere Spells
Cleric Level Spells Cleric Level Spells
1 Sanctuary 1
3 Protection circle 3
5 5
7 7 Ice storm
9 9

1st Level Storm’s Embrace


When you roll a natural 20 on a melee attack roll,
Channel Divinity wind surges around you and your enemy. The enemy
must make a Fortitude save against your cleric spell’s
5th Level
DC to avoid be pushed from you to out your actual
9th Level cluster.
Channel Divinity
13th Level
5th Level
17th Level
9th Level
Sea Sphere*
13th Level
Sea Sphere Spells
Cleric Level Spells 17th Level
1 Create or destroy water
3 Trade Sphere*
5 Water breathing
7 Trade Sphere Spells
9 Magic font Cleric Level Spells
1 Floating disk
3
5
7
9 Sending

Mercantile Mind
You are a shrewd merchant and can buy goods and
services at a 25% discount when shopping. The DM
can veto this feature in particular circumstances, but it
works most of time due your haggling ability.
Channel Divinity: Silver-Tongued Haggler 1st Level
When making a Deception, Persuation, or Social-
ization check, you can expend one of your channel di- Channel Divinity
vinity uses to make a favored check.
5th Level
5th Level
9th Level
Impart Value
13th Level
At 9th cleric level, whenever you take a full rest you
may select a non-magical item in your possession. The 17th Level
item is now considered magical and grants a +1 to at-
tack rolls if it is a weapon, +1 to AC if it is a shield
or armor, or a +2 bonus to a check if the item is used
Trickery Sphere*
in conjunction with this check. While empowered the Trickery Sphere Spells
object is considered magical and must be bound if the Cleric Level Spells
user wishes to get its benefit. This effect ends when 1 Change self
you use this feature to impart value on another item or 3 Invisibility
when you die. 5
Casting identify on the object will reveal that the ob- 7
ject is only temporarily imbued with power. 9
Channel Divinity: Seal Bargain
At 13th cleric level, you can use your channel divin- 1st Level
ity to seal a bargain between two parties. As a Stan-
Channel Divinity: Sudden Shift
dard Action you can expend one use of your channel
divinity feature to seal any verbal or written agreement In the blink of an eye, you can appear somewhere
by two or more consenting parties. If either of these else. As a Reaction, after you are missed by a melee
parties fails to abide by the agreement that party make attack, you can teleport to a nearby space that you can
unfavored tests until receive an atonement spell. In ad- see.
dition, the other party or parties are immediately made 5th Level
aware that the bargain was broken and this feature no
longer affects them. 9th Level
17th Level
13th Level

Travel Sphere* 17th Level


Travel Sphere Spells
Cleric Level Spells Undeath Sphere*
1 Undeath Sphere Spells
3 Fey step Cleric Level Spells
5 Fly 1 Invisibility to undead
7 Dimension door 3 Scare
9 Teleport 5 Animate dead
7
9
1st Level Wind Sphere*
Channel Divinity Wind Sphere Spells
Cleric Level Spells
5th Level 1
3 Whispering wind
9th Level
5
7
13th Level
9 Air walk
17th Level
Directing Air
War Sphere* Each time your turn starts, you can decide the direc-
War Sphere Spells tion the winds are blowing. You cannot create winds
Cleric Level Spells
or alter the speed of actual winds with this feature, but
can decide to where they blow. The winds will follow
1 True strike
the direction you choose until the beginning of your
3 Chant
next turn.
5
7 Channel Divinity: Wind Blast
9 As a Standard Action, you can use your channel di-
vinity feature to unleash an a blast of air in a nearby
War Proficiencies line. Each creature in the line must succeed in a Forti-
You gain proficiency with a melee weapon of your tude save. Failure means that creature was pushed 10
choice and with heavy armor. feet back and falls prone.

Channel Divinity: Compelling Duel Lightning Resistance


You can spend an use of your channel divinity fea- At 5th cleric level, you gain resistance to lightning
ture to cast the compelling duel spell as if it was in your damage.
cleric list and memorized. You still need to spend a slot Dust in the Wind
when you do it.
At 9th cleric level, everytime you cast a sphere spell,
Priest of War you can fly until the beginning of your next turn.
Starting at 5th cleric level, once per rest when you Channel Divinity: Mantle of Air
take a Martial Attack Action, you can make two melee
At 13th cleric level, you can take a Quick Action to
attacks with this same Action.
expend one of your channel divinity uses and shroud
Blessed Strike yourself in a mantle of whirlwind winds. While you
At 9th cleric level and higher, everytime you hit with keep the concentration on this effect (up to 1 minute),
a melee attack, you gain a +2 bonus to the damage roll. you gain a +2 bonus to your AC against attacks and all
ranged mundane projectiles miss you automatically.
Channel Divinity: Guided Strike
Lightning Immunity
At 13th cleric level, when you hit with a melee at-
tack, you can expend one of your channel divinity uses At 17th cleric level, you are immune to lightning
to turn this attack a critical hit. damage.

Avatar of Battle
At 17th cleric level, when your turn starts, you can
choose to spend any spell slot (no Action required) to
gain resistance against all damage types until the be-
ginning of your next turn.
Winter Sphere*
Winter Sphere Spells
Cleric Level Spells
1 Wall of fog
3 Heat/chill metal (chill effect only)*
5
7 Ice storm
9 Cone of cold
*Unless you memorize or know this spell from other
source.

1st Level

Channel Divinity

Cold Resistance
At 5th cleric level, you gain resistance to cold dam-
age.
9th Level

13th Level

Cold Immunity
At 17th cleric level, you are immune to cold damage.
Druid
Basic Spell Slots
Level Features Orisons Level 1 2 3 4 5 6 7 8 9
1 Druid spellcasting 3 1st 2
2 Nature’s bless 3 1st 3
3 Druid specialization 3 2nd 4 2
4 4 2nd 4 3
5 4 3rd 4 3 2
6 Druid specialization feature 4 3rd 4 3 3
7 Clear mind 4 4th 4 3 3 1
8 4 4th 4 3 3 2
9 Druid specialization feature 4 5th 4 3 3 3 1
10 4 5th 4 3 3 3 2
11 5 6th 4 3 3 3 2 1
12 5 6th 4 3 3 3 2 1
13 Druid specialization feature 5 7th 4 3 3 3 2 1 1
14 5 7th 4 3 3 3 2 1 1
15 Immunity to natural hazards 5 8th 4 3 3 3 2 1 1 1
16 5 8th 4 3 3 3 2 1 1 1
17 Druid specialization feature 5 9th 4 3 3 3 2 1 1 1 1
18 Hibernation 5 9th 4 3 3 3 3 1 1 1 1
19 5 9th 4 3 3 3 3 2 1 1 1
20 Epic boon 5 9th 4 3 3 3 3 2 2 1 1

Druid Druid Spellcasting


You can cast druid spells, which use the divine
source.

Class Features Orisons


At 1st druid level, you know three orisons of your
As a druid, you gain the following features.
choice from the druid spell list. You learn additional
Hit Points druid orisons of your choice at higher levels, as shown
Your hit point maximum improves by (1d8 + your in the Orisons column of the Druid table.
Constitution modifier) per druid level. Your hit point Memorizing and Casting Spells
maximum cannot exceed 100 hp.
The Druid table shows how many spell slots you
Proficiencies have to cast your spells. To cast one druid spell, you
Armors: Light armor, hide armor. must have this spell memorized and expend a slot of
Weapons: Simple weapons. spell’s level or higher. All expended spell slots are re-
Backgrounds: Druidic language. covered when you end a full rest.
Saving Throws: Will. To memorize a spell, you choose it from the druid
Skills: Survival and choose more two from Animal spell list. The chosen spell must have no higher basic
Ken, Culture, Endurance, Insight, Intimidation, Inves- level than the shown in the Basic Level column of the
tigation, Medicine, and Perception. table and cannot be an orison. You can memorize a
number of druid spells equal to your druid level + your
Multiclass Wisdom modifier (minimum of one spell). You can
If you want to multiclass into a druid, you must have change one or more of your memorized spells when
Wisdom 13+ and proficiency with the Nature skill (you you end a full rest. Each changed memorized spell re-
do not gain other skill proficiencies). quires one minute per minimum spell level spent in
communion with nature.
Spellcasting Ability Hibernation
Wisdom is the spellcasting ability for your druid Starting at 18th druid level, you gain the ability
spells. You use your Wisdom whenever a druid spell to hibernate. Your body functions slow to the point
refers to your spellcasting ability. where you may appear dead to a casual observer. You
also do not age a day while hibernating and do not eat
Spell Save
or drink anything.
The save DC for your druid spells is You are unconscious during hibernation. You awak-
8 + your trained bonus + your Wis modifier en either at a preordained time (“I will hibernate for
20 days”) or when there is a significant change in your
Spellcasting Focus environment (someone hits you with a stick, for ex-
You can use holly and mistletoe or a staff as a spell- ample). The preordained time can have the length you
casting focus instead of any lesser material component wish: days, months, years, centuries, etc.
for your druid spells.
Epic Boon
Nature’s Bless When you reach 20th druid level, you gain a epic
Beginning at 2nd druid level, you are attuned with boon of your choice, providing you qualify for it. The
the natural word, gaining the following benefits: epic boons are detailed at the end of this chapter.
• You can understand and be unsderstood by ele-
mental and fey creatures as if under a 3rd-level com-
prehend languages spell. However, this effect does not
Druid Specializations
allow you to read texts written by these creatures. Just The following specializations represent only some of
talk with them without linguistical barriers. the possible choices that a druid can have.
• You can move through any sort of undergrowth
(such as natural thorns, briars, overgrown areas, and Heathen
similar terrain) without the need of checks and with- Some druids do not learn their magic from a circle
out taking damage or suffering any other impairment. or tradition. They are lone people that study folk wis-
Thorns, briars, and overgrown areas that have been dom and ancient lore. It is not a theory, nor a gift of
magically manipulated to impede motion, however, any supernatural patron. Heathenism is simply prac-
still affect you. In the woods, you are able to go from tice that works, handed down from ancient lore over
nearby to far away using just one move. many centuries.
• When you make a Survival check to identify plants
Find Familiar
or animals, if the d20 rolls a result between 2 and 9,
treat this roll as a 10 instead. You add the find familiar spell to your druid spell
list. You can use your cauldron instead of a bronze
Druid Specialization brazier to cast this spell. Using the cauldron this way
halves the expensive material cost to the spell.
At 3rd druid level, you choose a specialization that
improves your druid abilities. Some possible special- Heathen’s Implements
izations at the end of the class description. Heathens use specially prepared magical focuses to
Your choice grants you features when you choose it help them cast spells and grant other abilities. These
at 3rd level and again at 6th, 9th, 13th, and 17th druid implements are the stick, the shawn, and the cauldron.
level. Creating an implement takes 1 downtime week,
but it is assumed that when you finish the downtime
Clear Mind to obtain the 3rd druid level, you already worked on
Starting at 7th druid level, you become immune to these implements. If you lose an implement or want to
be captivated, dominated, or frightened by elemental change one (for example, to move your cauldron to a
and fey creatures. new location), you can create a new one, at which time
the old implement loses all of its powers. You can also
Immunity to Natural Hazards adapt an appropriate magical item, such as a magical
Starting at 15th druid level, you become immune to quarterstaff or a cloak of resistance, as your implement
poison damage, diseases, and to the sickened condi- with 1 downtime week work.
tion.
Stick. A heathen’s stick is usually a walking stick, save with a DC equal to damage taken to avoid falling
but it could be a rod, a distaff, a quarterstaff, a broom, off (if you do not have a Reaction left, you automatical-
a pitchfork or any other long, thin object (remember ly fall off). For these reasons, flying in combat is very
Baba Yaga and her pestle). dangerous.
You can use your stick to make melee attack using
your stick as if it was a quarterstaff (causing bludgeon- Nature’s Sanctuary
ing damage as normal), but in your hand only, the stick At 13th level, animals of the natural world are reluc-
causes 1d8 damage (even used the versatile way). tant to attack you. In order for a natural beast to target
Shawn. This traditionally takes the form of a shawl, you with an attack or other hostile action, it must first
but could be a cloak, scarf or other piece of clothing make a Will save against your druid spell save DC. On
that covers your body. a failed save, the creature must choose a different tar-
While you are wearing your shawl, your AC cannot get, or the attack automatically misses. A creature will
be less than 14. Calculate your AC normally, including be immune against this effect for 24 hours if it suc-
the use of a shield and Dexterity; if it is less than 14, ceeds on the saving throw, you take an overt hostile
your AC is 14. action against it or its allies or you overtly aid others
Cauldron. This is ordinarily a heavily carved iron who have taken hostile action against it or its allies.
cauldron, but it might be a stone fountain or a natural This ability is effective only while you are wearing your
pool. For example, Baba Yaga uses a mortar. Whatever shawl.
its form, your cauldron cannot be moved without los-
Powerful Shawn
ing is powers.
You can use your cauldron as a spellcasting focus Starting at 17th druid level, the minimum AC grant-
instead of any lesser material component for your dru- ed by your shawn is 18.
id spells. If you use it this way, targets make unfavored
saving throws against these spells. Landbound*
The landbound druids are mystics and sages who
Curser safeguard ancient knowledge and rites through a vast
Starting at 6th druid level, you add the bestow curse oral tradition, These druids meet within sacred places
spell to your druid spell list. More than this, when you to whisper primal secrets in Druidic. As a landbound
die, as your soul separates from your corpse, you can druid, your magic is influenced by the land where you
cast bestow curse on your killer (as the highest level were initiated into the mysterious rites.
spell for which you normally have a spell slot). This
does not take any Action, and you do not need to ac- Land Spells
tually expend a spell slot. The target is magically aware Your mystical connection to the land infuses you
of the curse, so the fact that you are unable to speak it with the ability to cast certain spells, At 3rd, 5th, 7th,
aloud does not foil the curse. However, the other re- and 9th druid level, you gain access to land spells con-
quirements of the spell must be met (including the fact nected to the place where you became a landbound
that the target must be in range and able to see your druid. Choose that land — arctic, desert, forest, grass-
corpse). Casting a death curse permanently consumes land. mountain, swamp, underground, or water — and
your soul, preventing you from being raised, reincar- consult the associated list of spells.
nated or resurrected by any means. Once you gain access to a land spell, you always
have it memorized, and it does not count against the
Improved Shawn number of spells you can memorize each day. If you
Starting at 6th druid level, the minimum AC grant- gain access to a spell that does not appear on the druid
ed by your shawn is 15. spell list, the spell is nonetheless a druid spell for you.
Artic Spells
Flying Stick
Druid Level Spells
Beginning at 9th druid level, you can straddle your
3 Hold creature
stick to fly, but you have very poor maneuverability
5 Slow
(you cannot fly in enclosed spaces or make tight turns).
Flying in this manner is clumsy, and you cannot cast a 7 Ice storm
spell, make an attack or maintain concentration while 9 Cone of cold
flying. If you take any damage while flying, you must
immediately use your Reaction to make a Fortitude
Desert Spells Water Spells
Druid Level Spells Druid Level Spells
3 Blur 3
5 Heat/chill metal (heat effect only)* 5 Water breathing
7 Hallucinatory terrain 7
9 9 Magic font
*Unless you memorize or know this spell from other
source.
Natural Recovery
Starting at 3rd druid level, you can regain some of
Forest Spells
your magical energy by sitting in meditation and com-
Druid Level Spells muning with nature. During a quick rest, you choose
3 Barkskin expended spell slots to recover. The spell slols can have
5 Plant growth a combined level that is equal to or less than half your
7 druid level, and none of the slots can be 6th level or
9 higher. You cannot use this feature again until you fin-
ish a full rest.
Grassland Spells
6th Level
Druid Level Spells
3 Land’s Bless
5 Create food & water
Starting at 9th druid level, when you cast a druid
7 spell that is not from the necromancy school and you
9 are in a land that matches the place where you become
a landbound druid, you can choose give to one of
Mountain Spells the targets of the spell an ammount of temporary hit
Druid Level Spells points equal to the spell slot level you spent.
3
13th Level
5 Meld into stone
7 Stone shape Mystery of the Land
9 Passwall
At 17th druid level, choose one of your land spells of
3rd level or lower. You can cast the chosen spell at its
Swamp Spells basic level without spend any spell slot.
Druid Level Spells
3 Protector
5 Protectors are as old as the race af elves, warding the
7 Contagion nature, watching the cycle of life and death, and pro-
9 tecting the natural order of the world.

Underground Spells
Earthstrength
Druid Level Spells Starting at 3rd druid level, as a Quick Action you
3 Darkness can spend a spell slot to gain an ammount of tempo-
5 Darkvision
rary hit points equal to five times the slot level. In addi-
tion, everytime you recover hit points or gain tempo-
7
rary hit points, you gain a +1 bonus to AC. The bonus
9 Passwall
lasts until the end of your next turn.
Finally, your hit point maximum improves by an
ammount equal to your druid level.
Aura of Warding Shapechanger
Beginning at 6th level, ancient magic lies so heav- At 3rd druid level, you are immune to any
ily upon you that it forms an eldritch ward. You and shapechange effect, except if you want to be affected
friendly creatures next to you have resistance to dam- by it.
age from spells and magical effects.
Wild Shape
Nature’s Resistance As a shaper, you have the ability to channel the
At 9th druid level, each time you finish a quick or primal energy of beasts into your physical form and
full rest, choose any damage type. You gain resistance transform into a beast.
against the chosen type. At 3rd druid level, you can use a Quick Action and
spend a spell slot to take the form of a natural beast
Undying Sentinel you know. You can change the chosen form everytime
Starting at 13th level, when you are reduced to 0 hit you use your wild shape. The chosen beast cannot have
points or lower and are not killed outright, you can level higher than both the level of the spell slot you
choose to drop to 1 hit point instead. Once you use used and your druid level. Other restritions include
this feature, you cannot use it again until you finish a the beast must be Small, Medium, or Large and cannot
full rest. fly.
Once you assume a beast form, you use the statistics
Elder Champion
for that form, except by your Intelligence, Wisdom,
At 17th level, you can assume the form of an an- and Charisma scores, modifiers to the skills based on
cient force of nature, taking on an appearance you these abilities, and any background proficiencies you
choose. Once you define this appearance, it cannot be have. You also keep your own Will save, but uses the
changed. For example, your skin might turn green or Fortitude and Reflex from the beast form. You also
take on a bark-like texture, your hair might become cannot use the Legendary Actions of that creature, if
leafy or mosslike, or you might sprout antlers or a li- any.
on-like mane. Your worn equipment becomes part of your beast
Using your Standard Action, you undergo a trans- form, but you drop anything you are holding. You do
formation. For 1 minute, you gain the following ben- not gain any benefits of the equipment you wear. You
efits: cannot cast spells in the beast form, but you are still
• You gain regeneration 5. able to concentrate on spells you already cast before.
• Whenever you cast a druid spell that has a cast- You temporarily assume the hit points of your new
ing time of a Standard Action, you can cast it using a form. When you receive sufficing damage to these hit
Quick Action instead. points drop to 0 or less, you immediately reverts to
• Enemy creatures next to you make unfavored sav- your normal form. Just the exceding damage (if your
ing throws against your druid spells. wild form dropped to 0 hp) affects your normal form.
Once you use this feature, you cannot use it again Your wild shape lasts until you revert to natural
until you finish a full rest. form as a Standard Action, die, or the shape’s hit points
drop to zero. If you fall unconscious, you retain your
Shaper actual beast form.
Shapers are druids changeable as the moon. A
shaper might prowl as a great cat one night, soar over Free Shape
the treetops as an eagle the next day, and crash through At 6th druid level, choose a natural beast you are
the undergrowth in bear form. The wild is in the dru- able to wild shape on it. You cannot change this choice
id’s blood. after it is made. You are able to wild shape on the cho-
Shapers gather under the full moon to share news sen form without spend any slot. Once you use your
and trade warnings. They haunt the deepest parts of free shape feature, you cannot use it again until you
the wilderness, where they might go for weeks on end finish a full rest.
before crossing paths with another humanoid creature,
let alone another druid. Expanded Wide Shape
At 9th druid level, you are able to take beast forms
with less restrictions. When you use your wild shape
feature, you can polymorph in Tiny natural beasts and
flying natural beasts.
Improved Free Shape
Beginning at 13th druid level, you recover the use
of your free shape feature any time you finish a rest,
quick or full.
Master of Shapes
Beginning at 17th druid level, you can wild shape
on any creature, no matter its size, type or origin. Your
druid level and the slot level you spend still limit the
level of the new form.
You can shape on a specific form you already saw
before — such as the duke’s appearance. However, if
you use this spell to assum humanoid shapes, you can
just assume the “basic” form. For example, you can as-
sume the form of a common elf, but it is not able to
assume the form of an elf spellcaster or an elf rogue to
gain advanced features. Even in a humanoid form, you
still are not able to cast spells.
When you activate your wild shape, your clothing
or equipment shifts to match your form if feasible, just
merging with your flesh otherwise. For example, a suit
of clothes and a necklace change in size to suit your
new form when you becomes an ogre. But when you
change to a dinosaur, your clothes merge with your
flesh, but the necklace might just resize as large col-
lar. The DM has the final word about what merges and
what resizes to your new form — but items that just
resize still confer their magical properties to the new
form, if any.
Signature Weapon
Fighter Choose one weapon (such as longsword or battle-
axe). When you attack with that weapon, you have ex-
pertize on attacks and a natural 19 on an attack roll is
Class Features a critical hit for you.
At 5th fighter level, when you take a Standard Ac-
As a fighter, you gain the following features. tion to make a attack roll using your signature weapon,
Hit Points you can expend your Quick Action to make an extra
martial attack with the same weapon in this same turn.
Your hit point maximum improves by (1d10 + your
These attacks do not need to be done against the same
Constitution modifier) per fighter level. Your hit point
target.
maximum cannot exceed 100 hp.
The number of attacks you make with this Quick
Proficiencies Action increases to two when you reach the 11th fight-
Armors: Light armor, medium armor, heavy armor, er level and to three when you reach the 18th fight-
and shields. er level. But all attacks must be made with the same
Weapons: Simple weapons, two weapon groups of weapon you used with your Standard Action.
your choice.
Backgrounds: None. Man-at-Arms
Saving Throws: Fortitude. You learned how to be good with almost every
Skills: Choose two from Acrobatics, Animal Ken, weapon. When making a weapon attack without pro-
Athletics, Culture, Endurance, Intimidation, Investigs- ficiency, your attack roll is not unfavored. You just do
tion, Perception, and Survival. not add the trained bonus to it.

Multiclass Second Wind


If you want to multiclass into a fighter, you must Starting at 2nd fighter level, you have a limited well
have either Strength 13+ or Dexterity 13+. Multiclass- of stamina that you can draw on to protect yourself
ing in a fighter does not give you any extra proficiency from harm. While in the middle of a battle, you can
on skills. use a Quick Action to regain hit points equal to ld10 +
Fighter your fighter level. Once you use your second wind, you
Level Features cannot use it again until you finish a full rest.
1 Signature weapon, man-at-arms
2 Second wind Fighter Specialization
3 Fighter specialization Choose a fighter specialization at 3rd fighter level to
4 represent your style of combat. The specializations are
5 Signature weapon improvement (1 extra attack) detailed at the end of the class description.
6 Feat (martial)
Your choice grants you features when you choose it
at 3rd level and again at 7th, 10th, 13th, and 17th fight-
7 Fighter specialization feature
er level.
8
9 Staggering attack
Staggering Attack
10 Fighter specialization feature
By 9th fighter level, when you hit a creature with
11 Signature weapon improvement (2 extra attacks)
your signature weapon, you have advantage on all sig-
12
nature weapon attacks against that same creature until
13 Fighter specialization feature
the end of the same turn.
14 Feat (martial)
15 Indomitable Indomitable
16 Beginning at 15th fighter level, all your saving
17 Fighter specialization feature throws are favored. A combination of cunning, battle
18 Signature weapon improvement (3 extra attacks) experience, and a dash of luck guard you from harm.
19
20 Epic boon
Epic Boon • While berserk, you must fight each opponent until
When you reach 20th fighter level, you gain a epic that opponent is down. Once an opponent is felled,
boon of your choice, providing you qualify for it. The you must move to the nearest enemy and attack it.
epic boons are detailed at the end of this chapter. You cannot, for instance, choose to attack the en-
emy leader if that leader is behind seven ranks of
spearmen. You must keep fighting until all enemies
Fighter Specializations are down, as described earlier.
The following specializations represent only some of • While berserk, you do not search for cover. All
the possible paths that a fighter can follow. cover you have is incidental instead of planned.
• If, while you are berserk, another character tries
Berserker something you can interpret as attack (for in-
stance, push you to move you out of the way of an
The berserker is a warrior who has special attributes
incoming attack,) you must roll a DC 10 Intelli-
and abilities when she is in combat. In combat, you
gence check. If you succeed, you are dimly aware
can achieve an ecstatic state of mind that will enable
that your ally is not attacking you. If you fail, you
you to fight longer, harder, and more savagely than any
now thinks your ally is an enemy, and continues
humanoid has a right to. This makes you a deadly war-
to think so until the fight is done and you are no
rior... who can be as much a menace to yourself as to
longer berserk.
your enemies.
When you come out of your berserk, your exhaust-
Berserk ed condition improves by one step.
Beginning at 3rd fighter level, you may choose to go Berserker’s Resilience
berserk as a Standard Action. You can come out of your
Starting at 7th fighter level, whenever you are ber-
berserk once the last enemy is down (it must literally
serk, you gain a bonus to your AC equal to your Con-
be down on the ground, even if still alive and surren-
stitution modifier (minimum +1), providing you wear
dering; you will stay berserk and continue fighting so
no medium or heavy armor.
long as there are enemies still on their feet). Once the
fight ends, you must come out of your berserk state. Mindless Rage
When berserk, you have phenomenal endurance Starting at 10th fighter level, whenever you are ber-
and resistance to pain and some forms of magic. Only serk, you are also immune to mind effects, except that
while berserk, you gain the following benefits and hin- ones already in place when you went berserk.
drances:
• When you go berserk, you gain 5 temporary hit Bloodseeker’s Rage
points. Starting at 13th fighter level, whenever you are ber-
• You are neither unconscious or incapacited while serk, you gain the following extra benefits:
dying. So you are able to fight until slain. • You can make an opportunity attack against any
• While berserk, you get a +1 bonus to attack rolls, enemy disengaging you.
and a +3 bonus to damage rolls. • Whenever you reduce any enemy to 0 hit points or
• When you go berserk, the DM should immediately lower, if your next attack hits, it inflicts 5 extra damage.
say to you, “Tell me how many hit points you cur- If you do not attack until the end of your next turn or
rently have.” From that point until the fight is done if the first attack misses, you do not gain this benefit.
and you have returned to normal, the DM keeps
track of your hit points. You are not told how many Die Hard
hp your character has left, nor how many points of Starting at 17th fighter level, you gain resistance
damage you are taking with each attack. (After all, against all damage types whenever you have 0 hit
your character can feel no pain . . . so she cannot points or lower.
keep track of how close she is to death.) The DM
simply tells you something like: “The orc-captain Brawler*
hits you with his axe, a mighty blow which you Requires unarmed strike as signature weapon
barely feel . . .” It is therefore very possible for you You are a master of unarmed combat. You do not
to be nickled and dimed to death and not know it need for weapons and armor.
until you drop dead.
• While berserk, you can make no ranged attacks.
You also cannot cast spells or keep concentration.
Flurry of Blows these spells must be an abjuration, evocation, or weap-
At 3rd fighter level, your unarmed strike damage in-on spell of your choice, must have no higher basic level
creases to 1d6 and is lethal (unless you choose it con-than the shown in the Basic Level column of the table,
and cannot be a cantrip.
tinues being nonlethal for a particular blow). Also, you
can attack twice with unarmed strikes when you take a The spells you learn at 8th, 14th, and 20th fighter
Martial Attack Action. level can come fram any school of magic. Once you
At 5th fighter level, your unarmed strike damage in-learn a particular spell, you cannot change it.
creases to 1d8. At 11th fighter level, it becomes 1d10. Weapon spells. You consider all spells with the
At 17th fighter level, it is 1d12. weapon tag as wizard spells for you.
Spellcasting ability. Intelligence is your spellcasting
Unarmored Defense ability for your wizard spells. You use your lntelligence
At 3rd fighter level, while you are wearing no armor whenever a spell refers to your spellcasting ability.
and using no shield, your Armor Class equals 13 + Spell save. The save DC for your wizard spells is
your Dexterity modifier. 8 + your trained bonus + your Int modifier
Uncanny Dodge Spellcasting focus. You can use your signature weap-
At 7th fighter level, your agility is instinctive. When on as a spellcasting focus instead of any lesser material
you make a Reflex save to take only half damage from component for your wizard spells.
an effect, you instead take no damage if you succeed on Eldritch Knight Spellcasting
the saving throw. Spell Slots
Known Basic
Stunning Strike Level Cantrips Spells Level 1 2 3
3 3 3 1st 2
Starting at 10th fighter level, when you score a crit-
4 3 4 1st 2
ical hit on a creature with an unarmed strike, you can
try to stun the creature. The target must succeed on a 5 3 4 1st 2
Fortitude save (DC 8 + your Strength modifier + your 6 3 5 1st 3
proficiency bonus) or be incapacited until it takes 7 3 5 1st 3
damage again or until the beginning of your next turn. 8 3 6 1st 3
9 3 6 2nd 4 2
13th Level 10 4 7 2nd 4 2
11 4 7 2nd 4 2
17th Level
12 4 8 2nd 4 3
13 4 8 2nd 4 3
Eldritch Knight
14 4 9 2nd 4 3
Eldritch Knight Spellcasting 15 4 9 3rd 4 3 2
When you reach 3rd fighter level, you gain the abil- 16 4 10 3rd 4 3 2
ity to cast arcane spells. 17 4 10 3rd 4 3 2
Cantrips. You learn three cantrips of your choice 18 4 11 3rd 4 3 3
from the wizard spell list. You learn another wizard 19 4 11 3rd 4 3 3
cantrip of your choice at 10th fighter level. 20 4 12 3rd 4 3 3
Spell slots. The Eldritch Knight Spellcasting table
shows how many spell slots you have to cast your spells Weapon Binding
of 1st level and higher. To cast one of these spells, you Beginning at 3rd fighter level, you gain the ability to
must expend a slot of the spell’s level or higher. You bind a weapon to you. This requires 1 minute wielding
regain all expended spell slots when you end a full rest. the weapon and concentrating on it. After this time,
Spells known. Unlike a wizard, you do not memo- the weapon counts as one of your bound magical items,
rize spells nor have a spellbook. Instead, you have a even if the weapon is not magical. If you cannot bind
number of spells known. At 3rd fighter level, you know a new item to you, you cannot bind a weapon this way.
three 1st level wizard spells of your choice, which you
must choose from the abjuration and evocation schools
or have the weapon tag. The Known Spells column of
the Eldritch Knight Spellcasting table shows when you
learn more wizard spells of 1st level or higher. Each of
As a Quick Action, you can conjure any weapon you Improved Weapon Expertize
bound this way as a summoning effect. If the weapon Starting at 7th fighter level, when you apply exper-
is in the same plane as you, it will appear in your hand. tize to an attack roll, you double your trained bonus
A weapon bound this way do not lost the bond with instead of add +2 to it.
you when it stays more than 100 feet away by 24 hours.
Melee Smash
Intense Spells
Starting at 10th fighter level, everytime you make
Beginning at 7th fighter level, whenever you cast an a melee weapon attack, you gain a +2 bonus on your
evocation spell that deals damage, add one-third your damage rolls.
fighter level to the damage. This bonus only applies
once to a spell, not once per missile or ray, and cannot Superior Critical
be split between multiple missiles or rays. This damage Starting at 13th fighter level, whenever you attack
is of the same type as the spell. with a signature weapon, your weapon attack rolls
score a critical hit on a natural roll of 18 to 20.
Martial Channeling
Beginning at 10th fighter level, once per rest you Slayer’s Momentum
can temporarily infuse your signature weapon with the Starting at 17th fighter level, you are able to concen-
seed of a spell. As a Standard Action, you can imbue trate your attacks so that you can take down a mighty
a melee signature weapon or a piece of ammunition foe. If you damage a creature with a signature weapon
of a ranged signature weapon with one spell you can attack, you deal +1d6 extra damage to that creature the
cast, then make an attack roll with that weapon. If the next time you deal damage to it before the end of your
attack hits, the target takes the weapon damage, and next turn.
is subject to the effects of the spell. Fortitude and Will
saves are still allowed, but the target automatically fails Weaponmaster*
on a Reflex save, if any. The spell must have the casting
time of a Standard Action and must target only that Fighting Style
creature. If the attack misses, the spell misses, and you At 3rd fighter level, you learn maneuvers that are fu-
still spend the slot, components, and one use of this eled by special dice called martial dice.
feature. Martial dice. You gain four martial dice, which are
d6s. If you already have martial dice from another
Battlecast
source, they do not stack. You have the higher number
Beginning at 13th fighter level, if you use your Stan- of dice among your sources. You gain another martial
dard Action to cast a spell, you can take the Martial die at 7th fighter level and one more at 13th fighter lev-
Attack Action with your signature weapon as a Quick el.
Action. A martial die is expended when you use it. You can
just expend one martial die per use and cannot com-
Arcane Impulse
bine maneuvers. You regain all your expended martial
Beginning at 17th fighter level, if an enemy attack dice at the end of a quick or full rest.
misses you, you can use your Reaction to immediate- Maneuvers. You learn three maneuvers of your
ly cast a spell at that creature. The spell must have a choice, which are detailed under “Maneuvers” below.
casting time of a Standard Action and must target only At 7th, 10th, 13th, and 17th fighter levels, you learn
that creature. one additional maneuver.
Striker 7th level
You do not mind with elaborated tactics and combat
movements. You live by a simple philosophy: do not 10th level
miss and hit hard.
Improved Fighting Style
Group Signature At 13th fighter level, if your martial dice are d6s,
At 3rd fighter level, choose a weapon group that in- they become d8s.
cludes your signature weapon. All weapons from this
group are considered signature weapons to you.
Relentless get must make a Will save (DC 10 + your martial die
Starting at 17th fighter level, when you roll initia- result). On a failed save, it has unfavored attack rolls
tive and have no martial dice remaining, you regain 1 against any target other than you until the end of your
martial die. next turn.
Tríp attack. When you hit a creature Large or small-
Maneuvers er with your signature weapon, you can expend one
The following maneuvers are listed in alphabetic or- martial die to attempt to knock the target down. The
der. target must make a Fortitude save (DC 10 + your mar-
Dísarmíng attack. When you hit a creature with tial die result). On a failed save, it falls prone. If this
your signature weapon, you can attempt to disarm the attack is made with a glaive, halberd, or ranseur, the
target, forcing it to drop one item of your choice that creature is unfavored on its saving throw.
it’s holding. To do this, expend a martial die. The target
must make a Fortitude save (DC 10 + your martial die
result). On a failed save, it drops the object you choose,
The object lands at its feet. If this attack is made with a
bastard sword, longsword, or shortsword, the creature
is unfavored on its saving throw.
Double strike. When you take a Quick Action to
make an attack roll with your secondary weapon, if
you hit, you can expend and roll one martial die. Add
the number rolled to your damage roll.
Driving back. When you hit a creature Large or
smaller with your signature weapon, you can attempt
to push the target. To do this, expend a martial die. The
target must make a Fortitude save (DC 10 + your mar-
tial die result). On a failed save, you push the target 10
feet from you. If this attack is made with a club, great-
club, mace, or morningstar, the creature is unfavored
on its saving throw.
Feint. You can expand one martial die while doing a
melee attack with your signature weapon. Roll the die
and add the number rolled to your attack roll.
Footwork. When you move, you can expend one
martial die, rolling the die and adding the number
rolled to your AC until you stop moving.
Opportune interruption. When a creature attacks
one of your allies, you can expend one martial die as a
Reaction to make a martial attack against the creature.
If you hit, the creature are unfavored on its attack roll
against your ally.
Parry. When you are wielding a melee signature
weapon and another creature damages you with a me-
lee attack, you can use your Reaction and expend one
martial die to reduce the damage by the number you
roll on your martial die + your Dexterity modifier.
Ríposte. When a creature misses you with a melee
attack, you can use your Reaction and expend one
martial die to make a melee attack with your signature
weapon against the creature. If you hit, you add the
martial die to the attack’s damage roll.
Tauting attack. When you hit a creature with your
signature weapon, you can expend one martial die to
attempt to taunt the target to attack only you. The tar-
Paladin
Basic Spell Slots
Level Features Level 1 2 3 4 5
1 Man-at-arms, lay on hands, detect evil, fealty, code of conduct —
2 Paladin spellcasting, smite 1st 2
3 Paladin specialization 1st 2
4 1st 3
5 Divine gift 1st 3
6 Paladin specialization feature 2nd 4 2
7 Blessed existence 2nd 4 2
8 2nd 4 3
9 Paladin specialization feature 2nd 4 3
10 Divine gift (improved benefits) 3rd 4 3 2
11 Blessed existence (allies next to you) 3rd 4 3 2
12 3rd 4 3 3
13 Paladin specialization feature 3rd 4 3 3
14 4th 4 3 3 1
15 4th 4 3 3 1
16 4th 4 3 3 2
17 Paladin specialization feature 4th 4 3 3 2
18 5th 4 3 3 3 1
19 5th 4 3 3 3 1
20 Epic boon 5th 4 3 3 3 2

Paladin
Multiclass
If you want to multiclass into a paladin, you must
have both Strength 13+ and Charisma 13+. Multiclass-
ing in a paladin does not give you any extra proficiency
Class Features on skills.
As a paladin, you gain the following features. Man-at-Arms
Hit Points You learned how to be good with almost every
Your hit point maximum improves by (1d10 + your weapon. When making a weapon attack without pro-
Constitution modifier) per paladin level. Your hit ficiency, your attack roll is not unfavored. You just do
point maximum cannot exceed 100 hp. not add the trained bonus to it.

Proficiencies Lay on Hands


Armors: Light armor, medium armor, heavy armor, As a Standard Action, you can heal yourself or a
and shields. touched living creature. After finish a full rest, you
Weapons: Simple weapons and one weapon group have a pool of hit points you can heal equal to the dou-
of your choice. ble of your paladin level. Each time you use your lay on
Backgrounds: None. hand feature, you decide how many hit points you will
Saving Throws: Fortitude. heal, subtracting this ammount of your available pool.
Skills: Choose two from Animal Ken, Athletics, You cannot heal more than your remaining hit points
Culture, Endurance, Intimidation, Insight, Medicine, in the pool allows.
and Religion.
Detect Evil
At will, as a Quick Action, a paladin can detect un-
dead and fiends within 60-foot radius while concen-
trating on this effect. You do not detect creatures with
total cover regarding you. You know the type (fiend or more of your memorized spells when you end a full
undead) of any being whose presence you sense, but rest. Each changed memorized spell requires one min-
not its identity, except if you are actually seeing it. ute per minimum spell level spent in meditation to
Within the same radius, you also detect the presence your ideals.
of any place or object that has been desecrated.
Spellcasting Ability
Fealty Wisdom is the spellcasting ability for your paladin
Every paladin must pledge fealty to something. As a spells. You use your Wisdom whenever a cleric spell
minimum, you must pledge fealty to either a religion refers to your spellcasting ability.
or philosophy; this faith is what grants you the spe- Spell Save
cial divine powers. Beyond this requirement, patrons
The save DC for your paladin spells is
should derive logically from the paladin’s background
and outlook. There are four possibilities of patrons: 8 + your trained bonus + your Cha modifier
Church. You answer to the elders or dignitaries of
an organized faith. Usually, your immediate superior Spellcasting Focus
is a high-ranking priest. You can the holy symbol of your deity as a spell-
Government. You work for a king, monarchy, or casting focus instead of any lesser material component
other government body or official. Usually, your im- for your paladin spells. This holy symbol must be an
mediate superior is a military officer, often another actual object as a pingent or trinket. It cannot be just
paladin of higher level. painted on another object (as on your tabard). How-
Mentor. You take orders from a family member, ever, a shield presenting the holy symbol on it is an
teacher, elder, or any other individual not formally as- exception and counts as a spellcasting focus for your
sociated with a government or church. paladin spells.
Independent. You make your own decisions. You
answer to your deity or to your own conscience. You Smite
may choose to follow the tenets of a church or promote Starting at 2nd paladin level, when you hit a crea-
the causes of a government, but since you do not work ture with a melee attack, you can expend one spell slot
for them, you are not required to obey their edicts. as Reaction to create some sort of effect. This spell slot
cannot have a level higher than the maximum spell slot
Code of Conduct corresponding to your paladin level at the Paladin ta-
Each paladin needs to follow the tenets of her deity. ble. All paladins gain the smite evil feature below as
A paladin who grossly violates the code of conduct re- one of these effects. Most paladin specializations give
quired by her deity loses all paladin magical features. extra options of smite.
She cannot thereafter gain levels as a paladin until she Smite evil. You deal radiant damage to the target,
atones for her deeds (see the atonement spell descrip- in addition to the weapon’s damage. The extra damage
tion). is 1d8 per slot level. The damage increases to 1d12 per
slot level if the target is an undead or a fiend.
Paladin Spellcasting
Beginning at 2nd paladin level, you can cast paladin Paladin Specialization
spells, which use the divine source. Choose a paladin specialization at 3rd paladin level
to represent the manner you follow the tenets of your
Memorizing and Casting Spells
deity. The specializations are detailed at the end of the
The Paladin table shows how many spell slots you class description.
have to cast your spells. To cast one paladin spell, you Your choice grants you features when you choose it
must have this spell memorized and expend a slot of at 3rd level and again at 6th, 9th, 13th, and 17th pala-
spell’s level or higher. All expended spell slots are re- din level.
covered when you end a full rest.
To memorize a spell, you choose it from the paladin
spell list. The chosen spell must have no higher basic
level than the shown in the Basic Level column of the
table. You can memorize a number of paladin spells
equal to half your paladin level + your Wisdom mod-
ifier (minimum of one spell). You can change one or
Oath Spells a Medium paladin) or a pony (for a Small paladin),
Each paladin specialization has a list of oath spells although more exotic mounts, such as a boar, camel, or
that you gain at the paladin levels noted in the descrip- dog are also suitable. This mount already appears with
tion. Once you gain an oath spell, you always have it riding tools, as saddle, harness, a caparison showing
memorized, and it does not count against the number your deity’s holy symbol, and the like. Regardless the
of spells you can memorize each day. mount actual appearance (which may change every-
If you have an oath spell that does not appear on time you call it), the steed has always the same statis-
the paladin spell list, the spell is nonetheless a paladin tics.
spell for you. Celestial Steed
Unaligned Medium or large celestial beast (eternal)
Tenants
AC 10 + half your paladin level (natural)
Each paladin specialization has some tenants that hp 4 per paladin level
are added to the code of conduct. A paladin that breaks Senses darkvision (near), Per 13
one of these tenants are effectively violating her code Stats
of conduct. Str 17 (+2), Dex 14 (+1), Con 17 (+2),
Int 6 (–1), Wis 13 (+1), Cha 13 (+1)
Divine Gift Saving throws Fort +4, Ref +3, Will +3
Skills Perception +3
Upon reaching 5th paladin level, you are granted Special Traits
with a divine gift by your deity. This gift can take one
Celestial spirit: This steed does not need eat, breath,
of two forms. Once the form is chosen, it cannot be or sleep.
changed. Martial Attacks
Holy Avenger Bite [natural]: Melee +4. Hit: 1d4+2 piercing.
Slam [natural]: Melee +4. Hit: 1d4+2 bludgeoning. This
You gain a holy avenger from your deity, which is can be hooves attack from a horse or anything proper to
any melee weapon you have proficiency with. Once this steed.
you choose the specific weapon your holy avenger is, it
cannot be changed. You can take a Standard Action to summon your
You can use a Quick Action to manifest your holy mount to your side. The mount immediately appears
avenger in your hand. Your holy avenger persists until next to you. You can dismiss your celestial steed with
you no longer hold it, or until you dismiss it (no Ac- a Quick Action. Note the current hp and conditions
tion required). affecting the steed when you dismiss it, because the
Your holy avenger is magical and cannot be further next time you summon it again, the steed return with
enchanted. But you gain special abilities when you this amount of hit points and with every condition it
wield it. has. The steed can be healed and it loses conditions the
• You can use your holy avenger as a spellcasting fo- usual way.
cus for your paladin spells. If your celestial steed dies, you cannot summon it
• Whenever you wield your holy avenger, you have again until finish a full rest. After this, the celestial
expertize in all your saving throws. steed appears again with just 1 hp and must be healed.
• Whenever you wield your holy avenger, fiends and On the battlefield, the mount remains with you,
undead make unfavored attack rolls against you. even in the face of impending death. A celestial steed
• You can take a Quick Action to make your holy will never abandon you to save itself. The celestial steed
avenger sheeds radiant, divine light as per light spell. has its own Standard Action, Quick Action, and move,
You can turn off this light whenever you want (no Ac- but always act in your initiative order. You can take a
tion required). Quick Action to give an order to it. If not following
• Beginning at the 10th paladin level, your holy orders, the mount attempt to help you in combat the
avenger grants +1 bonus to your AC when you wield it way it can.
and causes an 1d6 extra radiant damage on creatures At 10th paladin level, your celestial steed gain the
hit with it. magic resistance trait (favored saving throws against
spells and magical effects) and becomes immune to ra-
Celestial Steed [Summoning] diant damage. It can take a flying (such as a pegasus
You gain the service of an unusually intelligent, or griffon) or swimming (as a giant seahorse or) form.
strong, and loyal steed to serve you in your crusade
against evil. This mount is usually a heavy horse (for
Also, when you reach the 10th paladin level, you Restitution. If my foes wreak ruin on the world,
gain the ability to communicate telepathically with it is because I failed to stop them. I must help those
your celestial steed, sending and receiving mental harmed by their misdeeds.
messages at will. This ability’s range is 1 mile.
Oath of Enmity
Blessed Existence You focus your wrath on a single foe, giving your
Starting at 7th paladin level, you gain expertize on attacks against it extraordinary accuracy. Starting at
all your saving throws. At 11th paladin level, each ally 3rd paladin level, you can name an enemy you can see
of yours next to you also gain expertize on its saving as your sworn target (no Action required). When you
throws. make a melee attack against the sworn target and there
are no other enemy engaged with you, you gain exper-
Epic Boon tize in your attack roll. Also, if a sworn target attempts
to disengage from you, you still gain an opportunity
When you reach 20th paladin level, you gain a epic
attack against it.
boon of your choice, providing you qualify for it. The
You cannot change your sworn target until the end
epic boons are detailed at the end of this chapter.
of the encounter or until the current sworn target
drops to 0 hp or less. If this occurs, you can then name
Paladin Specializations a new sworn target, forfeiting the old one.
The following specializations represent only some of Bond of Pursuit
the possible paths that a paladin can follow. Starting at 6th paladin level, if your sworn enemy
ends its turn nearby you instead of next to you, you can
Avenger* take a Reaction to move to engage it.
The gods have many devotees. Yet where many
paladins serve their gods as leaders, healers, military Blood Oath
commanders, and the masterminds of great plans, Starting at 9th paladin level, you have a +2 bonus
few are as singleminded and zealous in the pursuit of to AC against attack rolls from your sworn enemy and
their faith as the avenger. An avenger’s idiom is simple: you make favored saving throws against your sworn
Defeat enemies of the faith and punish them for their enemy’s features.
transgressions.
Smite Option
Avenger Oath Spells
Starting at 13th paladin level, you gain a new smite
Paladin Level Spells
option.
3 Doom
Sequestering smite. If you spend at least a 2nd level
5
spell slot when attacking your sworn target, you and
9 Hold creature your target are teleported to a nearby place of your
13 choice. Both you and your target are still engaged. You
17 cannot teleport the target to fall into an abyss while
you stand next to it on the border. Both of you are on
Tenants the border or both of you fall. If you spend at least a
The tenets of an avenger revolve around punishing 4th level spell slot, you may choose a far away place to
wrongdoers by any means neeessary. Paladins who up- teleport both.
hold these tenets are willing to sacrifice even their own Divine Guidance
righteousness to mete out justice upon those who do
Starting at 17th paladin level, when an ally you can
sinned againt the paladin’s faith.
see hits your sworn target with a melee attack, you can
Fight the enemies of your faith. Faced with a choice
take a Reaction to spend a spell slot and give to this ally
of fighting a sinner or combating another, even greater
the benefits of your smite evil feature.
evil, I choose punish those that defied my faith.
No mercy for the wicked. Ordinary foes might win
my mercy, but never those that stand against my faith.
By any means necessary. My qualms cannot get in
the way of exterminating those who stand against my
faith.
Chevalier* Request for Sanctuary
A gentleman warrior, the chevalier epitomizes hon- You may request sanctuary in any stronghold in
or, courage, and loyalty. Modeled on the knights of your kingdom, or in any kingdom with diplomatic or
the feudal age, the chevalier serves her king (or other political ties to your kingdom. By custom, the owner
ruler) as a soldier in the royal military of a powerful of the stronghold must provide you with shelter, food,
kingdom. and water for up to three days; the offer extends to a
number of companions equal to the your paladin level.
Chevalier Oath Spells
Paladin Level Spells Wealth
3 Compelling duel Starting at 3rd paladin level, each time you gain a
5 Chant level (including this one), you receive an ammount
9 of money equal to 100 times your paladin level. This
13 money appears by means of the government you fol-
17 low, providing they have access to your current loca-
tion.
Tenants Grand Knight
The tenants of this specialization revolve around to Starting at 6th paladin level, you are now considered
serve a liege. experienced enough to train new paladins. You gain a
Ministration by government. Your fealty is bound valet, a 1st level paladin henchman as your compan-
with a government. In a theocracy, a chevalier may ion. This valet aspires to become a chevalier like you.
take orders from the church. The valet acts as personal aide both on the battlefield
Nobles shall be respected. Because chevaliers of all and at home. When she reaches the 3rd paladin level,
ranks are considered part of the aristocracy, they com- she is free to go and is no more your squire. At this
mand the respect afforded other members of the noble point, you gain a new 1st-level paladin to train.
class and give respect to the nobles above their status. If your valet dies on duty, you shall mourn her death.
Keep your dignity always. Fully aware of your priv- A new 1st-level paladin will be designated to you by
ileged status, you carry yourself with pride. You main- your liege to substitute the old one. But if the valet died
tain an immaculate appearance, are unfailingly courte- because your negligency, your liege may punish you
ous, and behave with dignity in all situations. and do not send another one until she thinks you had
Be part of your government. As part of a complex your lesson and learned more responsability with your
bureaucracy, you have more responsibilities than most lackeys.
other paladins. You must attend state functions, partic-
ipate in royal festivals, and represent your liege at tour- Born Leader
naments. You may be required to train young warriors, Starting at 9th paladin level, any of your allies than
file monthly reports of your activities, and officiate at can see you gain a +1 bonus on attack rolls.
dubbing ceremonies for new chevaliers. In general, the
larger the kingdom, the more demands on you. Unyielding Spirit
Your state’s enemy are your personal enemies. A Starting at 13th paladin level, you make favored sav-
liege makes many enemies over the course of his ca- ing throws against become paralyzed or incapacited.
reer. By definition, enemies of the liege are also ene-
mies of her chevaliers. 17th Level

Chain of Command Mage Hunter*


Chevaliers adhere to rigid chains of command. Any Paladins that follows the mage hunter path oppose
high-level chevalier can give commands to lower-lev- the wrongful use of magic. They consider the abuse of
el chevaliers from the same kingdom. The lower-lev- such power to be an affront to the gods that gave the
el chevaliers must follow these orders as if they were gift of magic to mortals. Some may even go so far as to
given by the liege. Typical commands include loaning believe that such power was never intended to wielded
weapons and mounts, delivering messages, and secur- at all by mere mortals and oppose its use completely
ing supplies. All that take this path agree on one thing: they will not
rest until they have silenced those that use magic for
purposes beyond what the divine powers intended.
Mage Hunter Oath Spells Stunning Smite
Paladin Level Spells Starting at 13th paladin level, when you use any
3 Detect magic smite option against a creature, in addition to the nor-
5 Silence mal effects, you may also unleash a burst of divine en-
9 Dispel magic ergy which has a chance to stupefy your target. If you
13 do, the target must succeed on a Fortitude save or be
17 incapacited until the beginning of your next turn. The
DC of this saving throw is equal to the saving throw
DC for your paladin spells. You can use this feature
Tenants once per rest.
The tenants of a mage hunter revolve around the di-
vine origins of magic and the strict regulation of how Paragon of Magic
magic should (or should not) be used by mortal beings. At 17th paladin level, you have resistance to dam-
All magic is granted by gods. The power of magic age from spells and spell-like abilities and creatures
was created by higher powers for the benefit of all be- and objects next to you cannot move or travel using
ings. All magical power flows down from on high. teleportation effects, except if you allow them. This in-
Magic is a gift. Mortals that can harness the power cludes summoning effects to bring creatures and ob-
of magic, even arcane magic, are able to do so only be- jects next to you or to send them back when the dura-
cause higher powers have bestowed a mighty gift upon tion ends — in this last case, the summoning out is just
them. delayed while next to you.
Magic is not to be misused. The gift of magic was
not meant to be used to enrich, oppress, or enslave, Wyrmslayer*
but to benefit all mortals. It shall not be wielded im- The wyrmslayer is the sworn enemy of dragons and
properly. has devoted her life to their destruction. Battle-hard-
Misuse of magic must be opposed. I will silence ened and fiercely determined, the wyrmslayer roams
those who profane the sacred language of magic by the world in search of the hated creatures.
abusing its power.
Wyrmslayer Oath Spells
Smite Option Paladin Level Spells
When you take this specialization at 3rd paladin 3 Remove fear
level, you gain the following smite option: 5 Aid
Righteous interruption. When you hit a creature 9 Fly
that is concentrating on a spell, you can expend a slot 13
of any level to that creature automatically lose the con- 17
centration.
Cursebreaker Tenants
Starting at 6th paladin level, when you use your lay The tenants of this oath revolve around the idea that
on hands feature, you can expend 5 hit points from dragons must be opposed.
your pool of healing to cause one curse affecting the There are no such thing as “good” dragons. Never
touched creature to end. This curse must be one possi- trust on one of these ardilous creatures. Even metalic
ble to remove with a 3rd-level remove curse spell. Each dragons have a secret agenda of deceit and ruling be-
extra 5 hit points from the pool “augments” the poten- hind the throne.
cy of your cursebreaker feature in one slot level. For Travel to where dragons are. Nomadic and restless,
example, expending 15 hit points from the pool will you spend most of your time searching for your nem-
remove a curse that can be finished by a 5th-level re- eses.
move curse. Never ally with a dragon, even to a “greater good”.
You can remove multiple curses with a single use It is very dishonorable to associate yourself with a
of lay on hands by expending hit points separately for wyrm. And you will abandon any adventuring party
each one. that engage in such activities.
Engage the dragon first. Your priority are dragons.
You seek out your principal foe in combat situations,
choosing it as the target of your attacks in preference
all other potential opponents. If the party encounters
a horde of goblins and a black dragon, you attack the
dragon and leaves the goblins to your comrades. This
does not necessarily interfere with your judgment or
responsibilities to your companions. If a red dragon
tumbles into a fiery chasm, you will not leap in. If a
comrade needs you, you interrupt your combat with a
dragon to help out, resuming your attacks against the
dragon when your comrade is safe.
Dragon Knowledge
At 3rd paladin level, you learn to read, write, and
speak Draconic. Also, all your checks to recall dragon
lore are favored.
Smite Option
When you take this specialization at 3rd paladin
level, you gain the following smite option:
Smite dragon. You deal radiant damage to the target
in addition to the weapon’s damage. The target must
be a creature with the dragon tag. The extra damage is
1d12 per slot level and the dragon is unable to reduce
or prevent it in any way.
Fearless
Starting at 6th paladin level, you become immune to
be frightened.
Blessing Against Breath Weapons
Starting at 9th paladin level, whenever you make a
successful saving throw against a breath weapon that
causes damage, you take no damage at all. If you fail
the saving throw, you take just half damage.
Dragon Magical Battle
Starting at 13th paladin level, you make favored
saving throws against magical abilities of dragons and
against its breath weapon. Also, creatures with the
dragon tag make unfavored saving throws against your
paladin spells.
Supremacy against Dragons
Starting at 17th paladin level, you have resistance to
all natural attacks of a creature with the dragon tag.
Also, everytime a martial attack from you causes dam-
age to a dragon creature, it must succeed in a Fortitude
save (DC equal to the provoked damage) to be able to
fly. If it fails, the dragon cannot fly until the beginning
of your next turn and if it is already flying, it is forced
to land.
Man-at-Arms
Ranger You learned to be good with almost every weapon.
When making a weapon attack without proficiency,
your attack roll is not unfavored. You just do not add
Class Features the trained bonus to it.

As a ranger, you gain the following features. Favored Terrain


Hit Points You may select a type of terrain from the below op-
Your hit point maximum improves by (1d10 + your tions.
Constitution modifier) per ranger level. Your hit point • Cold (ice, glaciers, snow, and tundra)
maximum cannot exceed 100 hp. • Desert (sand and wastelands)
• Forest (coniferous and deciduous)
Proficiencies • Jungle
Armors: Light armor and medium armor. • Mountain (including hills)
Weapons: Simple weapons, Bow group weapons, • Plains
one weapon of your choice. • Swamp
Backgrounds: None. • Underground (caves and dungeons)
Saving Throws: Fortitude. • Urban (buildings, streets, and sewers)
Skills: Survival and choose more two from Animal • Water (above and below the surface)
Ken, Athletics, Culture, Endurance, Intimidation, In- You gain expertize in Perception, Search, Stealth,
vestigation, Medicine, and Perception. and Survival skill checks when you are in this terrain,
even if you are not proficient with these skills. When
Multiclass traveling through your favored terrain, you leave no
If you want to multiclass into a ranger, you must trail and cannot be tracked (though you may leave a
have Dexterity 13+, and proficiency with the Survival trail if you so choose).
skill (you do not gain other skill proficiencies). When you roll initiative while in your favored ter-
Ranger rain, you gain a special turn that takes place before
Level Features other creatures can act. On this turn, you can use your
1 Man-at-arms, favored terrain
Standard Action to take either the Martial Attack Ac-
tion or use the Stealth skill to hide. If more than one
2 Enemy’s bane (type)
creature in an encounter has a similar feature, they all
3 Ranger specialization
act first in order of initiative, then the regular initiative
4
order begins. If you would normally be surprised at
5 Enemy’s bane (origin)
the start of an encounter, you are not surprised but you
6 Ranger specialization feature do not gain this extra turn.
7 Favored terrain While tracking other creatures in your favored ter-
8 rain, you also learn their exact number, their sizes, and
9 Ranger specialization feature how long ago they passed through the area.
10 Finally, when you forage in your favored terrain,
11 Favored terrain you find twice as much food as you normally would.
12 At 7th, 11th, 15th, and 18th ranger level, you may
13 Ranger specialization feature select an additional favored terrain.
14
15 Favored terrain Enemy’s Bane
16 At 2nd ranger level, choose a type of creature: aber-
17 Ranger specialization feature ration, beast, construct, humanoid, ooze, plant, or un-
18 Favored terrain dead. Your weapon attacks cause +1 point of damage
19 against this type of creature.
20 Epic boon
At 5th ranger level, choose an origin: animated,
celestial, elemental, fey, fiendish, magical, natural, or
primal. Your weapon attacks cause +1 point of dam-
age against creatures of this origin. This stacks with the Bear
creature’s type if the target has both the origin and type Unaligned, Medium primal beast (eternal)
of your enemy’s bane feature. Senses darkvision (near)
Bear’s endurance. Each time your bear companion
Ranger Specialization causes damage to an opponent, it gains temporary hit
At 3rd ranger level, you choose a specialization that points equal the damage it rolled.
Soul of healer. Whenever any ally next to the bear com-
improves your ranger abilities. Some possible special- panion heals hit points, either naturally or magically, it
izations at the end of the class description. heals 2 extra hit points.
Your choice grants you features when you choose it
at 3rd level and again at 6th, 9th, 13th, and 17th ranger
Eagle
level.
Unaligned, Small primal beast (eternal)
Senses darkvision (near)
Epic Boon Fly. The eagle companion can fly.
When you reach 20th ranger level, you gain a epic Coordinated attack. Whenever an opponent engaged to
boon of your choice, providing you qualify for it. The your eagle companion moves away without disengaging,
epic boons are detailed at the end of this chapter. you can make a ranged opportunity attack against it as
Reaction.

Ranger Specializations Panther


The following specializations represent only some of Unaligned, Medium primal beast (eternal)
the possible paths that a ranger can follow. Senses darkvision (near)
Sharp claws. The panther claw attacks have +1 bonus
Beastmaster* on damage.
Stalker’s aid. Any ally next to the panther companion
gains a +1 bonus to its melee attack rolls.
Spirit Companion [Summoning]
At 3rd ranger level, you acquired a spirit compan-
ion, an animal spirit that accompanies and assists you. Spirit’s Rage
Your spirit companion lasts until killed (it has AC 10 At 6th ranger level, your spirit companion gain the
+ half your ranger level and 4 hp maximum per ranger multiattack feature as Standard Action. With the same
level you have). The spirit companion moves and take Standard Action, it can make two natural attack rolls.
Actions in your turn, but has no Reactions. It attacks
Spirit’s Wisdom
with a modifier equal to your trained bonus to attack
rolls and causes 1d6 damage (no Strength modifier is Beginning at 9th ranger level, you make favored
added). The bite damage is piercing; claw damage is checks of a certain skill when next to your spirit com-
slashing. If it needs to make any check or saving throw, panion. It shares with you part of its wisdom. The af-
it uses your modifier. fected skill depends of the current form of your spirit
If your spirit companion is killed, it reappears with companion.
a new body in the proximities of where you finish your Bear. Medicine checks.
next full rest. The old body rottens normally and no Eagle. Athletics checks.
part of it can be used effectively — its remains do not Panther. Stealth checks.
work as material components, its flesh has not nutri- Apex Predator
tive value and so on.
At 13th ranger level, the damage from your spirit
Different spirit companions give different benefits.
companion attacks increases to 1d8+1, rather 1d6.
Choose one of the following options. You may change
your choice everytime your spirit companion dies and 17th level
back after your full rest. However, deliberate mistreat-
ment, failure to care for the companion, or continu- Huntmaster
ous unreasonable demands have adverse effects on the
spirit’s relationship with you. Purposely arranging the Aspect of the Hunter
death of one’s own spirit companion incurs great un- At 3rd ranger level, you learn maneuvers that are fu-
favor from certain powerful entities, with dire results. eled by special dice called martial dice.
Martial dice. You gain four martial dice, which are Camouflage. When you are making a Stealth check,
d6s. If you already have martial dice from another you can expend and roll one martial die. Add the num-
source, they do not stack. You have the higher number ber rolled to the result of your check.
of dice among your sources. You gain another martial Double strike. When you take a Quick Action to
die at 7th ranger level and one more at 13th ranger lev- make an attack roll with your secondary weapon, if
el. you hit, you can expend and roll one martial die. Add
A martial die is expended when you use it. You can the number rolled to your damage roll.
just expend one martial die per Action. You regain all Footwork. When you move, you can expend one
your expended martial dice at the end of a quick or martial die, rolling the die and adding the number
full rest. rolled to your AC until you stop moving.
Maneuvers. You learn two maneuvers of your Hunter’s mark. As a Quick Action, name a target
choice, which are detailed under “Maneuvers” below. you are able to see and expend one martial die. Roll
At 6th, 9th, 13th, and 17th ranger levels, you learn one the die. Until you fall unconscious or until you start a
additional maneuver. quick or full rest, everytime you hit the target, you add
the number rolled in your damage rolls.
Archery Hunter’s senses. As a Quick Action, expend one
At 6th ranger level, if you are proficient with a martial die. You determine the position of all unpo-
ranged weapon, you gain expertize to attack rolls with sitioned creatures within 30 feet from you. If a crea-
that weapon and shoting a far away target does not in- ture has total cover against you, it is not found by this
cur in unfavored attack rolls. ability. Roll the expended martial die. While you keep
your concentration (up to 10 minutes), your passive
Amazing Archer
Perception improves by the number rolled.
Starting at 9th ranger level, when you attack with Martial athlete. As a Quick Action, you can expend
a weapon from the bow or crossbow group, you can one martial die and roll it to climb or swim the am-
make two attack rolls with this weapon using the same mount rolled in yards without the need of checks, pro-
Standard Action. If the first attack roll from this Action viding you are able to climb the surface or swim the
misses, the second attack roll is favored, once you are pool of liquid in first place.
able to quickly adjust your aim to compensate. Opportune interruption. When a creature attacks
Improved Aspect of the Hunter one of your allies, you can expend one martial die as a
Reaction to make a martial attack against the creature.
At 13th ranger level, if your martial dice are d6s,
If you hit, the creature are unfavored on its attack roll
they become d8s.
against your ally.
Relentless Wild empathy. When you are making any check
Starting at 17th ranger level, when you roll initia- to interact with animals, you can expend and roll one
tive and have no martial dice remaining, you regain 1 martial die. Add the number rolled to the result of
martial die. your check.

Maneuvers Nature Lord*


The following maneuvers are listed in alphabetic or-
der. Nature Lord Spellcasting
Adrenalin rush. When you kill or drop an enemy When you reach 3rd ranger level, you gain the abil-
unconscious, you can take a Reaction to expend and ity to cast divine spells.
roll one martial die. You heal yourself an ammount of Orisons. You learn three orisons of your choice from
hit points equal to the number rolled + your Consti- the druid spell list. You learn another druid orison of
tution modifier. If the amount exceeds your hit point your choice at 10th ranger level.
maximum, the exceeding value becomes temporary Spell slots. The Nature Lord Spellcasting table shows
hit points for you. how many spell slots you have to cast your spells of 1st
Aggressive move. When you are engaged, you can level and higher. To cast one of these spells, you must
expend a martial die to do not provoke opportunity expend a slot of the spell’s level or higher. You regain
attacks when moving away from your engaged oppo- all expended spell slots when you end a full rest.
nents for this turn. Spells known. Unlike a druid, you do not memo-
rize spells. Instead this, you have a number of spells
known. At 3rd ranger level, you know three 1st level
druid spells of your choice. The Known Spells column • The movement cost for your group’s travel by this
of the Nature Lord Spellcasting table shows when you terrain is reduced in 1 (but never less than 0.5 points
learn more druid spells of 1st level or higher. Each of per mile).
these spells must be no higher level than the shown in • You and your group cannot become lost except by
the Basic Level column of the table and cannot be an magical means.
orison. Once you learn a particular spell, you cannot • Even when you are engaged in another activity
change it. while traveling (such as foraging, navigating, or track-
Spellcasting ability. Wisdom is your spellcasting ing), you remain alert to danger.
ability for your druid spells. You use your Wisdom • If you are traveling alone, you can move stealthly
whenever a spell refers to your spellcasting ability. at a normal pace.
Spell save. The save DC for your druid spells is
Shifty
8 + your trained bonus + your Wis modifier
Beginning at 6th ranger level, you can Dash or Dis-
Nature Lord Spellcasting engage as Quick Action.
Known Basic Spell Slots Danger Sense
Level Orisons Spells Level 1 2 3
At 9th ranger level, you grow accostumed to scout in
3 3 3 1st 2
dangerous place. As result, you gain both proficiency
4 3 4 1st 2 and expertize on Reflex saves.
5 3 4 1st 2 More than this, when nearby creatures are up to
6 3 5 1st 3 make a saving throw against a trap or being attacked
7 3 5 1st 3 by a trap, you can shout a warning as Reaction. All
8 3 6 1st 3 nearby creatures that can hear you gain a +2 bonus on
9 3 6 2nd 4 2 that save or to their AC. You do not gain this bonus
10 4 7 2nd 4 2 and it lasts just that moment.
11 4 7 2nd 4 2
Rescue Artist
12 4 8 2nd 4 3
13 4 8 2nd 4 3
From 13th ranger level, you are exceptionally skilled
at extracting others from difficult situations. As a Re-
14 4 9 2nd 4 3
action, you automatically succeed on to catch a falling
15 4 9 3rd 4 3 2
character next to you. You also make favored Athletics
16 4 10 3rd 4 3 2
checks when carrying or supporting another person.
17 4 10 3rd 4 3 2
This applies, for example, to checks made to swing on
18 4 11 3rd 4 3 3 a rope while holding another person or to swim while
19 4 11 3rd 4 3 3 supporting a foundering swimmer.
20 4 12 3rd 4 3 3
Terrain Superiority
6th level By 17th ranger level, you use terrain to such great
effect that you always make favored attack rolls and
9th level saving throws when you are on your favored terrain.

Strength of the Nature


Starting at 13th ranger level, you gain your ranger
level in temporary hit points whenever you complete a
full rest in a region that is considered a favored terrain
for you.
17th level

Scout
Guide
At 3rd ranger level, you have additional benefits
when you are in your favored terrain.
Expertize
Rogue Choose two skills you are proficient with. You gain
expertize with the chosen skills.
At 5th rogue level, choose other two skills to gain
Class Features this benefit.

As a rogue, you gain the following features. First Strike


Hit Points At the start of an encounter, you get favored attack
Your hit point maximum improves by (1d6 + your rolls against any creatures that have not acted yet in
Constitution modifier) per rogue level. Your hit point that encounter.
maximum cannot exceed 100 hp.
Rogue’s Tricks
Proficiencies Your quick thinking and agility allow you to be a
Armors: Light armor. master of trickery. Choose one trick of your choice.
Weapons: Simple weapons, hand crossbows, long- At 2nd rogue level, you choose two extra new tricks.
swords, and shortswords. At 7th, 11th and 14th rogue level, you choice a new
Backgrounds: None. trick.
Saving Throws: Reflex. Acrobat’s trick. You can use a Quick Action to make
Skills: Choose four from Acrobatics, Athletics, Cul- favored your next Acrobatics check you make during
ture, Deception, Insight, Intimidation, Investigation, the same turn.
Perception, Performance, Persuade, Socialization, Climber’s trick. As a Quick Action, you may climb
Stealth, Survival, and Thievery. up 15 feet without any check, providing the surface can
be normally climbed by you.
Multiclass Evasiveness. You can just learn this trick if you know
If you want to multiclass into a rogue, you must have both the fleet of foot and the shifty tricks. With the
Dexterity 13+. You just choose two skill proficiencies same Quick Action you can take both the Dash and
from the rogue list instead of four. Disengage Actions.
Rogue Feinting trick. As a Quick Action, you gain a bonus
Sneak equal to your Charisma modifier to the next non-fa-
Level Attack Features vored attack roll you make this turn.
1 — Expertize, first strike, rogue’s trick Fleet of foot. You can take the Dash Action as a
2 ­— Extra rogue’s tricks Quick Action.
3 1d6 Rogue specialization Scroll use. You can use any spell scroll, even if
4 1d6 the spell is not in your lists. If you understand what
5 1d6 Expertize is written on the scroll — by means of a read magic
6 2d6 Rogue specialization feature
spell or any way else — this does not requer any check.
However, if you attempt to activate the scroll blindly
7 2d6 Extra rogue’s trick
(without know its contents), you must make a DC 10
8 2d6
Intelligence check. Success means you discover which
9 3d6 Rogue specialization feature
spell the scroll contains when activating it and cast the
10 3d6
spell as normal. Failure means a scroll misshap and the
11 3d6 Extra rogue’s trick destruction of the scroll. Roll a misshape on the Wild
12 4d6 Surge Result table on the Chapter Adventuring.
13 4d6 Rogue specialization feature The DM should tell you which is the spell in the
14 4d6 Extra rogue’s trick scroll when you attempt to cast it. Then decide targets
15 5d6 and other spell variables and just after that roll the In-
16 5d6 telligence check to determine if everything goes well or
17 5d6 Rogue specialization feature a misshape happens.
18 6d6 Shifty. You can take the Disengage Action as a Quick
19 6d6 Action.
20 6d6 Epic boon
Sneaker’s trick. If you are attempting to hide (see Arcane Trickster Spellcasting
the Stealth skill), you can take a Quick Action to your When you reach 3rd rogue level, you gain the ability
Stealth check at the end of the turn be favored. to cast arcane spells.
Sniper’s trick. When you are unpositioned from Cantrips. You learn three cantrips: mage hand and
a creature and miss it with a ranged weapon attack, two other cantrips of your choice from the wizard spell
making the attack does not reveal your position. list. You learn another wizard cantrip of your choice at
Thug’s trick. Even if a creature uses the Disengage 10th rogue level.
Action to disengage from you, you can take a Reaction Spell slots. The Arcane Trickster Spellcasting table
to do an opportunity attack against it. shows how many spell slots you have to cast your spells
Uncanny dodge. When you make a Reflex save to of 1st level and higher. To cast one of these spells, you
take only half damage from an effect, you instead take must expend a slot of the spell’s level or higher. You
no damage if you succeed on the saving throw. regain all expended spell slots when you end a full rest.
Spells known. Unlike a wizard, you do not mem-
Sneak Attack orize spells nor have a spellbook. Instead this, you
Beginning at the 3rd rogue level, you fight fair just have a number of spells known. At 3rd rogue level,
when you have no choice. When you are unpositioned you know two 1st level wizard spells of your choice,
or when you strike a surprised or helpless foe, making which you must choose from the enchantment and il-
a attack roll with a finesse weapon, a hand crossbow, lusion schools. The Known Spells column of the Ar-
a shortbow, or a sling and hit an enemy, that enemy cane Trickster Spellcasting table shows when you learn
takes extra damage based on your level, as shown in more wizard spells of 1st level or higher. Each of these
the Sneak Attack column of the Rogue table. The dam- spells must be an enchantment or illusion spell of your
age type of the sneak attack is the same type of the choice, must be no higher level than the shown in the
weapon damage (choose if more than one type). Basic Level column of the table, and cannot be a can-
You cannot use your sneak attack feature if you can- trip.
not see your opponent (because you are blind or it is The spells you learn at 8th, 14th, and 20th rogue lev-
invisible, for example). el can come fram any school of magic. Once you learn
a particular spell, you cannot change it.
Rogue Specialization Spellcasting ability. Intelligence is your spellcasting
At 3rd rogue level, you choose a specialization that ability for your wizard spells. You use your lntelligence
improves your rogue abilities. Some possible special- whenever a spell refers to your spellcasting ability.
izations at the end of the class description. Spell save. The save DC for your wizard spells is
Your choice grants you features when you choose it 8 + your trained bonus + your Int modifier
at 3rd level and again at 6th, 9th, 13th, and 17th rogue
level.

Epic Boon
When you reach 20th rogue level, you gain a epic
boon of your choice, providing you qualify for it. The
epic boons are detailed at the end of this chapter.

Rogue Specializations
The following specializations represent only some of
the possible paths that a rogue can follow.

Arcane Trickster
Few can match the guile and craftiness of arcane
tricksters. These prodigious thieves blend the subtlest
aspects of the arcane with the natural cunning of the
bandit and the scoundrel, using spells to enhance their
natural thieving abilities.
Arcane Trickester Spellcasting Spell Grace
Known Basic Spell Slots Beginning at 9th rogue level, you have expertize on
Level Cantrips Spells Level 1 2 3 your saving throws against spells and magical effects.
3 3 2 1st 2
Magical Ambush
4 3 3 1st 2
Starting at 13th rogue level, whenever you are un-
5 3 3 1st 2
positioned to a creature and cast a spell against it, this
6 3 4 1st 3
target makes an unfavored saving throw if the spell al-
7 3 4 1st 3
lows for a save.
8 3 5 1st 3
9 3 5 2nd 4 2 Surprise Spell
10 4 6 2nd 4 2 Beginning at 17th rogue level, whenever you are un-
11 4 6 2nd 4 2 positioned to a creature and cast a spell against it, if the
12 4 7 2nd 4 3 spell causes damage, you can apply your sneak attack
13 4 7 2nd 4 3 damage on it.
14 4 8 2nd 4 3
15 4 8 3rd 4 3 2 Assassin*
16 4 9 3rd 4 3 2 In any reasonably corrupt culture, there are those
17 4 9 3rd 4 3 2 who wish to eliminate someone whose very existence
18 4 10 3rd 4 3 3 stands in the way of their plans. To serve them there
19 4 10 3rd 4 3 3 are assassins: trained killers whose services are for hire.
20 4 11 3rd 4 3 3
In the Hall of Heroes game, the idea of an assas-
sin, a hired killer, has been divorced from any particu-
lar character class. Indeed, a character can be any class
Ranged Legerdemain and still be an assassin; this class specialization simply
When you reach 3rd rogue level, you can turn your shows how a rogue can be converted into an efficient,
mage hand spectral appearance invisible. You also can discreet killer. Characters of other classes still can (and
perform Thievery checks through the hand, but this often will) be assassins, so it would be best not to let
turns the check unfavorable. down one’s guard...
In addition you can use a Quick Action to control The assassin thrives on anonymity, on surprise —
the hand, instead the usual Standard Action. on her victim not even realizing that she is a target un-
til it is much too late. A clever assassin might never be
Steal Spell
seen by her victim.
Starting at 6th rogue level, once per rest when you Most assassins are of evil alignment. However, it
hit an enemy spellcaster with a melee weapon attack, is conceivable that one might be of a neutral (but not
you can steal from its memory the ability to cast a good) alignment. Player-character Assassins, if they
1st-level spell it memorized or it knows. The target are permitted in the campaign, best fit this rare neutral
does not lose the ability to cast the stolen spell, but you
description. A PC might be the agent of some mon-
gain the ability to cast it for 1 minute. The spell does arch, paid to arrange the discreet demise of those who
not need to be a wizard spell. threaten the kingdom’s safety. While this certainly is
You can choose which spell to steal; otherwise, the not good (in the moral sense), the character might
DM determines one 1st-level spell randomly. If you regard it as a justifiable evil because of the deaths the
try to steal a spell that is not available, the stolen spell
action prevents by obstructing rebellion, invasion, or
is determined randomly from among those the target whatever.
has available. Many assassin rogues belong to guilds. The guilds
You must supply the same components and slots re- use them to serve their own needs, and act as an inter-
quired for the stolen spell. mediary for outsiders who wish to take out a contract
Beginning at 13th rogue level, when you hit an en- on someone’s life.
emy spellcaster with a melee weapon attack, you au-
tomatically learns the names of all 1st-level spells it Ambush
knows or memorized. This knowledge allows you to At 3rd rogue level, whenever you make a martial
better choose which spells to steal. attack against a nearby creature that have none of its
allies next to it, that attack roll is favored.
Poisoner example, you might acquire appropriate clothing, let-
At 3rd rogue level, you gain proficiency on the Poi- ters of introduction, and officiallooking certification
soner background. to establish yourself as a member of a trading house
from a remote city so you can insinuate yourself into
Bleeding Strike the company of other wealthy merchants.
Starting at 6th rogue level, whenever you score a Thereafter, if you adopt the new identity as a dis-
critical hit with a slashing or piercing weapon, or when guise, other creatures believe you to be that person un-
you apply your sneak attack damage, your opponent til given an obvious reason not to.
takes 1d4 points of ongoing damage. This ongoing
Impostor
damage has no type, but is not cumulative with itself
and can be stopped by any magical healing. At 13th rogue level, you gain the ability to unerr-
Creatures that not bleed (DM’s discretion) are im- ingly mimic another person’s speech, writing, and
mune to this ongoing damage. behavior. You must spend at least three hours study-
ing these three components of the person’s behavior,
Assassin’s Strike listening to speech, examining handwriting, and ob-
Starting at 9th rogue level, once per rest you can serving mannerisms. Your ruse is indiscernible to the
add your sneak attack damage to a weapon attack you casual observer. If a wary creature suspects something
made even if the target is not surprised, helpless, or is amiss, you are favored on any Deception check you
you are not unpositioned regarding it. make to avoid detection.

13th level Deep Cover


At 17th rogue level, you become able to quiet your
Death Strike mind and completely immerse yourself in a cover
At 17th rogue level, whenever you hit with an attack identity. While you operate under a cover, divination
that benefits from your sneak attack, this attack is a spells detect only information appropriate to your cov-
critical hit. er identity; they reveal nothing about your real perso-
na.
Spymaster
Swashbuckler*
Spionage Basics
When you choose this archetype at 3rd rogue level, Flourishing Duel
you learn to unerringly mimic the speech patterns and At 3rd fighter level, you learn maneuvers that are fu-
accent of a creature that you hear speak for at least 1 eled by special dice called martial dice.
minute, allowing you to pass yourself off as a native Martial dice. You gain four martial dice, which are
speaker of a particular land, provided that you know d6s. If you already have martial dice from another
the language. source, they do not stack. You have the higher number
Also, if you are not proficient with the Impersonator of dice among your sources. You gain another martial
and the Lip Reader backgrounds, you gain proficiency die at 7th rogue level and one more at 13th rogue level.
with them. A martial die is expended when you use it. You can
just expend one martial die per use and cannot com-
Slippery Mind
bine maneuvers. You regain all your expended martial
At 6th rogue level, your mind becomes trained to dice at the end of a quick or full rest.
wriggle free from enchantments and other spells. Maneuvers. You learn three maneuvers of your
When you fail a Will save against an effect that gives choice, which are detailed under “Maneuvers” below.
you a condition, you can repeat that saving throw at the At 6th, 9th, 13th, and 17th rogue levels, you learn one
start of your next turn. You get only one extra chance additional maneuver.
to succeed on your saving throw using this feature.
One Move, Two Strikes
Infiltration Expertize
At 6th rogue level, when you take a Martial Attack
Starting at 9th rogue level, you can unfailingly cre- Action using a finesse weapon, you can make two at-
ate false identities for yourself. You must spend sev- tack rolls with this weapon.
en downtime days and 25 gp to establish the history,
profession, and affiliations for an identity. You cannot
establish an identity that belongs to someone else. For
Flashing Attacks Ríposte. When a creature misses you with a melee
By 9th rogue level, you can use your Standard Ac- attack, you can use your Reaction and expend one
tion to make a attack with the same finesse weapon martial die to make a melee attack with a finesse weap-
against each enemy creature next to you. Each attack on against the creature. If you hit, you add the martial
roll is unfavored. die to the attack’s damage roll.
Tríp attack. When you hit a creature Large or small-
Improved Flourishing Duel er with a finesse weapon, you can expend one martial
At 13th rogue level, if your martial dice are d6s, they die to attempt to knock the target down. The target
become d8s. must make a Fortitude save (DC 10 + your martial die
result). On a failed save, it falls prone.
Relentless
Starting at 17th rogue level, when you roll initiative Thief*
and have no martial dice remaining, you regain 1 mar-
tial die. Fast Hands
At 3rd rogue level, whenever you make a Thievery
Maneuvers
check as a Standard Action, you can use a Quick Ac-
The following maneuvers are listed in alphabetic or- tion to make this check.
der.
Acrobatic strike. If the you jump down at least 5 feet Thieves’ Proficiencies
onto your opponent or swinging on a rope or similar At 3rd rogue level, you learn to speak the thieves’
object into your opponent, your attack roll is favored cant, if you still do not have this language proficiency.
and if it hits, you can expend and roll a martial die. Also, if you still do not have proficiency on the Lock-
Add the result as extra weapon damage. breaker background, you learn it.
Aggressive move. When you are engaged, you can
expend a martial die to do not provoke opportunity 6th level
attacks when moving away from your engaged oppo-
nents for this turn. Stand Tough
Disarming attack. When you hit a creature with a A thief ’s toughness has been honed by months of
finesse weapon, you can attempt to disarm the target, hard living. Starting at 9th rogue level, once per rest
forcing it to drop one item of your choice that it’s hold- when you are damaged by a weapon attack, you can
ing. To do this, expend a martial die. The target must attempt to shake off some damage as a Reaction. To do
make a Fortitude save (DC 10 + your martial die re- that, make a Fortitude save against a DC equal to the
sult). On a failed save, it drops the object you choose, number of points of damage dealt. If the saving throw
The object lands at its feet. If this attack is made with succeeds, all the damage is nonlethal instead of lethal.
a shortsword, the creature is unfavored on its saving You need to be aware of the impending attack to use
throw. this feature.
Feint. You can expend one martial die while doing 13th level
a melee attack with a finesse weapon. Roll the die and
add the number rolled to your attack roll. 17th level
Flash of blade. If you hit a target with a finesse
weapon and you are the only creature next to that tar-
get, you can expend a martial die to deal your sneak
attack damage to the target even if you would not qual-
ify for that.
Footwork. When you move, you can expend one
martial die, rolling the die and adding the number
rolled to your AC until you stop moving.
Parry. When you are wielding a finesse weapon and
another creature damages you with a melee attack, you
can use your Reaction and expend one martial die to
reduce the damage by the number you roll on your
martial die + your Dexterity modifier.
Sorcerer
Known Basic Spell Slots
Lvl Features Cantrips Spells Level 1 2 3 4 5 6 7 8 9
1 Sorcerer specialization, sorcerer spellcasting 4 2 1st 2
2 Flexible casting, arcane stamina, virtual slot 4 3 1st 3
3 Metamagic 4 4 2nd 4 2
4 5 5 2nd 4 3
5 Sorcerer specialization feature 5 6 3rd 4 3 2
6 5 7 3rd 4 3 3
7 5 8 4th 4 3 3 1
8 5 9 4th 4 3 3 2
9 Sorcerer specialization feature 5 10 5th 4 3 3 3 1
10 Metamagic 5 11 5th 4 3 3 3 2
11 6 12 6th 4 3 3 3 2 1
12 6 12 6th 4 3 3 3 2 1
13 Sorcerer specialization feature 6 13 7th 4 3 3 3 2 1 1
14 6 13 7th 4 3 3 3 2 1 1
15 Shape magic 6 14 8th 4 3 3 3 2 1 1 1
16 6 14 8th 4 3 3 3 2 1 1 1
17 Metamagic 6 15 9th 4 3 3 3 2 1 1 1 1
18 Sorcerer specialization feature 6 15 9th 4 3 3 3 3 1 1 1 1
19 6 15 9th 4 3 3 3 3 2 1 1 1
20 Epic boon 6 15 9th 4 3 3 3 3 2 2 1 1

Sorcerer Sorcerer Specialization


Each sorcerer has a source of arcane magic some-
where in her heritage that grants special abilities. This
origin can represent a blood relation or an extreme
Class Features event involving a creature somewhere in the family’s
As a sorcerer, you gain the following features. past. For example, a sorcerer might have a dragon as a
distant relative or her grandfather might have signed
Hit Points a terrible contract with a devil. Regardless of the ori-
Your hit point maximum improves by (1d4 + your gin, this influence manifests in a number of ways as the
Constitution modifier) per sorcerer level. Your hit sorcerer gains levels.
point maximum cannot exceed 100 hp. Choose a sorcerer specialization at 1st sorcerer level
to represent the origin of your arcane magic. The spe-
Proficiencies cializations are detailed at the end of the class descrip-
Armors: None. tion.
Weapons: Daggers, quarterstaffs, unarmed strikes. Your choice grants you features when you choose it
Backgrounds: None. at 1st sorcerer level and again at 5th, 9th, 13th, and
Saving Throws: Will. 18th sorcerer level.
Skills: Choose two from Arcana, Culture, Insight,
Intimidation, and Medicine. Sorcerer Spellcasting
Multiclass You can cast sorcerer spells, which use the arcane
source.
You cannot multiclass into a sorcerer. This class
must be get in the 1st total level. Cantrips
At 1st sorcerer level, you know four cantrips of your
choice from the sorcerer spell list. You learn addition-
al sorcerer cantrips of your choice at higher levels, as
shown in the Cantrips column of the Sorcerer table.
Knowing and Casting Spells Virtual Slot
The Sorcerer table shows how many spell slots you At 2nd sorcerer level, you are able to create a virtual
have to cast your spells. To cast one sorcerer spell, you slot whose level is up to half your sorcerer level. This
must know this spell and expend a slot of spell’s level virtual slot cannot be used to actual casting spells, but
or higher. All expended spell slots are recovered when may be combined with other slots in flexible casting or
you end a full rest. spent to recover other slots through arcane stamina.
At 1st sorcerer level, you know two 1st level spells Once you create a virtual slot, you cannot do it again
from the sorcerer spell list. The Known Spells column until you end a full rest.
of the Sorcerer table shows how the number of known
sorcerer spells increases with your sorcerer level. Each Metamagic
time you can learn a new sorcerer spell, it must have Starting at the 3rd sorcerer level, you are able to
no higher basic level than the shown in the Basic Lev- instinctively modify certain features of the spells you
el column of the table and cannot be a cantrip. You cast. You gain two of the metamagic options below
cannot replace your known spells for other ones, so of your choice. At 10th and 17th sorcerer level, you
choose carefully. choice a new metamagic option.
Spellcasting Ability Casting a spell in such a way is harder than normal
but, at least it is possible. Spells modified by metam-
Charisma is the spellcasting ability for your sorcer-
agic use a spell slot higher than normal. This does not
er spells. You use your Charisma whenever a sorcerer
change the level the spell is cast, so the “augmentation”
spell refers to your spellcasting ability.
spell option is not improved by the metamagic slot lev-
Spell Save el, except if you improve the spell slot level more yet.
The save DC for your sorcerer spells is You can choose use a slot of the actual level of the
spell and expend your virtual slot together with this
8 + your trained bonus + your Cha modifier slot when use your metamagic feature. If you choose
so, you do not need to use a spell slot higher than nor-
Spellcasting Focus mal.
You can use a dagger, a wand, or an orb as a spell-
casting focus instead of any lesser material component Distant Spell
for your sorcerer spells. You can alter the range of the spell you are casting.
If the spell’s range is touch, it becomes a nearby spell. If
Flexible Casting the spell’s range is already nearby, it becomes far away.
At 2nd sorcerer level, when you cast a spell, you can A distant spell uses a spell slot one level higher than
meld two slots of the same level to create a slot one the spell’s actual level.
level higher. For example, to cast a 5th-level spell, you Empower Spell
can spend two 4th-level slots.
When you roll damage for a spell, you may reroll
You can even do that multiple times in a single cast-
a number of damage dice up your Charisma modifier
ing. When you cast a 3rd-level spell, you can spend
(minimum of one die). You must use the new roll, even
one 2nd-level slot and two 1st-level ones — these two
if worst than the original. A empowered spell uses a
make a new 2nd-level slot that is used together the
spell slot one level higher than the spell’s actual level.
other 2nd-level slot to create the needed 3rd-level slot.
Extended Spell
Arcane Stamina When you cast a spell with a duration other than
Starting at the 2nd sorcerer level, each time you fin- instantaneous or permanent, you double the duration.
ish a quick rest, you can burn one slot to recover the A extended spell uses a spell slot one level higher than
use of some other slots previously expended. The sum the spell’s actual level.
of the levels of these recovered slots must be equal or
lesser than the level of the burned slots. For example, Fast Ritual
you can burn the use of a 4th-level spell to recover the You can cast a ritual spell with casting time of 1
use of a 3rd-level slot and a 1st-level slot you cast be- minute as a Standard Action, but this consumes the
fore. proper spell slot for the ritual level.
You are able to do it multiple times at the same quick
rest.
Heightened Spell
Any creatures targeted by a heightened spell make Sorcerer Specializations
unfavored saving throws against it. This applies just to The following origins represent only some of the
the first time the creature makes a saving throw against possible sources of power that a sorcerer can draw
this instance of the spell. A powerful spell uses a spell upon.
slot two levels higher than the spell’s actual level.
Quicken Spell
Arcane
You have been born in a powerful magical area and
You cast a spell that has a casting time of one Stan-
mystical energies entered the womb of your mother
dard Action as a Quick Action. A quicken spell uses a
while you were still a fetus.
spell slot two levels higher than the spell’s actual level.
Arcane Prowess
Reactive Spell
At 1st sorcerer level, you gain two extra known
You cast a spell that has a casting time of one Stan-
spells from the sorcerer spell list. At 5th, 9th, 13th, and
dard Action or one Quick Action as a Reaction. A re-
18th level, you learn two new known spells. These ex-
active spell uses a spell slot two levels higher than the
tra spells still need to have no higher basic level than
spell’s actual level.
the Basic Level entry of the Sorcerer table.
Subtle Spell
Metamagic
You cast a spell without verbal, somatic, and lesser
At 5th sorcerer level, you gain two extra metamagic
material components. Consumable or expensive ma-
options.
terial components still need to be supplied. A subtle
spell uses a spell slot one level higher than the spell’s Arcane Mastery
actual level. At 9th sorcerer level, whenever you use magical items
Twinned Spell that require charges, you can instead expend spell slots
to power the item. For every three levels of spell slots
When you cast a spell that can have just one target
that you expend, you consume one less charge when
and does not have a target of you, you can twin it to
using a magical item that expends charges. You can use
affect two eligible targets within the range. A twinned
your virtual slot this way.
spell uses a spell slot two levels higher than the spell’s
actual level. Powerful Magic
To be eligible for twinned spell, a spell must be inca- At 13th sorcerer level, spells you cast ignore the
pable of targeting more than one creature at the spell’s magic resistance trait of targets.
current level.
Arcane Apotheosis
Shape Magic Beginning at 18th sorcerer level, once per rest you
When you reach 15th sorcerer level, you You reach are able to cast a spell altered by metamagic without
into the ebb and flow of arcane energy and pluck en- use slot levels higher than the needed to cast usually
ergies you have already used out of the invisible tide. that spell.
As Standard Action, choose a spell slot up to 5th level
you already spent. You recover the use of that spell slot. Cosmic
Once you use this feature, you cannot use it again until The sun, the moon, the planets, and the stars speak
you finish a full rest. to you in the voiceless language of cycles. The natu-
ral flow of the seasons tugs at your blood as the tide
Epic Boon acts upon the oceans, pushing and pulling with gentle
When you reach 20th sorcerer level, you gain a epic insistence. Just as the constellations move around the
boon of your choice, providing you qualify for it. The sky in a steady, imperturbable cadence, your spells are
epic boons are detailed at the end of this chapter. strong and unshakable, and tied to energies that can
outlast all others.
Soul of the Cosmic Cycle Phase of the Sun. You gain a +2 bonus to initiative
After finish a full rest, you choose a cosmic phase and Medicine checks.
from those described below and gain its benefits. Each Phase of the Moon. You gain a +2 bonus to Bluff and
time you finish a quick rest or the first time in a day Stealth checks.
that your current hit points down to less than half your Phase of the Planets. You gain a +2 bonus to Arcana
maximum, your phase immediately changes to the and Survival checks.
next higher-numbered phase (or back to the phase of Phase of the Stars. You gain a +2 bonus to Insight
the sun if you are in the phase of the stars). and Perception checks.
1. Phase of the Sun. You gain resistence to the cold
Master of the Cosmic Cycle
damage. Each time you cast a sorcerer spell, every
creature next to you suffers an ammount of fire dam- At 18th sorcerer level, the resistance to damage giv-
age equal to the spell’s level. en by your soul of cosmic cyclic feature becomes an
2. Phase of the Moon. You gain resistance to psychic immunity.
damage. If there is at least one concious enemy next to Also, each time you change your phase in the cos-
you, you gain a +1 bonus to your AC. mic cycle, you can change it to any phase you want.
3. Phase of the Planets. You gain resistance to force
damage. When you enter in this phase, make a portent Divine
roll (tossing a d20) and record the result. You can re- Your bloodline is blessed by the divine, either from a
place any test made by you or a creature that you can god ancestor or through divine intervention. Although
see with the portent roll. You must choose to do so be- this power drives you along the path of a deity, your
fore the roll, and you can replace a roll in this way only fate is your own to determine.
once during this phase. When you exit this phase, you
Divine Powers
lose an unused portent roll.
4. Phase of the Stars. You gain resistance to radiant Your sorcerer spells are considered divine instead
damage. Whenever an enemy’s attack misses you, you of arcane. Also, choose one of the cleric specializa-
can disengage with a Reaction. tion’s spheres. The chosen sphere must be associated
with the deity related to your bloodline. You add that
Adept of the Cycle sphere’s spell for 1st-level clerics to your known spells.
Beginning at 5th sorcerer level, each time you cast a This spell does not count against the number of spells
sorcerer spell using a slot, you gain a benefit depend- you can know, and it is considered to be a sorcerer
ing the actual phase of the cosmic cycle you are. spell for you. When you reach 3rd, 5th, 7th, and 9th
Phase of the Sun. You gain temporary hit points sorcerer levels, you likewise learn your sphere’s spells
equal to the spell slot level used. that become available at those levels. If the sphere has
Phase of the Moon. You becomes somewhat trans- an expanded spell list (such as the Arcane sphere), you
lucid until the beginning of your next turn. You are do not get these extra sphere spells.
lightly obscured. Divine Magic Resistance
Phase of the Planets. Any saving throw you make
until the beginning of your next turn is favored. At 5th sorcerer level, you make favored saving
Phase of the Stars. You become insubstantial until throws against divine magic or against the magical
the start of your next turn or until you are hit by an powers of fiendish or celestial creatures.
attack or targeted by a spell. Conviction
Cosmic Penetration At 9th sorcerer level, you can reroll any one check,
At 9th sorcerer level, your sorcerer spells ignore attack roll, or saving throw you just made. You must
both the target’s resistance and immunity to the dam- decide to use this ability after the die is rolled, but be-
age type corresponding to the resistance you gain from fore the results are revealed by the DM. You must take
your actual phase of the soul of cosmic cyclic feature. the second result, even if it is worse. You can use this
ability once per rest.
Student of the Cosmos
Beginning at 13th sorcerer level, you gain an addi-
tional benefit based on your current phase in the cos-
mic cycle.
Divine Wings Also, your hit point maximum improves by a quan-
At 13th sorcerer level, wings grow from your back tity equal to your sorcerer level.
as a Quick Action, allowing you to fly with your move.
Dragon Resistance
These wings are either feathery or bat-like, according
the deity you are related. You can dismiss the wings as At 5th sorcerer level, you gain resistance against the
a Quick Action. damage type associated with your draconic blood.
You cannot manifest your wings while wearing ar- Breath Weapon
mor unless the armor is made to accommodate them,
At 9th sorcerer level, you gain a breath weapon. This
and clothing not made to accommodate your wings
breath weapon has a nearby line area of effect and deals
might be destroyed when you manifest them.
10d6 points of damage of the type associated with your
Ascension draconic blood. Each creature caught in the area re-
At 18th level, you become infused with the power of ceive a Reflex save for half damage. The DC of this save
the gods. You gain immunity to a damage type of your is equal to your sorcerer spell save DC. Once you use
choice and resistance to another damage type of your this feature, you must finish a full rest to be able to use
choice. The chosen types must be reasoned according it again.
the deity you are related and once defined, you cannot Draconic Wings
change them.
At 13th sorcerer level, leathery dragon wings grow
You also gain the ability to speak with any creature
from your back as a Quick Action, allowing you to fly
that has a language (as per the 3rd-level comprehend
with your move. You can dismiss the wings as a Quick
languages spell).
Action.
You cannot manifest your wings while wearing ar-
Draconic mor unless the armor is made to accommodate them,
At some point in your family’s history, a dragon in- and clothing not made to accommodate your wings
terbred with your bloodline, and now its ancient pow- might be destroyed when you manifest them.
er flows through your veins.
Power of the Wyrm
Draconic Blood
At 18th sorcerer level, your draconic heritage fully
At 1st sorcerer level, you must select one of the manifests. You gain immunity to paralysis and dam-
chromatic or metallic dragon types. A number of your age type associated with your draconic blood. You also
features grant resistances and deal damage based on gain blindsense (near).
your dragon type, as noted on the following table.
Draconic Blood Elemental
Dragon Type Damage Type The power of the elements resides in you, and at
Black Acid times you can hardly control its fury. This influence
Blue Lightning comes from an elemental outsider in your family his-
Green Acid tory or a time when you or your relatives were exposed
Red Fire to a powerful elemental force.
White Cold
Elemental Blood
Brass Fire
One of the four elements infuses your being, and
Bronze Lightning
you can draw upon its power in times of need. At 1st
Copper Acid
sorcerer level, you must select one of the four elements:
Gold Fire
air, earth, fire, or water. This choice cannot be changed.
Silver Cold
A number of your features grant resistances and deal
When you cast any spell that deals damage of the damage based on your elemental type, as noted on the
type associated with your draconic blood, add double following table.
of your Charisma modifier to that damage (minimum
bonus damage of +1). This bonus only applies once to
a spell, not once per missile or ray, and cannot be split
between multiple missiles or rays. This damage is of
the same type as the spell.
Elemental Blood Natural Magic
Element Damage Type At 1st sorcerer level, you know the druidcraft spell
Air Lightning as a bonus cantrip. Also, you may learn spells from the
Earth Acid druid spell list as if they are sorcerer spells.
Fire Fire
Woodland Stride
Water Cold
At 5th sorcerer level, you can move through any sort
of undergrowth (such as natural thorns, briars, over-
Elemental Afinity
grown areas, and similar terrain) without the need of
When you use any sorcerer spell that deals force, ne- checks and without taking damage or suffering any
crotic, poison, or psychic damage, you can change the other impairment. Thorns, briars, and overgrown ar-
damage type to match that of your elemental blood. eas that have been magically manipulated to impede
Your elemental blood’s damage type replaces each in- motion, however, still affect you.
stance of force, necrotic, poison, and psychic damage
that the spell deals. Fleeting Glance
At 9th sorcerer level, you can cast invisibility at min-
Elemental Resistance
imum level without the need of any components or
At 5th sorcerer level, you gain resistance to the dam- slot. Once you use this feature, you cannot use it again
age type associated with your elemental blood. until you finish a full rest.
Elemental Penetration Fey Magic
At 9th sorcerer level, your spells ignore the crea- At 13th sorcerer level, spells you cast ignore the
ture’s resistance to the damage type associated with magic resistance trait of targets.
your elemental blood. If you augment the spell two
slots higher, the creature’s immunity to this damage Soul of the Fey
type becomes resistance against it (but you do not ig- At 18th sorcerer level, your soul become one with
nore the resistance acquired this way). the world of the fey. You gain resistance against martial
attacks from weapons that are not made of cold iron.
Elemental Movement
Animals never attack you unless you attack them first
At 13th sorcerer level, you gain a special movement or if they are compelled do to so through magic.
mode. This ability is based on your chosen element, as
indicated on the below chart.
Elemental Movement
Element Damage Type
Air Fly.
Earth Burrow 20 ft as Standard Action.
Fire Once per rest, can go far away with just
one move.
Water Swim calm water without the need of
checks. In other conditions, you make fa-
vored checks. You also gain the ability to
breath water.

Power of the Elements


At 18th sorcerer level, your draconic heritage fully
manifests. You gain immunity to damage type associ-
ated with your elemental blood.

Fey
The capricious nature of the fey runs in your family
due to some intermingling of fey blood or magic.
Warlock/Witch
Known Basic
Level Features Favors Cantrips Spells Level Invocations
1 Witch spellcasting, witch specialization, code of conduct 1 2 1 1st —
2 Eldritch invocations 2 2 2 1st 1
3 Pact boon 2 2 2 2nd 2
4 2 3 3 2nd 2
5 Witch specialization feature 2 3 3 3rd 3
6 2 3 4 3rd 3
7 2 3 4 4th 4
8 2 3 5 4th 4
9 Witch specialization feature 2 3 5 5th 5
10 2 3 6 5th 5
11 Mystic arcanum (6th level) 3 4 6 5th 5
12 3 4 7 5th 6
13 Mystic arcanum (7th level) 3 4 7 5th 6
14 Witch specialization feature 3 4 8 5th 6
15 Mystic arcanum (8th level) 3 4 8 5th 7
16 3 4 9 5th 7
17 Mystic arcanum (9th level) 4 4 9 5th 7
18 Witch specialization feature 4 4 10 5th 8
19 4 4 10 5th 8
20 Epic boon 4 4 10 5th 8

Warlock/Witch
Multiclass
If you want to multiclass into a warlock/witch, you
must have Charisma 13+, and proficiency with the lan-
Some gain power through study, some through guage of your patron (you do not gain other skill pro-
devotion, others through birthright, but the warlock ficiencies). Multiclassing in a witch does not give you
(male) or witch (female) gains power from her com- any extra proficiency on skills.
munion with the unknown. Generally feared and mis-
understood, the witch draws her magic from a pact Witch Specialization
made with an otherworldly power.
You have forged a pact with a mysterious, powerful
entity that grant you your arcane powers. If you lose
Class Features the favor of this entity, you lose all your magical witch
features. This includes even your spellcasting abilities.
As a witch, you gain the following features.
Choose a witch specialization at 1st witch level to
Hit Points represent your patron. The specializations are detailed
Your hit point maximum improves by (1d6 + your at the end of the class description.
Constitution modifier) per witch level. Your hit point Your choice grants you features when you choose it
maximum cannot exceed 100 hp. at 1st witch level and again at 5th, 9th, 14th, and 18th
witch levels.
Proficiencies
Pact Spells
Armors: None.
Weapons: Simple weapons. Each type of patron gives you a cantrip and a list
Backgrounds: The language of your patron (see of pact spells that you gain at the witch levels noted
class specialization for details). in the description. Once you gain a pact spell, it is a
Saving Throws: Will. known spell for you. These spells do not count against
Skills: Choose two from Animal Ken, Arcana, Cul- the number of known spells or cantrips shown in the
ture, Insight, Intimidation, Medicine, Persuasion, and Warlock/Witch table.
Survival.
If you have a pact spell that does not appear on the Spell Save
witch spell list, the spell is nonetheless a witch spell for The save DC for your witch spells is
you.
8 + your trained bonus + your Cha modifier
Favors
When you make your pact, you receive a number of Spellcasting Focus
favors of your patron, as shown in the Favors entry of You can use a dagger, a wand, or an orb as a spell-
the Warlock/Witch table. You use these favors to cast casting focus instead of any lesser material component
your spells and to activate some of your witch features. for your witch spells.
When you finish a quick or full rest, you lose all unex-
pended favors you have and gain your full alotment of Eldritch Invocations
favors again. When you prove yourself as a suitable servitor, your
patron gives to you eldritch invocations, fragments
Witch Spellcasting of forbidden knowledge that imbue you with magical
You can cast witch spells, which use the arcane abilities.
source. At 2nd witch level, you gain one eldritch invocation
of your choice. Your invocation options are detailed at
Cantrips the end of the class description. When you gain certain
At 1st witch level, you know three cantrips. Two of witch levels, you gain additional invocations of your
them are of your choice from the witch spell list. The choice, as shown in the lnvocations Known column
third one is given by your witch specialization and it is of the Warlock/Witch table. You cannot replace your
considered a witch spell for you. known invocations for other ones, so choose carefully.
You learn additional witch cantrips of your choice at
higher levels, as shown in the Cantrips column of the Pact Boon
Warlock/Witch table. When you gain the 3rd witch level, your patron trust
Knowing and Casting Spells you enough to give you a gift, a symbol of your alli-
ance. This boon can be a familiar or a weapon. Once
The witch does not use slots to cast its witch spells.
you choose your pact boon, it cannot be changed.
To cast one 5th-level or lower witch spell, you must
know this spell and expend a favor. If the spell can be Boon of the Familiar
augmented, you cast it up to your witch basic level, as Your patron gives to you a familiar that follow the
shown on the Warlock/Witch table. You cannot use rules defined by the find familiar spell. However, you
your favors to cast 6th-level or higher witch spells. You do not know this spell as a witch and do not have need
do not need to expend a favor if you cast a witch spell to cast it to gain your familiar. The creature the spirit
with the ritual tag. looks like is determinated by your patron.
At 1st witch level, you know one 1st level spell from If you learn the find familiar spell from another
the witch spell list and more one from your class spe- spellcasting list and cast this spell to dismiss the fa-
cialization. The Known Spells column of the Warlock/ miliar given by your patron, you violate your code of
Witch table shows how the number of known witch conduct.
spells increases with your witch level. These known Your familiar can take the Martial Attack Action us-
spells do not count your pact spells, which are given ing your trained bonus as its attack modifier. Its attack
for free by your class specialization. Each time you causes 1d4 damage (do not add any Strength modifi-
can learn a new witch spell, it must have a basic lev- er) of the proper type — piercing to bites, slashing to
el no higher than the Basic Level entry on the War- tendrils or claws, bludgeoning to slams or hoofs and
lock/Witch table and cannot be a cantrip. You cannot so on.
replace your known spells for other ones, so choose
carefully. Boon of the Blade
You gain a one-handed martial melee weapon of
Spellcasting Ability
your choice from your patron. You also gain proficien-
Charisma is the spellcasting ability for your witch cy with this weapon. Once you define your pact weap-
spells. You use your Charisma whenever a witch spell on, it cannot be changed.
refers to your spellcasting ability.
You can use a Quick Action to manifest your pact Aberrant Pact Spells
weapon in your hand. Your pact weapon persists until Witch Level Spells
you no longer hold it, or until you dismiss it (no Ac- 1 Psychic pressure (cantrip), cause fear
tion required). 3 Detect invisibility
Your pact weapon is magical and cannot be further
5
enchanted. Your patron also gives to you a special abil-
7
ity to use with your pact weapon, as noted in the class
9 Feeblemind
specialization.
Your pact weapon is a spellcasting focus for your
witch spells. Language
You speak, read, and write in aberrant.
Code of Conduct
Pact Boon
Each witch needs to follow the tenets of her patron.
A witch who grossly violates the code of conduct re- Boon of the familiar. You gain a polypous spawn
quired by her patron loses all witch magical features. as familiar. Alien entities, polypous spawn resemble
She cannot thereafter gain levels as a witch until she be nothing so much as foot-long cones of seething, un-
again in good terms with her patron. dulating flesh possessing monstrous plasticity. Waver-
ing tendrils unfurl from the eyeless things, permitting
Mystic Arcanum them to manipulate things, and when they walk, sev-
eral five-toed feet extrude from their bases. Though
At 11th witch level, your patron bestows upon you a
lacking in wings, they can fly.
magical secret called an arcanum. Choose one 6th-lev-
el spell from the warlock spell list as this arcanum. You Polypous Spawn
can cast your arcanum spell without expending a spell Chaotic neutral, Tiny primal aberration (eternal)
slot or favor. You must finish a full rest before you can Damage immunities poison
Condition immunities charmed, dominated, prone, sick-
do so again.
ened
At higher levels, you gain more warlock spells of Senses blindsense (near)
your choice that can be cast once in this way: one Fly. The polypous spawn can fly.
7th-level spell at 13th witch level, one 8th-level spell Magic resistance. The polypous spawn familiar makes
at 15th-level, and one 9th-level spell at 17th-level. You favored saves against spells and other magical effects.
regain all uses of your Mystic Arcanum when you fin- Mind shield. The polypous spawn familiar’s thoughts are
ish a long rest. so alien that it makes favored saves against mind effects.
Object handling. A polypous spawn familiar can pick
and manipulate objects of 2 pound or less.
Epic Boon
When you reach 20th witch level, you gain a epic Boon of the blade. Your weapon is bizarre, having
boon of your choice, providing you qualify for it. The a organic appearance and sometimes actual eyes on it.
epic boons are detailed at the end of this chapter. Each time you make an attack roll with this weapon,
you may decide that all bludgeoning, slashing, and

Witch Specializations
piercieng damage provoked by the weapon will turn
in psychic damage. When you choose so, the weapon
The following types of patrons represent only some becomes slightly translucid.
of the possible sources of power that a witch can draw Mind Shield
upon.
At 5th witch level, you gain resistance to psychic
Aberrant Patron damage and make favored saving throws against mind
effects.
You made a pact with an entity of the Far Realm.
You do not understand very well its madness and alien Unusual Anatomy
mind, but even so you are granted with amazing pow- At 9th witch level, your internal anatomy changes.
ers. You gain sneak attack damage resistance and any crit-
ical hit scored against you must be rerolled. If the sec-
ond attack roll hits you, it is a critical hit. If the second
attack roll misses you, the critical hit is turned into a
normal hit.
Alien Eyes Daolanin
At 14th witch level, your eyes become alien in some Tiny elemental humanoid (eternal)
way. Perhaps a disgusting color or a strange form (two Gift of earth. Whenever your gen is in line of sight, if
irises in each eye). Perhaps a third eye open in your you expend a slot to cast a witch spell, all the terrain in a
forehead. No matter the cosmetic form it takes, you 5-foot radius from the daolanin becomes natural difficult
gain blindsense (near) to everything in your line of vi- terrain.
Elemental conduit. Once per rest, you can make your
sion — but this blindsense does not apply to the sides gen cast a witch spell you know for you. This takes the
you are not looking (such as your back). needed casting time to both you and the gen and con-
sume your slot as normal.
Improved Alien Eyes Object handling. A gen can pick and manipulate objects
At 18th witch level, your alien eyes give you true- of 2 pound or less.
sight (unlimited) to everything in your line of vision
instead of blindsense (near). Djinnling
Tiny elemental humanoid (eternal)
Elemental Patron* Gift of air. Whenever your gen is in line of sight, if you
You made a deal with a powerful elemental being, as expend a slot to cast a witch spell, your djinnling can fly
a genie, an elemental lord, or even a primordial. 5 feet per slot level without provoke opportunity attacks.
Elemental conduit. Once per rest, you can make your
Elemental Pact Spells gen cast a witch spell you know for you. This takes the
Witch Level Spells needed casting time to both you and the gen and con-
1 Elemental orb (cantrip), elemental bolt sume your slot as normal.
Fly. The djinnling can fly.
3 Resist elements Object handling. A gen can pick and manipulate objects
5 of 2 pound or less.
7
9 Conjure elemental (just elementals related Efreetkin
to the type of patron you have)
Tiny elemental humanoid (eternal, fire)
Resistance fire
Elemental Boon Gift of fire. Whenever your gen is in line of sight, if you
Choose acid, cold, fire, lightning, or thunder dam- expend a slot to cast a witch spell, one enemy of your
choice next to the maridan takes 1d4 fire damage.
age type. This choice must be reasoned with the type Elemental conduit. Once per rest, you can make your
of elemental patron you have. The elemental boon has gen cast a witch spell you know for you. This takes the
no benefit by itself, but many other features of the ele- needed casting time to both you and the gen and con-
mental pact relies on this choice. sume your slot as normal.
Object handling. A gen can pick and manipulate objects
Language of 2 pound or less.
You speak, read, and write in a primordial language
related to your patron. Choose one of the following: Maridan
Auram, Aquam, Ignem, or Terram. The choice must be Tiny elemental humanoid (eternal, water)
reasoned with the patron you have. Aquatic (amphibious). A maridan can swim calm water
without the need of checks. In other conditions, it makes
Pact Boon favored checks. The maridan also is able to breath water
Boon of the familiar. You gain a gen as familiar. A as it breathes air.
Gift of water. Whenever your gen is in line of sight, if you
gen servant is a minor elemental spirit. Choose a daol-
expend a slot to cast a witch spell, each enemy next to
anin, djinnling, efreetkin, or maridan as a gen servant. the maridan is slowed until the end of your next turn.
This choice must be reasoned with the type of elemen- Elemental conduit. Once per rest, you can make your
tal patron you have. Once you choose the type of gen gen cast a witch spell you know for you. This takes the
you have, it cannot be changed. needed casting time to both you and the gen and con-
sume your slot as normal.
Object handling. A gen can pick and manipulate objects
of 2 pound or less.
Boon of the blade. When you hit an enemy with Moon Wisp
your pact blade, until the end of your next turn, ev- Chaotic good, Tiny fey humanoid (eternal)
erytime this enemy receives damage from the type of Senses darkvision (near)
your elemental boon, it receives an extra 1d6 damage Bearer of news. The moon wisp can whisper a short
of that type. message for you. You need just think the words to the
moon wisp whispers it.
Elemental Afinity Fly. The moon wisp can fly.
Beginning at 5th witch level, when you use any witch Revealing light. The moon wisp sheds dim light nearby,
but it reveals the truth. Visual illusions (including invisibil-
spell that deals force, necrotic, poison, or psychic dam- ity effects) are supressed within this radius.
age, you can change the damage type to match that of
your elemental boon. Your elemental boon’s damage Boon of the blade. When you hit an opponent with
type replaces each instance of force, necrotic, poison, your pact weapon, you can take a Reaction to expend
and psychic damage that the spell deals. a favor and teleport to a nearby position in relation of
this opponent. If you kill an opponent whose level is
9th Level equal to or higher than your total level with an attack
using your pact weapon, you do not need to expend a
14th Level
favor to teleport yourself.
18th Level Flicker
At 5th witch level, as a Standard Action, you can
Fey Patron* expend one favor to be able to teleport yourself to a
The archfey grant power to mortals for a variety of nearby place every round as a Reaction for 1 minute. If
reasons. you use this Reaction in response to an attack or spell,
Fey Pact Spells you still have 50% chance to be subjected to that before
Witch Level Spells you teleport.
1 Eyebite (cantrip), faerie fire
9th Level
3 Blur
5 14th Level
7 Unluck
9 18th Level

Language Infernal Patron*


You speak, read, and write in sylvan. Some witches sell their souls to powerful devils, bar-
gaining it for amazing powers.
Pact Boon Infernal Pact Spells
Boon of the familiar. You gain either a coure atten- Witch Level Spells
dant or a moon wisp as familiar. 1 Hellish rebuke (cantrip), burning hands
A coure attendant looks like a miniature elf with 3 Protection circle
gossamer wings. It tends to be aloof and arrogant, ex-
5 Fireball
cept with its master.
7 Wall of fire
Coure Attendant 9
Chaotic good, Tiny fey humanoid (eternal)
Senses darkvision (near)
Sold Soul
Detect magic. A coure attendant familiar always can see
as if under a detect magic spell, without needing to con- When you take an infernal patron, you quite liter-
centrate on this effect. ally sell your soul to it. When you die, your soul is not
Fly. The coure attendant can fly. free for return, becoming a lesser devil in your patron’s
Light. As a Quick Action, you command the coure atten-
court.
dant familiar to shed bright light nearby. You can com-
mand it to douse the light without use any Action. Language
Object handling. A coure attendant familiar can pick and
manipulate objects of 2 pound or less. You speak, read, and write in infernal.

A moon wisp is a mote of pale luminescence.


Pact Boon the fiend, does not ensure its cooperation, and if you
Boon of the familiar. You gain a imp as familiar. are unable to come to terms with this fiend, it is excep-
tionally dangerous.
Imp
Lawful evil, Tiny fiendish humanoid (devil, eternal) 18th Level
Damage immunities cold, fire, lightning
Senses darkvision (near)
Animal form. As a Standard Action, the imp can poly- Eldritch Invocations
morph itself into two other animal forms. The most com-
monly encountered alternate forms are those of a large If an eldritch invocation has prerequisites, you must
spider, raven, giant rat, or goat. In such forms the imp is meet them to learn it. You can learn the invocation at
physically identical to a normal animal, but its game sta- the same time that you meet its prerequisites.
tistics does not change.
Detect magic. An imp familiar always can see as if under Arcane Damage Die
a detect magic spell, without needing to concentrate on
this effect.
You gain a single arcane damage die, a d6. When
Fly. The imp can fly. you hit a creature with a spell or invocation that causes
Invisibility. As a Standard Action, an imp familiar can be- damage, you can spend your arcane damage die. Roll
come invisible until it attacks. this die, and add its total to the damage dealt by that
Object handling. An imp familiar can pick and manipu- attack. Once you expend your arcane damage die, you
late objects of 2 pound or less.
Requests. Unlike many familiars, an imp does not follow
recover it when you finish a quick or full rest.
your orders blindly, Almost everything you ask to it do, it This bonus only applies once to a spell or invoca-
demands something in turn. Most of these requests are tion, not once per missile or ray, and cannot be split
to further the evil plans of its real masters. between multiple missiles or rays.
Boon of the blade. Whenever you slay a foe with Armor of Shadows
your pact weapon, you praise your fiendish patron. If you are not wearing any armor, you have AC equal
As reward for your act, you gain temporary hit points to 14 + your Dexterity modifier.
equal to the murdered foe’s level.
If you expend a favor when you kill the foe, its soul Awakened Mind
is sent to the Nine Hells, directly to your master. This You have the ability to touch the minds of other
soul is not free to return. You cannot send to your pa- creatures. You can communicate telepathically with
tron creatures with the eternal subtype (because to any nearby creature you can see. You do not need to
these creatures, body and soul are the same and cannot share a language with the creature for it to understand
be separated) or soulless creatures. your telepathic utterances, but the creature must be
able to understand at least one language. The creature
Devil’s Own Luck
is not able to answer you telepatically, except if it can
Starting at 5th witch level, you can call on your pa- do that usually.
tron to alter fate in your favor. When you make a check
or a saving throw, you can use a favor to add a d6 to Book of Ancient Secrets
your roll. You can do so after seeing the initial roll but You can inscribe magical rituals in a ritual book.
before any of the roll’s effects occur. Choose two 1st-level wizard spells that have the ritual
tag. The spells appear in the book and do not count
Fiendish Resilience
against the number of spells you know. With your rit-
Starting at 9th witch level, you can choose one dam- ual book in hand, you can cast the chosen ritual spells.
age type when you finish a quick or full rest. You gain On your adventures, you can add other wizard rit-
resistance to that damage type until you choose a dif- ual spells to your book. When you find such a spell,
ferent one with this feature. Damage from magical you can add it to the book if the spell’s level is equal
weapons or silver weapons ignores this resistance. to or less than half your warlock level (rounded up)
Greater Devil’s Name and if you can spare the time to transcribe the spell.
To be able to do this, you must understand the nota-
At 14th witch level, you can use a favor to cast the
tion (which may requires read magic). If you copy the
ensnarement spell, considering it a witch spell for you.
spell from a spell scroll, the scroll is destroyed in the
In addition, you also know the true name of one devil
process. For each level of the spell, the transcription
with a level of 14 or less. However, knowledge of its
process takes 2 hours and costs 50 gp for the rare inks
true name does not grant you any intrinsic power over
needed to inscribe it.
If you lose your ritual book, you can perform a Expanded Knowledge
l-hour ceremony to receive a replacement from your You gain proficiency on a skill of your choice.
patron. The replacement contains all previous rituals
you transcribed to it. This ceremony cannot be per- Extra Spell
formed during a quick or full rest. The ceremony de- Choose one spell from any class list, including witch.
stroys the previous book. A spell you choose must have a level equal to or lower
Each spell in your ritual book needs two pages per than the Basic Level entry for your witch level on the
level. However, as a boon of your patron, your ritual Warlock/Witch table.
book has infinite pages on it. Your ritual book turns to The chosen spell counts as a witch spell for you and
ash when you die. it does not count againt the number of witch spells you
know.
Breath of the Night
By expending a favor as a Standard Action, every Eyes of the Pact Keeper
flame nearby you is extinguished. A flame is unaffected You can read all writing.
by this magic if it is larger than a fire typically borne
by a torch. You also gain darkvision (unlimited) for 1 Magical Item Connection
minute. By expending additional favors, you can ex- As a Standard Action, you can consume 1d6 charges
tend this darkvision to nearby allies, at the cost of one of a charged magical item you touch to recover a ex-
additional favor per two allies. pended favor. If the rolled number of charges exceeds
the item’s remaining charges, the item will lose all its
Eldritch Blast charges, but you do not recover any favor from it.
As a Standard Action, make a special ranged attack Also as a Standard Action, you can expend a favor
roll against a target. You use your Charisma modifier + to automatically be bound with an item, regardless the
your trained bonus to this attack instead of your Dex- actual time it would require to you bind with it. This
terity modifier. The attack has a range of farther. feature does not allow you to bind with an item you
You cast a green-flamed ray that causes 1d10 points would not be able in the first place.
of force damage to a target it strikes. If you expend a
favor when casting the ray, the damage improves to Multiple Blast
1d10 for each two warlock levels you have (up to a Requires 7th-level witch level, eldritch blast invo-
5d10 maximum). If you are able to cast multiple blasts, cation
each ray requires a separated favor to improve damage When you take a Standard Action to cast an eldritch
this way. blast, you can cast another eldritch blast with a Quick
Action in the same turn.
Eldritch Sight
You are permanently under the effect of a detect Penetrating Sight
magic spell. Your darkvision sees normally inside magical dark-
ness. If you do not have darkvision, this invocation
Eldritch Spell does nothing.
Choose a 1st-level spell from the witch spell list. The
chosen spell cannot cause damage and cannot have a Shatterblade
expensive or consumable material component. You Requires 7th-level witch level, the boon of the blade
know that spell and are able to cast it at basic level When you hit a weapon attack with your pact blade,
without expend any favor and using no components. you can choose to shatter your weapon, its shards
If you already know the chosen spell, you take an- piercing your target. Your target takes 1d6 ongoing
other 1st-level spell from the witch list to know. You piercing damage. If you reform your pact blade before
can choose a spell learned from another list through the ongoing damage ends, it will end prematurely.
the extra spell invocation, but in this case you do not
Sign of Ill Omen
learn a new witch spell on its place.
As a Standard Action, you can put a curse effect on
Ethereal Stride a creature you see. You expend a favor and the cursed
By expending a favor as a Standard Action, you creature makes unfavored attack rolls against you until
become ethereal until the end of your next turn. As it finishes a full rest. This curse is equivalent to a spell
a consequence of knowing this invocation, you have of your Basic Level entry of the Warlock/Witch table.
frequent nightmares of ghosts disturbing your sleep.
You can put this curse with a Reaction, if the target
is attacking you and you are aware of this attack.
Thirsting Blade
Requires 7th-level witch level, the boon of the blade
When you use a Standard Action to attack with your
pact blade, you can attack with it twice, rather than
once.
Vicious Familiar
Requires 7th-level witch level, the boon of the fa-
miliar
When your familiar attacks, it causes damage equal
to 1d6 + your Charisma modifier.
Voice of the Master
Requires 7th-level witch level, the boon of the fa-
miliar
You can communicate telepathically with your fa-
miliar and perceive through your familiar’s senses as
long as you are on the same plane of existence. Addi-
tionally, while perceiving through your familiar’s sens-
es, you can also speak through your familiar in your
own voice, even if your familiar is normally incapable
of speech.
Wizard
Basic Spell Slots
Level Features Cantrips Level 1 2 3 4 5 6 7 8 9
1 Wizard spellcasting 3 1st 2
2 3 1st 3
3 Wizard specialization 3 2nd 4 2
4 4 2nd 4 3
5 4 3rd 4 3 2
6 Wizard specialization feature 4 3rd 4 3 3
7 4 4th 4 3 3 1
8 4 4th 4 3 3 2
9 Wizard specialization feature 4 5th 4 3 3 3 1
10 4 5th 4 3 3 3 2
11 5 6th 4 3 3 3 2 1
12 5 6th 4 3 3 3 2 1
13 Wizard specialization feature 5 7th 4 3 3 3 2 1 1
14 5 7th 4 3 3 3 2 1 1
15 5 8th 4 3 3 3 2 1 1 1
16 5 8th 4 3 3 3 2 1 1 1
17 Wizard specialization feature 5 9th 4 3 3 3 2 1 1 1 1
18 5 9th 4 3 3 3 3 1 1 1 1
19 5 9th 4 3 3 3 3 2 1 1 1
20 Epic boon 5 9th 4 3 3 3 3 2 2 1 1

Wizard
If you are multiclassing in a mage, you do not gain
a spellbook for free and need to buy a blank book to
register your spells.

Class Features Wizard Spellcasting


You can cast wizard spells, which use the arcane
As a wizard, you gain the following features. source.
Hit Points Cantrips
Your hit point maximum improves by (1d4 + your At 1st wizard level, you know three cantrips of your
Constitution modifier) per wizard level. Your hit point choice from the wizard spell list. You learn addition-
maximum cannot exceed 100 hp. al wizard cantrips of your choice at higher levels, as
Proficiencies shown in the Cantrips column of the Wizard table.
Armors: None. Memorizing and Casting Spells
Weapons: Daggers, quarterstaffs, unarmed strikes. The Wizard table shows how many spell slots you
Background: Draconic language. have to cast your spells. To cast one wizard spell, you
Saving Throws: Will. must have this spell memorized and expend a slot of
Skills: Arcana and choose one from Culture, Insight,spell’s level or higher. All expended spell slots are re-
Intimidation, Medicine, and Religion. covered when you end a full rest.
Multiclass To memorize a spell, you choose it from your spell-
book (see below). You can memorize a number of wiz-
If you want to multiclass into a wizard, you must
ard spells equal to your wizard level + your Intelligence
have Intelligence 13+, proficiency with Draconic lan-
modifier (minimum of one spell). You can change one
guage, and proficiency with the Arcana skill (you do
or more of your memorized spells when you end a
not gain other skill proficiencies).
full rest. Each changed memorized spell requires one
minute per minimum spell level spent in studying Spellbook size. Each spell in your spellbook needs
your spellbook. If you lose your spellbook, you cannot two pages per minimum level. So, if you know lots of
change any of your memorized spells. spells, your spellbook becomes a heavy, thick book.
You can cast any ritual spell in your spellbook, even Some wizards prefer to divide their spells in differ-
if you did not memorize it. However, to be able to do ent spellbooks or create lighter, thin traveling backup
this, you need access to your spellbook during all the spellbooks with fewer spells.
ritual time. If you memorized the ritual spell, you do
not need your spellbook when casting it. Spellcasting Ability
Intelligence is the spellcasting ability for your wiz-
Spellbook ard spells. You use your Intelligence whenever a cleric
At 1st level, you have a spellbook containing six 1st spell refers to your spellcasting ability.
level spells of your choice from the wizard spell list.
A spellbook does not contain cantrips. Your spellbook Spell Save
have all the spells you can memorize, except cantrips. The save DC for your wizard spells is
If your 1st total level is a wizard level, you take your 8 + your trained bonus + your Int modifier
spellbook for free. If you are multiclassing into a wiz-
ard, you need to buy your spellbook. Spellcasting Focus
When you adventures or gain wizard levels, you can
You can use your spellbook, a staff, a wand, or an
add more spells to your spellbook.
orb as a spellcasting focus instead of any lesser materi-
Learning new spells. Each time you gain a wizard
al component for your wizard spells.
level, you can add two new wizard spells to your spell-
book at no cost. Each one of these spells must have
no higher basic level than the shown in the Basic Lev-
Wizard Specialization
el column of the table and cannot be cantrips. These At 3rd wizard level, you choose a specialization that
spells are added during the needed downtime to level. improves your wizard abilities. Some possible special-
Copying a spell to your spellbook. When you find a izations at the end of the class description.
spellbook of another wizard or a spell scroll of a spell Your choice grants you features when you choose it
in the wizard list, you can attempt to copy that spell to at 3rd level and again at 6th, 9th, 13th, and 17th wizard
your spellbook. To be able to do this, you must under- level.
stand the notation (which may requires read magic)
and the spell must have no higher basic level than the Epic Boon
shown in the Basic Level column of the table. When you reach 20th wizard level, you gain a epic
For each minimum level of the spell, the process boon of your choice, providing you qualify for it. The
takes 2 hours and costs 50 gp. The cost represents the epic boons are detailed at the end of this chapter.
fine ink you need to record it.
If you copy the spell from a spell scroll, the scroll is
destroyed in the process.
Wizard Specializations
Backup spellbooks. You can record any spell from The following specializations represent only some of
any of your spellbooks in a “backup” spellbook. This the possible pathes that a wizard can choose.
is just like copying a new spell, requiring 2 hours and
50 gp per minimum spell level. Of course, you need Abjurer
access to your original spellbook to do this. Back-
up spellbooks are valuable if your main spellbook is Master of Abjuration
lost. Or sometimes you just want a lighter adventuring Beginning when you select this specialization at 3rd
spellbook, with fewer spells on it. wizard level, the gold and time you must spend to copy
Even without access to any of your spellbooks, you a abjuration spell into your spellbook is halved.
can copy to a backup spellbook any spell you have
Protective Shield
memorized in that moment.
Replacing a missed spellbook. Sometimes you lose Beginning at 3rd wizard level, when you finish a
your spellbook. In this case, either you use one of your full rest, you gain an invisible, undetectable protective
backup spellbooks or create a new spellbook from shield with a hit point maximum equal your wizard
scratch, inscribing on it your memorized spells. level. Whenever you suffer damage from any source,
this protective shield loses hit points instead of you. Conjurer’s Path
Just the exceding damage (if your shield downed to 0 Beginning at 3rd wizard level, choose one of the fol-
hp) affects you. lowing conjurer’s path. You gain the listed benefit for
Every time you cast an abjuration spell, your protec- the choosen path.
tive shield “heals” an ammount of hit points equal to At 6th, 9th, 13th, and 17th wizard levels, you gain
the level of that spell. This is true even if you cast the the benefit for the same path you choose at your 3rd
spell as a ritual. wizard level.
Amulet of Protection Master of familiar. You have the find familiar spell
always memorized, even if you do not have it in your
Starting at 6th wizard level, you can spend one dow- spellbook. This spell does not count against the num-
time day creating an amulet of protection that stores ber of wizard spells you can memorize each day.
your abjuration magic. This amulet can have any form Your familiar can take the Martial Attack Action us-
you wish, but you can just have one each time. If you ing your trained bonus as its attack modifier. Its attack
create a new amulet, the old one loses its magical prop- causes 1d4 damage (do not add any Strength modifi-
erties. er) of the proper type — piercing to bites, slashing to
You or one creature gain resistance to an energy tendrils or claws, bludgeoning to slams or hoofs and
type of your choice while the amulet is in the crea- so on.
ture’s possession. If you are with the amulet when you Summoner. You have the monster summoning spell
cast any abjuration spell of 1st level or higher, you can always memorized, even if you do not have it in your
also change the energy type against which the amulet spellbook. This spell does not count against the num-
wards. ber of wizard spells you can memorize each day.
The energy damage types are cold, fire, force, light- Also, when you cast a spell with the summoning tag,
ning, necrotic, and radiant. the summoned creature has a +1 bonus in every test it
Energy Adaptation rolls.
Teleporter. You can use a Standard Action to tele-
Beginning at 9th wizard level, you gain resistance to
port a nearby unatended object to your hand. This ob-
an energy type of your choice, chosen when you mem-
ject cannot be larger than 3 feet on a side and weigh no
orize spells. This resistance can be changed each day.
more than 10 pounds.
The energy damage types are cold, fire, force, light-
ning, necrotic, and radiant. Path Adept
Master of Dispelling At 6th wizard level, you gain a new benefit from
your conjurer’s path.
Beginning at 13rd wizard level, you have the dispel
Master of familiar. Once per rest, if you can see
magic spell always memorized, even if you do not have
your familiar, you can teleport yourself to where it is as
it in your spellbook. This spell does not count against
a Standard Action.
the number of wizard spells you can memorize each
Summoner. If you are concentrating on a conjura-
day.
tion spell with the summoning tag, your concentration
Also, everytime you cast an abjuration spell other
cannot be broken as result of taking damage.
than dispel magic, you can also cast dispel magic with
Teleporter. You can use a Standard Action to tele-
the same Action. Both spells use their slots, if any.
port to a nearby unoccupied space that you can see.
Improved Energy Adaptation Alternatively, you can choose a space within range
When you reach the 17th wizard level, instead of that is occupied by a Small or Medium creature. If that
gain resistance to an energy type with your energy ad- creature is willing, you both teleport, swapping places.
aptation feature, you gain immunity to it. Once you use this feature, you cannot use it again
until you finish a full rest or you cast a conjuration
Conjurer spell of 1st level or higher.
Path Master
Master of Conjuration
At 9th wizard level, you gain a new benefit from
Beginning when you select this specialization at 3rd
your conjurer’s path.
wizard level, the gold and time you must spend to copy
Master of familiar. When you cast the find familiar
a conjuration spell into your spellbook is halved.
spell, you can choose any familiar that a witch could
have.
Summoner. If you take damage while there is a Diviner
nearby creature you summoned, you can use a Reac-
tion to that creature takes half your damage. You take Master of Divination
the remaining damage. Apply resistances, if any, after Beginning when you select this specialization at 3rd
share damage this way. A creature cannot take half wizard level, the gold and time you must spend to copy
your damage if it is immune to that damage type. a divination spell into your spellbook is halved.
Teleporter. You have the teleport spell always mem-
orized, even if you do not have it in your spellbook. Forewarned
This spell does not count against the number of wizard Beginning at 3rd wizard level, when you roll ini-
spells you can memorize each day. When you cast the tiative, you gain a special turn that takes place before
telepórt spell, you just need 5 minutes to ritualize it and other creatures can act. If more than one creature in
can bring five creatures with you at basic level. an encounter has a similar feature, they all act first in
order of initiative, then the regular initiative order be-
Path Great Master
gins. If you would normally be surprised at the start
At 13th wizard level, you gain a new benefit from of an encounter, you are not surprised but you do not
your conjurer’s path. gain this extra turn.
Master of familiar. As Standard Action, you can
shapeshange yourself to assume the same form of your Enhanced Awareness
familiar for 10 minutes, until you fall unconscious, or Beginning at 6th wizard level, if you do not have
until you dismiss this power (no Action required). In proficiency in the Insight, Investigation, and Percep-
this form, you gain all traits of your familiar, but can- tion skills, you are a dabbler on them. If you already
not make attacks. Once you use this feature, you can- have proficiency in one of these skill, you have exper-
not use it again until you finish a full rest. tize on it.
Summoner. Any creature you summon with a con-
juration spell has temporary hit points equal to five Scrying Adept
times the spell level. At 9th wizard level, you are always aware when you
Teleporter. When you cast the teleport spell on a 7th are being observed via magic as if under a permanent
level slot or higher, you roll twice the probability of detect scrying spell effect.
teleport and take the most favorable result. In addition, you learn the magic font spell (it is a
wizard spell for you and added for free to your spell-
Path Supreme Master book). You can cast the magic font on any reflexive
At 17th wizard level, you gain a new benefit from surface (as a mirror), not only water sources.
your conjurer’s path. Finally, whenever you scry on a subject and need to
Master of familiar. Choose one spell of 5th level or make a percentile roll to the scry succeed, you have a
lower you have on your spellbook. Your familiar can +15% bonus chance to that attempt.
now use this spell as a spell-like ability at basic level.
You cannot bestow a spell to your familiar if the spell Prescience
have an expensive or consumable material component. At 13th wizard level, you are gifted with etraordi-
Once your familiar cast the spell, it cannot do it again nary insight and perceptive abilities. Once per rest,
until you finish a full rest. Once the bestowed spell is you can add a +1d6 bonus to any test you are making.
chosen, it cannot be changed, even if you get a new You can decide add this bonus after seeing the result
familiar. ofte roll, but before the DM tells you the consequences.
Summoner. Any creature you summon with a con-
Truesight
juration spell has temporary hit points equal to ten
times the spell level. Beginning at 17th wizard level, you have truesight
Teleporter. You can use your path adept feature at (near).
will.
Enchanter
Master of Enchantment
Beginning when you select this specialization at 3rd
wizard level, the gold and time you must spend to copy
a enchantment spell into your spellbook is halved.
Charismatic Spells Damaging Spells
Beginning at 3rd wizard level, the DC of your en- Beginning at 3rd wizard level, whenever you cast an
chantment spells use Charisma as the spellcasting abil- evocation spell that deals damage, you can treat any 1
ity if this is more favorable to you. The other features of on a damage die as a 2.
your wizard spells still use Inteligence as spellcasting
ability. Intense Spells
Beginning at 6th wizard level, whenever you cast an
Social Proficiency evocation spell that deals damage, add half your wiz-
Beginning at 6th wizard level, if you do not have ard level to the damage. This bonus only applies once
proficiency in the Intimidate, Persuasion, and Social- to a spell, not once per missile or ray, and cannot be
ization skills, you are a dabbler on them. If you already split between multiple missiles or rays. This damage is
have proficiency in one of these skill, you have exper- of the same type as the spell.
tize on it.
Evocation Master
Enchanting Smile Beginning at 9th wizard level, whenever you cast an
At 9th wizard level, you improve your Charisma evocation spell that deals damage, you ignore a target’s
score by +1 (until a maximum of your Charisma racial resistance to the types of damage of the spell. You do
limit). not ignore any immunity the target might have.
Sympathetic Transference Overchannel
Starting at 13th wizard level, whenever you para- Starting at 13th wizard level, you can increase the
lyze, captivate, or domimate an enemy by means of a power of your simpler spells. When you cast a evoca-
enchantment spell, choose a far away ally that is also tion spell of 5th level or lower that deals damage, you
suffering the same condition. End that condition. can deal maximum damage with that spell.
The first time you do so, you suffer 2d12 necrotic
Alter Memories damage, regardless the spell level. If you use this fea-
At 17th wizard level, when a creature is captivated or ture again before you finish a full rest, you take 1d12
dominated by a spell you cast, you can alter the crea- necrotic damage for each level of the spell and improve
ture’s understanding so that it is unaware of the fact your exhausted condition by one step, immediately af-
that you cast the spell on it and therefore perceives its ter you cast it. Each time you use this feature again be-
behavior as nonmagical. fore finishing a long rest, the necrotic damage per spell
Additionally, once before the spell expires, you level increases by 1d12. This damage ignores resistance
can use your action to try to make the creature forget and immunity.
some of the time it spends captivated or dominated.
The creature must succeed on a Will save against your Energy Substitution
wizard spell save DC or lose memories from that time, Starting at 17th wizard level, once per rest when you
up to a number of hours equal to 1 + your Charisma are casting a spell that causes acid, cold, fire, or light-
modifier. If the creature fails the saving throw, you can ning, you can change this damage type for another
also contest a Deception check against its Intelligence damage type of the same list.
check. If you succeed, you can describe to the creature
what it experienced during the forgotten time, and it Illusionist*
believes your deception to be true, not realizing that
you are the source of its new memories. Master of Illusion
Beginning when you select this specialization at 3rd
Evoker wizard level, the gold and time you must spend to copy
a illusion spell into your spellbook is halved.
Master of Evocation
Beginning when you select this specialization at 3rd 3rd Level
wizard level, the gold and time you must spend to copy
Illusion Expert
a evocation spell into your spellbook is halved.
Beginning at 6th wizard level, you subtly learns to
channel the power of your illusions to cloak your own
movements and intentions. If you do not have profi-
ciency in the Bluff or Stealth skills, you are a dabbler DC. If it succeeds, nothing happens. If it fails, it be-
on them. If you already have proficiency in one of comes dominated by you (even if immune to domina-
these skill, you have expertize on it. tion) until you use this feature again.
Intelligent undead are harder to control in this way.
9th Level If the target has an Intelligence of 3 or higher, it makes
a favored saving throw. If it fails the saving throw, it
Illusory Self
can repeat the favored saving throw at the end of every
Beginning at 13th wizard level, you can create an hour until it succeeds and breaks free.
illusory duplicate of yourself as an instant, almost in-
stinctual reaction to danger. Once per rest, when you Inured to Undead
are target of a weapon attack, you can use your Reac- Beginning at 13th wizard level, you have resistance
tion to interpose the illusory duplicate between your to necrotic damage, and your hit point maximum can-
attacker and yourself. The attack automatically miss- not be reduced. You have spent so much time dealing
es you and destroys the illusion. This feature does not with undead and the forces that animate them that you
work against a creature able to see through illusions. have become inured to some of their worst effects.
17th Level 17th Level

Necromancer* Spellblade
Master of Necromancy Blade Magic
Beginning when you select this specialization at 3rd Beginning at 3th wizard level, your weapon becomes
wizard level, the gold and time you must spend to copy part of the magic you cast. You gain proficiency with
a necromancy spell into your spellbook is halved. longswords and scimitars. These weapons also counts
as a spellcasting focus for you.
Grim Harvest
At 3rd wizard level, you gain the ability to reap life Tough Mage
energy from creatures you kill with your spells. Once Beginning at 3th wizard level, your martial training
per turn when you kill one or more creatures with a gives to you more resilience in combat. Your hit point
spell of 1st level or higher, you regain hit points equal maximum improves by your wizard level.
to twice the spell’s level, or three times its level if the
spell belongs to the school of necramancy. You do not Weapon Spells
gain this benefit for killing constructs or undead. A spellblade mixes melee and magic with such ease
and grace that successful strikes can unleash a spell.
Undead Minion You consider all spells with the weapon tag as wizard
Starting at 6th level, when a living creature dies spells for you.
nearby you, you can take Reaction to reanimate it as
an undead. This undead minion has the same stats it Spellblade Step [Teleportation]
had in life, but just 1 hit point maximum. Constructs, Beginning at 6th wizard level, once per rest you can
undead, and creatures whose level is higher than your use a Reaction to teleport yourself to a nearby space
wizard level cannot be reanimated by means of this just after use a weapon spell.
feature. The origin and type of the creature change to
“animated undead”. Fast Flourish
The undead minion lasts until destroyed or until Beginning at 9th wizard level, you can spend a spell
you use this feature again. slot of any level as Quick Action to allow you, as Stan-
dard Action make one weapon melee attack against
Command Undead each enemy you are engaged with. You just can employ
Starting at 9th wizard level, you can use magic to the fast flourish if you are wielding a longsword or a
bring undead under your control, even those creat- scimitar in one hand and nothing (not even a buckler)
ed by others. Once per rest, as a Standard action, you in the other hand.
can choose one undead that you can see. That creature
must make a Will save against your wizard spell save
Spellblade Burst Silver Transmuter’s Stone
Beggining at 13th wizard level, when you use a Starting at 6th wizard level, you can create a stone
weapon spell against an opponent, you can use a Quick
made of silver instead of lead. The silver stone has all
Action to cast the same weapon spell against each eleg-
the powers and characteristics of a lead stone, but can
ible opponent inside the same cluster of the first oppo-
be used to create more magical effects.
nent. Each spell still uses its own slot, if required. Once
Expend one charge as Standard Action while touch-
you use this feature, you must finish a full rest to use
ing an object to transform it into another nonmagical
it again. object of similar size and mass and of equal or lesser
value. Both the original and the new object must weigh
Improved Spellblade Burst no more than 10 pounds and have no more than 3 feet
At 17th wizard level, you can use your spellblade on a dimension. If you attempt to change a magical
burst feature once per rest. item, make a DC 20 Arcana check. If you fail, the stone
spend a charge, but the magical item is not transmut-
Transmuter ed. The effect is permanent, so it can be dispelled.
Master of Transmutation Fortified Body
Beginning when you select this specialization at 3rd At 9th wizard level, you fortify your body with your
wizard level, the gold and time you must spend to copy transmuting abilities. Whenever you cast a trans-
a transmutation spell into your spellbook is halved. mutation spell, you gain temporary hit points equal to
the double of the spell level.
Lead Transmuter’s Stone Also, you make favored saving throws against to be
Starting at 3th wizard level, you can spend one petrified or effects with the shapechange tag.
dowtime day creating a transmuter’s stone that stores
transmutation magic. This stone can have any form Gold Transmuter’s Stone
you wish, but must be made of pure lead. If you create Starting at 13th wizard level, you can create a stone
a new stone, the old one loses its magical properties. made of gold instead of lead or silver. The gold stone
Each time you finish a full rest, your stone have one has all the powers and characteristics of a silver stone,
charge. Then, each time you cast a transmuter spell of but can be used to create more magical effects.
at least 1st level, if your stone is in your possession, it As a Standard Action, you can touch a willing crea-
acquires an extra charge. When you start a full rest or ture with the stone and spend a number of charges.
if your stone remains more than 10 feet from you for To each spent charge, the creature’s apparent age is re-
one hour, it loses all its stored charges. duced by 1d6 years (to a minimum of an apparent age
At this wizard level, you can use a Standard Action to of 13). This does not extend the creature’s lifespan, be-
spend a stone charge and transmute one type of liquid cause just its appearance change, not its health or real
into an equal amount of a different, non-magical flu- age. This effect is instantaneous.
id (water, wine, blood, oil, apple cider, etc.) You must Also, as a Standard Action, you can touch your stone
first place a drop of the liquid you intends to create on on a target that was petrified, shapechanged, or under
your stone and then the stone must touch the fluid to a transmutation effect to undo this effect. This spend
be transmuted itself (not simply its container). With one charge per level of the magical effect on the target.
each spended charge, you can transmute up to one cu- The stone cannot undo instantaneous effects.
bic feet of liquid — about 7.5 gallons. The change is
permanent, but can be dispelled. Secret of Life
If you attempt to change a magical liquid (such as a At 17th wizard level, you stop to age and cannot die
potion), make a DC 15 Arcana check. If you fail, the from old age.
stone spend a charge, but the magical liquid is not Also, as a Standard Action, you can touch a corpse
transmuted. Fluids can be transmuted only into non- with your gold stone and spend all its charges, destroy-
magical liquids; it is not possible to change a magical ing it, to cast a raise dead spell at basic level without
liquid into another type of magical liquid. any components on that corpse. You improve your ex-
Poisons may be rendered harmless, but the trans- hausted condition by one step if you do this.
mutation has no effect on poisons already consumed.
Creatures are unaffected by this magic, even if its en-
tire body is liquid (such as a water elemental).
Multiclassing
Spellcasting Multiclass
Spell Slots
Level 1 2 3 4 5 6 7 8 9
Multiclassing allows you to gain levels in multiple 1 2
classes. 2 3
3 4 2
Prerequisites 4 4 3
To qualify for a new class, you must meet the pre- 5 4 3 2
requisites for both your current class and your new 6 4 3 3
one, as shown in each class description.
7 4 3 3 1
8 4 3 3 2
Class Features
9 4 3 3 3 1
When you gain the first level in a new class, you get
10 4 3 3 3 2
its features, except those noted in each class multiclass
11 4 3 3 3 2 1
description. For example, some classes do not give all
12 4 3 3 3 2 1
the proficiencies when you multiclass on them.
When you get a new level after 1st in class from 13 4 3 3 3 2 1 1
multiclassing, you gain all the features for that level. 14 4 3 3 3 2 1 1
A few features, however, have additional rules when 15 4 3 3 3 2 1 1 1
you’re multiclassing. 16 4 3 3 3 2 1 1 1
17 4 3 3 3 2 1 1 1 1
Spell Slots 18 4 3 3 3 3 1 1 1 1
If some of your classes give you spell slots, do not 19 4 3 3 3 3 2 1 1 1
add the number of these slots together when multi- 20 4 3 3 3 3 2 2 1 1
classing. Instead, refer to the Spellcasting Multiclass
table. To use the table, add your levels in the bard, cler-
ic, druid, sorcerer, and wizard classes. Paladins con- Total Level
tribute with half level. The eldritch knight (fighter), Some features depend on your total level, not the
nature lord (ranger), and the arcane trickster (rogue) level in each individual class. These features include
class specializations contribute with one third of these the total experience points needed to gain the next lev-
classes level. Do not round these halves and one-thirds el, the trained bonus, and the feats you receive.
levels until get the total. After this, round down the re-

Epic Boons
sult as usual. Then refer to the Spellcasting Multiclass
table to know how many slots of each level you have.
You still memorize or known your spells separately
for each spellcasting class you have. Just the number of An epic boon is a special power available only to
your slots follow this multiclass rule. characters with 20 levels on a same class. Whatever
Witches. Witch levels do not count for the number boon a character ends up with, consider its place in the
of your spell slots and you cannot use favors to cast story and world. Many of the boons are extraordinary
non-witch spells. However, you can use regular slots to and represent the gradual transformation of a charac-
cast witch spells normally. ter into something short of a demigod.
Boon of Binding
You can bind two extra magical items after the limit
allowed by your trained bonus.
Boon of Combat Prowess
Once per rest, when you miss with a melee weapon
attack, you can choose to critically hit instead.
Boon of Dimensional Travel (no spell slot or components required), targeting your-
Requires to have any 20th-level spellcasting class self only, and travel to the chosen plane, or from that
Once per rest, as a Standard Action, you can tele- plane back to the Material Plane.
port yourself to any place at your line of sight.
Boon of Quick Casting
Boon of the Divine Spark Requires to have any 20th-level spellcasting class
Increase two ability scores of your choice by 1 each. Choose one of your spells of 1st through 3rd lev-
Your racial limit for the chosen abilities also increases el that has a casting time of a Standard Action. That
by 1. spell’s casting time is now a Quick Action for you.

Boon of Fate Boon of Recovery


Requires to be a halfling You can use a Quick Action to regain a number of
Once per rest, when you or another nearby creature hit points equal to half your hit point maximum. Once
that you can see makes a check, an attack roll, or a sav- you use this boon, you cannot use it again until you
ing throw, you can roll a d12 and apply the result as a finish a full rest.
bonus or penalty to the test.
Boon of Resilience
Boon of High Magic Whenever you are wearing a heavy armor, you have
Requires a 9th-level spell slot resistance to bludgeoning, piercing, and slashing dam-
You gain one 10th-level spell slot. No spell has ba- age.
sic level higher than 9th, but you can use this slot to
Boon of Skill Proficiency
augment spells to 10th level or to improve a spell with
metamagic if you are a sorcerer. Requires to be a gnome
You gain proficiency in all skills.
Boon of Immortality
Boon of Spell Knowledge
Requires to be an elf or a 20th level druid
You stop aging. You suffer none of the drawbacks of Requires to have any 20th-level spellcasting class
old age, are immune to any effect that would age you, that have spells known
and you cannot die from old age. You know two extra spells of your class list.

Boon of Invincibility Boon of Spell Mastery


Once per rest, when you take damage from any Requires to have any 20th-level spellcasting class
source, you can reduce that damage to 0. Choose one 1st-level spell that you can cast. You can
now cast that spell at its basic level without expending
Boon of Irresistible Offense a spell slot.
Your weapon attacks can bypass the damage resis-
Boon of Spell Versatility
tances of any creature.
Requires to have any 20th-level spellcasting class
Boon of Magic Resistance You can cast any 5th-level or lower spell you know
You make favored saving throws against spells and or have memorized without expending a spell slot.
other magical effects. Once you do so, you cannot use this boon again until
you finish a full rest.
Boon of Perfect Health
Requires to be a dwarf Boon of Toughness
You are immune to all diseases and poisons, and you Your hit point maximum increases by 20, even if
make favored Fortitude saves. this exceed the usual allowed limit.

Boon of Planar Travel Boon of the Unfettered


Requires to have any 20th-level spellcasting class You make favored tests to resist being grappled. In
When you gain this boon, choose a plane of exis- addition, you can use a Standard Action to automati-
tence other than the Material Plane. Once per rest, you cally escape a grapple or free yourself of restraints of
can use a Standard Action to cast the plane shift spell any kind.
Boon of Training
You improve your trained bonus by 1.
Boon of Truesight
Requires to have any 20th-level spellcasting class
You have truesight (near).
Skills
Skill Descriptions
Skills represent some of the most basic and yet most
fundamental abilities your character possesses. This
section describes each skill, including common uses
and typical modifiers. Characters can sometimes use
skills for purposes other than those noted here, at the Acrobatics (Dexterity)
DM’s discretion. You can keep your balance while traversing narrow
or treacherous surfaces. You can also dive, flip, jump,
Skill Modifier and roll, avoiding attacks and confusing your oppo-
Each one of your character’s skills have a modifier. nents.
This modifier is equal to the key ability’s modifier to a Cross narrow surfaces. You can use Acrobatics to
unproficient skill. If you have proficiency in a skill, you move on narrow surfaces without falling. A success-
add your trained bonus to it. ful check allows you to move across such surfaces, but
with the slowed condition — only one check is needed
Dabbler per turn. If you fail, make another Acrobatics check
Some features make you a dabbler in one or more with the same DC. A new failure means that you fall.
skills. You just can be a dabbler in a skill you do not Success means that you make no progress and remain
have proficiency. If you are a dabbler in a skill, you add in your current position.
half your trained bonus to the key ability’s modifier to While you are using Acrobatics in this way, oppo-
determine your skill modifier. nents make favored attack rolls against you and you
make unfavored Reflex saves. If you take damage while
Expertize using Acrobatics, you must immediately make another
Sometimes you are not just proficient with a skill, Acrobatics check at the same DC to avoid falling or
you are really very good with it. When you have exper- being knocked prone.
tize on a skill (or some other game statistic), you add a
Narrow Surfaces
+2 bonus to determine its modifier.
Surface Width DC
If different features give expertize to a same skill,
You can stand with your feet a bit apart on it 5
they do not stack. Either you have expertize or you
Your foot’s width 10
have not.
Narrow (such as a rope) 15
Skill Challenges Very narrow (such as a wire) 20

A skill challenge is an encounter in which your skills, Jumping. The DC to make a jump is equal to the dis-
rather than your combat abilities, take center stage. In tance in feet to be crossed (if horizontal) or four times
contrast to an obstacle that requires one successful the height in feet to be reached (if vertical) — add one
skill check, a skill challenge is a complex situation in and a half times your height to reach something with
which you must make several successful checks, before your outstreched arm when jumping up. You make
you can claim success in the encounter. unfavored checks if you do not get a running start be-
Whatever the details of a skill challenge, the basic fore attempt any type of jump.
structure of a skill challenge is straightforward. Your Escape artist. Your training allows you to slip bonds
goal is to accumulate a specific number of victories and escape from grapples. Making an Acrobatics check
(usually in the form of successful skill checks) before to escape from rope bindings (DC 20), manacles (DC
you get three defeats (failed checks). 25), or other restraints requires 1 minute of work. If
If the skill challenge is part of a combat encounter, you fail this check, you cannot escape from the restri-
work the challenge into the initiative order just as you tion without outside help.
do the monsters.
Reduce falling damage (proficient only). When you Arcana (Intelligence)
start to fall, you can make an Acrobatics check as Reac- You are educated in understand and identify ancient
tion to reduce the amount of falling damage you take. mysteries, magic traditions, and arcane symbols.
Reduce the amount of falling damage you take by one- Identify a spell (proficient only). Your knowledge
half your check result. of magic allows you to identify spell effects. You must
Slippery surfaces. Everytime you move on a slip- be able to notice the spell being cast or otherwise de-
pery surface, make a DC 10 Acrobatics check. If you tect the spell’s effects. Make a Arcana check (no Action
are successful, your move brings you to where you required) with DC equal to 10 + the basic spell level.
wanted. Failure means you fall prone. This check is unfavored if the spell is being cast with-
Acrobatic stunt. Make an Acrobatics check to swing out some component it requires — a spellcasting focus
from a chandelier, somersault over an opponent, slide counts as a lesser material component — or if it is not
down a staircase on your shield, or attempt any other in any of your class lists. If you succeed, you identify
acrobatic stunt that you can imagine and that your DM the spell and its effects. If you fail, you cannot try to
agrees to let you try. The DM sets the DC based on the identify that instance of the spell again.
complexity of the stunt and the danger of the situa- Identify a magical effect (proficient only). You also
tion. If the stunt fails, you fall prone in the place where can try to identify a magical effect that was not pro-
you began the stunt (the DM might change where you duced by a spell. You must be able to detect the effect
land, depending on the specific stunt and situation). to attempt this. Make a DC 20 Arcana check after 1
Your DM always has the right to say that a stunt will minute of studying the effect. If you succeed, you know
not work in a particular situation or to set a high DC. the effects of that magic. If you fail, you cannot try to
identify that instance of the magical effect again.
Animal Ken (Charisma)
Make an Animal Ken check to calm down a natural Athletics (Strength)
beast, teach a natural beast some tricks, or otherwise Climb. With a successful Athletics check, you can
handle a natural beast. Handling a natural beast is usu- advance up, down, or across a wall, or other steep in-
ally part of a skill challenge that requires a number of cline (or even across a ceiling, provided it has hand-
successes. holds) about 5 feet. This requires all your move from
Teaching a trick. You can teach a trick to a domes- the turn. If you fail, make another climb check with
ticated animal with a skill challenge. After each three the same DC. A new failure means that you fall from
downtime days of work, make a DC 15 Animal Ken whatever height you have already attained. Success
check (DC 20 if it is a complex trick). If you get three means that you make no progress and remain in your
successes before three failures, the animal learns the current position on the surface.
trick. You need both hands free to climb, but you may
An animal with an Intelligence score of 1 can learn a cling to a wall with one hand while you cast a spell or
maximum of three tricks, while an animal with an In- take some other action that requires only one hand.
telligence score of 2 can learn a maximum of six tricks. While climbing, you cannot dodge to avoid a blow, so
Rearing an animal. To rear an animal means to raise all attacks against you are favored and you fail auto-
a wild creature from infancy so that it becomes domes- matically all Reflex saves you make. You also cannot
ticated. A handler can rear as many as three creatures use a shield while climbing. Anytime you take damage
of the same kind at once. A successfully domesticated while climbing, make a Athletics check against the DC
animal can be taught tricks at the same time it’s being of the wall. Failure means you fall from your current
raised, or it can be taught as a domesticated animal lat- height.
er. If the surface is slippery, you make unfavorable Ath-
You can rear any creature with Intelligence 1 or 2, letics checks to climb.
but if it is not a beast, your Animal Ken check is unfa-
vored. The DC to rear an wild animal is 10 + its level.
Rearing takes months of downtime, while the crea-
tures are maturing. You cannot rear adult animals.
Urging a mount to leap. When you are riding, you
can urge the mount to jump tall obstacles or leap across
gaps. No check is required if the obstacle is less than
three feet tall or the gap is less than 12 feet wide. A DC
15 Animal Ken check is needed otherwise.
Climb Deceive or lie. If you use Deception to fool some-
Surface Width DC one, with a successful check you convince your oppo-
A rope with a wall to brace against, or a knotted 5 nent that what you are saying is true. Using Deception
rope. this way requires an opposed skill check against your
A surface with ledges to hold on to and stand on, 10 opponent’s passive Insight.
such as a very rough wall or a ship’s rigging. Deception checks are modified depending upon the
Any surface with adequate handholds and footholds 15 believability of the lie. The following modifiers are ap-
(natural or artificial), such as a very rough natural plied to the roll of the creature attempting to tell the lie.
rock surface or a tree, or an unknotted rope, or pull- Note that some lies are so improbable that it is impos-
ing yourself up when dangling by your hands.
sible to convince anyone that they are true (subject to
An uneven surface with some narrow handholds 20
DM discretion).
and footholds, such as a typical wall in a dungeon.
Deception Modifiers
Swim (proficient only). Make an Athletics check Circumnstance Modifier
to swim or to tread water. Different conditions make The lie is belivable +0
swimming harder. See the Endurance skill for infor- The lie is unlikely –5
mation on swimming or treading water for an hour or The lie is far-fetched –10
more.
Swim If you fail to deceive someone, any further checks
Water DC made to deceive them may be impossible (DM discre-
Calm 10
tion).
Convey secret messages. You can use Deception to
Rough 15
pass hidden messages to another character without
Stormy 20
others understanding your true meaning. The DC of
If you have not proficiency with the Athletics skill, this check is 15 for simple messages and 20 for com-
you do not know how to swim. plex messages. If you are successful, the target under-
stands you, assuming you are speaking in a language
Culture (Intelligence) that it understands. Other creatures that hear the mes-
You have picked up knowledge related to the culture sage can decipher the message if their passive Insight is
of a region and beyond, including history and geog- equal or greater than your Deception result.
raphy. This includes information pertaining to royalty
and other leaders, wars, legends, significant personali- Endurance (Constitution)
ties, laws, customs, traditions, and memorable events. Make an Endurance check (no Action required) to
No action required to make a Culture check —either stave off ill effects and to push yourself beyond normal
you know the answer or you do not. Success means physical limits. You can hold your breath for long peri-
you recall a useful bit of information or recognize a ods of time, forestall the debilitating effects of hunger
clue related to it. Failure means you do not recall any and thirst, and swim or tread water for extended peri-
pertinent information. Usually, you cannot try again ods.
to know about a same topic, but the DM might allow Some environmental hazards — including extreme
you to make a new check if further information comes temperatures, violent weather, and diseases — require
to light. you to make an Endurance check to resist and delay
Common knowledge (DC 10). This includes the debilitating effects.
kind of general information that is commonly known Endurance
about a region. Task DC
Expert knowledge (DC 15). This includes the kind Environmental danger Varies
of specialized information that only an expert in the Resist disease Varies
field of study could possibly know. Ignore hunger 10 + 2 per day
Master knowledge (DC 20). This includes the kind
Ignory thirsty 15 + 5 per day
of esoteric information that only a master in the field
Hold breath 10 + 1 per round
of study could possibly know.
Swim or thread water (after 1 hour) 15 + 2 per hour
Deception (Charisma)
You know how to tell lies.
If you succeed, you endure the situation, at least Insight (Wisdom)
for the moment. If you fail, you cannot try again until You can discern intent and decipher body language
circumstances change or a certain amount of time has during social interactions. You use your passive In-
elapsed. sight check to comprehend motives, to read between
Environmental danger. Wilderness adventures the lines, to get a sense of moods and attitudes, and to
pose another sort of risk: the environment itself. Polar determine how truthful someone is being.
adventurers risk frostbite and exposure, desert explor- Whenever you use Insight, you are making a best
ers face heat stroke, and mountaineers must contend guess as to what you think a motive or attitude is or
with the perils of high altitudes. The Endurance skill how truthful a target is being. Insight is not an exact
determines how well a character can withstand such science or a supernatural power; it represents your
dangers. Every eight hours within an area of environ- ability to get a sense of how a person is behaving.
mental danger, you must succeed on an Endurance Usually, no Action is required to use the Insight
check. Each time you fail, you lose hit points equal to skill, since it is used as a passive check most times.
your total level.
Environmental Danger Intimidation (Charisma)
Circumstance DC Make an Intimidate check to influence others
Severe weather 15 through hostile actions, overt threats, and deadly per-
High altitude 15 suasion. Intimidate can be used as part of a skill chal-
Extreme altitude 20 lenge that requires a number of successes. Your Intim-
Cold 15 idate checks are made opposed the target’s Will save or
Frigid cold 20 against a DC set by the DM. The target’s general atti-
Heat 15 tude toward you and other conditional modifiers (such
Stifling heat 20 as what you might be seeking to accomplish or what
Pervasive smoke or ashes 20 you are asking for) might apply to the DC.
If you cannot speak a language your target under-
If you take a full rest while in an area of environ- stands, you make a unfavored check. If you attempt
mental danger, during that eight hours, you make a to intimidate multiple enemies at once, compare the
favored Endurance check because you are resting and resulte of your Intimidate check with each enemy’s
not exerting yourself. Will save. Each target must be able to see and hear you.
If two or more environmental dangers apply at the If you succeed, you force a a target to reveal secrets
same time (such as climbing a mountain in a snow- against its will, or cow a target into taking some other
storm), you make Endurance checks against each dan- action that do not endanger it. If you fail, you cannot
ger. try again against that target until you end a full rest.
Starvation, thirst, and suffocation. When deprived Using Intimidate usually makes a target hostile toward
of food, water, or air, the rule of Constitution score you, even if you do not succeed on the check.
applies. You can handle that much days without food, A creature immune to be frightened cannot be in-
that much hours without water, and that much rounds timidated.
without air outside of strenuous situations. After that,
such deprivation is a significant test of your stamina. Investigation (Intelligence)
At the end of the time period (days, hours, or rounds), While the Perception skill represents your ability
you must succeed on an Endurance check. Success to detect things when you are not actively searching
buys the character another day (if hungry or thirsty), for them, the Investigation skill represents your active
or round (if unable to breathe). Then the check is re- search capacity.
peated at higher difficult as shown in the Endurance Searching. When you search for something instead
table. of relying on your passive Perception, tell the DM what
When you fail the check, you lose hit points equal to you are searching and how you are searching. If you
your total level. In strenuous situations, such as com- give details enough about searching in the right place,
bat, going without air is much harder and makes the perhaps the DM decides that you found what you were
check unfavorable. searching without the need for checks.
Otherwise, the DM asks for an Investigation check Spot DC
and your result replaces your passive Perception if Barely hidden 10
higher for that searching. If you fails, you need to wait Well hidden 20
until you finish a quick or full rest to attempt to search Far away +5
the same thing in the same place again.
You are on forced march –5

Medicine (Wisdom)
Notice tracks DC
You know how to help someone recover from
Tracking by scent 5
wounds or debilitating conditions, including disease.
Soft ground (snow, loose dirt, mud) 10
First aid. After 1 minute of aid, you can make a DC
Hard ground (wood or stone) 20
10 Medicine check to administer first aid to a creature
next to you. This requires a healer’s kit and consumes Rain or snow since tracks were made +10
one of its uses. On a success, the target heals 1d6 hit Each day since tracks were made +2
points if you are not proficient in the Medicine skill Quarry obscured its tracks +5
or 2d4 hit points if you have proficiency. On a fail, the Huge or larger creature –5
healer’s kit use is consumed without effect. Tiny creature +5
Once a creature receives first aid, it cannot take an- Five or more creatures –2
other one until it finishes a full rest. This is true even if Ten or more creatures –5
the first aid check on the creature fails.
Stabilize the dying. As Standard Action, you can Notice tracks. You can use your passive Perception
make a DC 15 Medicine check to stabilize a dying (or an Investigation check) to notice tracks. Once
creature next to you. tracks are found, you can follow them for 1 mile or
Treat disease. As part of the diseased character’s until the conditions change — it starts to rain, for ex-
full rest, make a Medicine check to treat it. You must ample, or the quarry crossed a river or a set of other
attend the character periodically throughout the full tracks superposes the old ones. When this happens,
rest, and you make your Medicine check when the full you need to notice the tracks again to continue follow-
rest ends. Your result determines the disease’s effects ing the trail.
if the result is higher than the diseased character’s En-
durance check result. Persuasion (Charisma)
Make request. If a creature is not hostile or unfriend-
Perception (Wisdom) ly toward you, you can make requests of the creature.
Use your passive Perception check to notice clues, This is a Persuasion check with DC equal to 15 + the
detect secret doors, spot imminent dangers, find traps, target’s Charisma modifier. A friendly creature usually
follow tracks, listen for sounds behind a closed door, helps you without a check, unless the request is against
or locate hidden objects. This skill is used against an- its nature or puts it in serious peril. Some requests au-
other creature’s Stealth check or against a DC set by tomatically fail if the request goes against the creature’s
the DM. In most situations, the DM uses your passive values or its nature, subject to DM discretion.
Perception check result to determine if you notice a The nature of the request confers modifiers to your
clue or an imminent danger. If you actively search for Persuasion check.
something, it is an Investigation check instead of a Per- Request Modifier
ception check. Give simple advices or directions +5
Usually, no Action is required to roll a Perception Give details advice +0
check, since it is used as a passive check most times. Reveal an unimportant secret –5
Listen DC Give lengthy or complicated aid –10
Battle 0 Reveal secret knowledge –10 or more
Normal conversation 10 Give aid that could result in punishment –15 or more
Whispers 15 Additional requests –5 per request
Through a door +5
Creatures with Intelligence 2 or lower and mindless
Through a wall +10
creatures cannot be convinced this way, because they
Far away +5
do not have the cunning to understand the intricacies
You are asleep +10 of persuasion.
Performance (Charisma) Stealth (Dexterity)
You are skilled at to entertain, from singing to act- Make a Stealth check to conceal yourself from en-
ing to dancing. Playing a musical instrument requires emies, slink past guards, slip away without being no-
a background proficiency. ticed, and sneak up on people without being seen or
heard. This skill is used against another creature’s pas-
Religion (Intelligence) sive Perception check or against a DC set by the DM.
You have picked up knowledge about gods, religious Hide. Unless a creature is distracted, you must have
traditions and ceremonies, divine effects, holy sym- cover against the creature or be heavily obscured to
bols, and theology. make a Stealth check. You have to maintain cover or
No Action required to make a Religion check — heavy obscurement to remain unnoticed. If a creature
either you know the answer or you do not. Success has unblocked line of sight to you (that is, you lack any
means you recall a useful bit of information or recog- cover or heavy obscurement), the creature automati-
nize a clue related to it. Failure means you do not re- cally sees you (no passive Perception required). Also,
call any pertinent information. Usually, you cannot try the creature cannot be sure of your exact location be-
again to know about a same topic, but the DM might fore you attempt to hide. If it saw you moments before,
allow you to make a new check if further information it can guess where you are.
comes to light. If a creature is distracted, you can attempt to hide
Common knowledge (DC 10). Such as a greater god from that creature even when you do not have cover or
name, portfolio and teachings. heavy obscurement. In combat, creatures are assumed
Expert knowledge (DC 15). Such as an intermediate to be paying attention in all directions. Outside com-
god name, portfolio and teachings. bat, a creature might be paying attention to something
Master knowledge (DC 20). Such as a lesser god in a certain direction, allowing you to sneak behind
name, portfolio and teachings. the creature’s back. You make a Stealth check as nor-
mal to avoid the creature’s notice, since it might hear
Socialization (Charisma) you.
You can use this skill to negotiate conflicts by using No Action is needed to hide. You make your Stealth
the proper etiquette and manners suitable to the prob- check at the end of each one of your turns to deter-
lem. mine if you are hidden or not. Success allows you to
Alter opinion. You can influence others with your avoid notice, acquiring the unpositioned condition. If
tact, subtlety, and social grace. Make a Socialization you later attack or make noise, you are no longer un-
check to to inspire good will, to demonstrate proper positioned.
etiquette and decorum, or to negotiate a deal in good If you move while unpositioned, your Stealth check
faith. The DC is set by the DM. The target’s general at- at the end of that turn is unfavored. If you run, you
titude toward you (friendly or unfriendly, peaceful or automatically lose the unpositioned condition.
hostile) and other conditional modifiers (such as what
you might be seeking to accomplish or what you are Survival (Wisdom)
asking for) might apply to the DC. Socializing this way Forage. After 1 hour of searching, make a Survival
usually asks for a skill challenge. check to locate and gather food and water. The DC de-
Gather information. You can use Socialization to termined by the abundance of food and water in the
gather information about a specific topic or individu- region.
al. To do this, you must spend at least 1d4 hours can- Foraging DCs
vassing people at local taverns, markets, and gathering Food and Water Availability DC
places. The DC of this check depends on the obscuri- Abundant food and water sources 10
ty of the information sought, but for most commonly Limited food and water sources 15
known facts or rumors it is 10. For obscure or secret Very little, if any, food and water sources 20
knowledge, the DC might increase to 20 or higher. The
DM might rule that some topics are simply unknown You find nothing on a failed check. On a successful
to common folk. check, you find 1d8 pounds of food and 1d8 gallons of
potable water.
Creatures require different quantities of food and
water per day based on their size. Water needs are dou-
bled if the weather is hot.
Food and Water Needs ery check as Standard Action. The DC depends on the
Creature Size Food per Day Water per Day lock’s quality: poor (DC 10) or good (DC 20). If you
Tiny 1/4 lb 1/4 gallon fail, you cannot attempt again.
Small 1 lb 1 gallon
Disarming a trap or device. When disarming a trap
or other device, the Thievery check is made secretly,
Medium 1 lb 1 gallons
so that you do not necessarily know whether you have
Large 4 lb 4 gallons
succeeded. You need at least 1 minute to disarm a trap.
Huge 16 lb 16 gallons
The DC depends on how tricky the device is. Dis-
Gargantuan 64 lb 64 gallons
abling (or rigging or jamming) a fairly simple device
Colossal 256 lb 256 gallons has a DC of 10; more intricate and complex devices
Navigating on wilderness. Sometimes, you will have higher DCs. If the check succeeds, you disable the
try to survive long enough to find your way out of an device. If it fails, something goes wrong. If the device
unfamiliar wilderness. This requires a skill challenge is a trap, you spring it. You can expend a Plot Point to
whose checks are made so often your DM calls. Just avoid that.
one character from the travelling party roll the check Sabotage a mechanical item. You can rig simple
each time. devices such as saddles or wagon wheels to work nor-
A DC 15 Nature check is made in this skill challenge mally for a while and then fail or fall off some time
to help the group find its way through the wilderness later (usually after 1d4 minutes of use). Usually, this
and avoid natural hazards. If you get five success- requires a DC 15 and takes 1 minute or more to do.
es before three failures, your party emerges from the Disable a magical trap. Usually, the Thievery skill
wilderness near a friendly settlement, onto a familiar cannot be used to disable magical traps or devices.
road, or is otherwise back on track and out of immi- However, some features allow you to use this skill that
nent danger. Otherwise, your party probably stumbles way. The feature’s description have details about.
into a monster’s lair. A map of that region makes the
checks favored.

Thievery (Dexterity)
You are skilled at pickpocketing, opening locks, and
disarming traps. In addition, this skill lets you sabo-
tage simple mechanical devices, such as catapults,
wagon wheels, and doors.
Pick pockets. If you try to take something from a
creature, you must make a DC 15 Thievery check as a
Standard Action. The opponent’s passive Perception is
used to detect the attempt, opposed by your check re-
sult you achieved when you tried to grab the item. An
opponent who notices the attempt can use a Reaction
to avoid your pickpocketing. You cannot use this skill
to take an object from another creature during combat
if the creature is aware of your presence.
Sleight of hand. A DC 10 Thievery check lets you
palm a coin-sized, unattended object as a Standard Ac-
tion. Performing a minor feat of legerdemain, such as
making a coin disappear, also has a DC of 10.
When you use this skill under close observation,
your skill check is opposed by the observer’s passive
Perception. The observer’s success does not prevent
you from performing the action, just from doing it un-
noticed.
Open lock (requires the Lockbreaker background).
To open a lock, you need to have thieves’ picks to use.
Without that, you cannot even attempt. Make a Thiev-
Backgrounds
Backgrounds are the counterpart of the skill system. Creating dangerous substances such as acids or
The main differences between a background and a skill burning powders takes 1d4 days and (1d4+1)×10 gp
are the following. per vial, or 1d4+1 days and (1d6+4)×10 gp per flask.
• Skills are broader, backgrounds are narrower. Of- The alchemist must pass a DC 15 Arcana check in or-
ten, the scope the use of a background is limited der to successfully manufacture the substance; failing
when compared to the various uses that a skill can the check with a natural 1 results in an explosion or
have. other mishap that exposes you to the effects of your
• There are fewer game opportunities to learn a skill. work and damages the laboratory for 1d6 x 10% of its
Any background can be learned at downtime ac- construction value.
tivities. Acid inflicts 1d4 points of acid damage per vial, or
• Most backgrounds are not tied to any ability score. 2d4 points of acid damage per flask, in both cases caus-
All skills are tied to a key ability. ing 1d4 points of ongoing acid damage. Acid can also
• Not every background asks for some type of check. burn out a lock or clasp.
Some backgrounds are like lesser feats, allowing Incendiaries ignite when exposed to air. A flask of
you to use your other features a new way. incendiary liquid inflicts 2d6 points of fire damage on
hit and 1d4 points of ongoing fire damage. Incendi-
Craft Backgrounds ary powders or liquids can easily start fires if used on
Many backgrounds allow you to craft some type of buildings, dry brush, or other such surfaces.
item. If more specific rules are not given, assume you Pyrotechnic materials resemble incendiaries, but
need to expend half the created item’s “retail value” in create clouds of billowing smoke. A flask creates a
raw materials and each dowtime day is sufficing to cre- cloud of smoke on a cluster, obscuring vision. The
ate about 10 gp of finished products. clouds persist until the end of your next turn.
Note, however, that some craft backgrounds (such Alchemy is an expensive hobby, to say the least, and
as Armorer, Stonemason, and Weaponsmith) give oth- it can be a dangerous one as well. If you are abusing
er instructions. this proficiency (i.e., walking into a dungeon with 10
flasks of acid in your pack), the DM can determine that

Background Descriptions
some or all those beakers break when the character
slips, falls, or is struck by an opponent.
Laboratory. An alchemist must maintain a large,
All backgrounds are in alphabetic order. well-equipped laboratory. Building and equipping
a laboratory costs at least 1,000 gp, and existing lab-
Alchemist
oratories cost 50 gp each month to maintain. An al-
You are well-versed in the properties of various chemist without a laboratory cannot benefit from this
chemicals, reagents, and substances. If you have access proficiency.
to a decent laboratory, you can use your knowledge Potions and scrolls. You need the Alchemist back-
to identify unknown elements or compounds, create ground to create potions, scrolls, and other alchemical
small doses of acids, incendiaries, or pyrotechnical magical items. The Magical Item Creation feat is still
substances. Naturally, you may be able to defray some needed.
of the costs by sharing your facilities or striking some
kind of deal with a local guild; the DM can come up Armorer
with the details. You can make all of the types of armor, given the
Identifying substances or samples of unknown ma- proper materials and facilities.
terial requires 1d4 downtime days and a successful Ar-
cana check. Simple materials, such as powdered metals
or ores, require a DC 10. Rare, complex, or damaged or
incomplete samples might impose a DC 20.
If you are creating a suit of field plate or full plate Cost. The cost to craft an armor is half the “retail
armor, the character who will use the armor must be value” of the armor piece for materials; plus the cost of
present at least once a week during the creation of the maintaining one or two apprentices during the time it
armor, since such types of armor require very exact fit- takes to make the piece.
ting. Time. The time required to make armor is equal to
Workshop. To craft armor, you must first have a two dowtime weeks per base AC higher than 10. For
workshop (a place to work and tools with which to do example, a scale mail has a base AC of 14 — 4 points
work). A workshop must be large enough to accommo- higher than 10 — so it would require 8 downtime
date you and up to two apprentices working full-time. weeks of work.
(The apprentices, too, must have the Armorer profi-
ciency; you can always take in an apprentice without Astronomer
the proficiency and train her, but until she acquires the You have a detailed knowledge of the relative move-
Armorer proficiency she does not count as a produc- ment of stars, moons, and planets. You can predict
tive element of the workshop.) Each apprentice gives with complete accuracy the arrival of eclipses, comets,
to you a +2 bonus to the craft check. and other cosmic phenomena (evening and morning
If you intend to make any sort of all-metal armor, stars, full moons, etc.) You can identify numerous stars
the workshop is a smithy, complete with tools, bellows, and constellations, and always know which direction
a furnace, an anvil, tongs, cauldrons, casting molds, is north and which is your approximated latitude, pro-
and all the other materials necessary to process unre- viding that a clear sky can be seen.
fined metal into armor. Such a workshop costs 200 gp,
Blacksmith
plus the cost of the shelter where it is set up: An addi-
tional 100 gp for a pavilion tent, an additional 300 gp You are capable of making tools and implements
for a well-crafted hut/workshop, or more as part of a from iron. Use of this background requires a forge
larger dwelling, such as a mansion, villa or castle (these with a coal-fed fire and bellows, as well as a hammer
sorts of dwellings are priced at whatever sort of price and anvil. You cannot make armor or most weapons,
scheme the DM prefers). but can craft crowbars, grappling hooks, horseshoes,
If you intend to make any sort of all-leather armor, nails, hinges, plows, and most other iron objects.
the workshop is a leatherworker’s shop, including ap- Bowyer/Fletcher
paratus for leather soaking, scraping, tanning, boiling,
You can make bows and arrows. The Weaponsmith
boiling in wax, shaping, hole-punching, sewing, and
proficiency is required to fashion arrowheads, but you
all the other processes by which leather is transformed
can perform all other necessary functions. The con-
into armor. Such a workshop costs 25 gp, plus the cost
struction time for a long or short bow is one dowtime
of the shelter where it is set up: An additional 25 gp
week, and 1d6 arrows can be made in one downtime
for a large tent, an additional 75 gp for a well-crafted
day. Cost of materials for arrows and normal bows is
hut/workshop, or more as part of a larger dwelling (at
negligible.
whatever price scheme the DM prefers).
If you intend to make both sorts of armor, or armor Brewer
which combines both metal and leather elements, a You are trained in the art of brewing beers and other
combined workshop is needed. Such a workshop costs strong drink. You can prepare brewing formulas, select
250 gp, plus the cost of the shelter where it is set up: An quality ingredients, set up and manage a brewery, con-
additional 100 gp for a pavilion tent, an additional 300 trol fermentation, and age the finished product.
gp for a well-crafted hut/workshop, or more as part of
a larger dwelling (again, at whatever pricing the DM Carpenter
prefers). You do woodworking jobs: building houses, cabine-
The cost of the workshop constitutes only the set-up try, joinery, etc. Tools and materials must be available.
cost for the armoring operation. Maintenance of the You can build basic items from experience, without the
workshop, pay for the employees, and cost of materials need for plans. Unusual and more complicated items
also come into play. Of course, so do the profits from (a catapult, for example) require plans prepared by
the sale of manufactured goods. Each apprentice costs an engineer. Truly unusual or highly complex items
2gp/week for food, upkeep, and training. (wooden clockwork mechanisms, for example) require
an Intelligence check, but you can add your trained
bonus to it.
Charioteer Diver
You are able to safely guide a chariot, over any type You can Dash diving or surfacing as a Quick Action.
of terrain that can normally be negotiated, at a rate 1/3 Also, you double the time you are able to hold your
faster than the normal movement rate for a chariot breath.
driven by a character without this proficiency.
Note that this proficiency does not impart the ability Engineer
to move a chariot over terrain that it cannot traverse; You are trained as a builder of both great and small
even the best charioteer in the world cannot take such things. Engineers can prepare plans for everything
a vehicle into the mountains. from simple machines (catapults, river locks, grist
mills) to large buildings (fortresses, dams). An Intel-
Cobbler ligence check with the trained bonus is required only
You can fashion and repair shoes, boots, and san- when designing something particularly complicated
dals. or unusual.
You must still find talented workmen to carry out
Cook your plan, but you are trained to supervise and manage
Although all characters have rudimentary cooking their work.
skills, you are an accomplished cook. You are also familiar with the principles of siege-
When in wilderness, you can improve the foraged craft and can detect flaws in the defenses of a castle or
meats and vegetables by one third. For example, if it similar construction with an Investigation check. You
was foraged 6 pounds of food, you are able to feed peo- knows how to construct and use siege weapons and
ple as it was 8 pounds instead. machines, such as catapults, rams, and screws.
Cryptographer Firebuilder
You have some training in deciphering hidden mes- You do not normally need flint and steel to start a
sages and codes. Ideally, the use of the Cryptographer fire. Given some dry wood and small pieces of tinder,
background requires a great deal of involvement from you can start a fire in about 5 minutes. Wet wood, high
the player — and a certain amount of puzzle design winds, or other adverse conditions increase the time
by the DM — instead of simply passing a check and to 15 minutes.
demanding that a coded message be explained by the
DM. Rather, you recognize a code concealed within Fisher
a written or spoken message, or perhaps hidden by You are skilled in the art of fishing, be it with hook
some other medium — an intricately woven tapestry and line, net, or spear. When making a Survival check
or sculpted piece of heraldry, for example. The DM will to forage near water, you can fish and make a favored
announce that your character observes something un- check. Even if you fail, you still catch 1d4 pounds of
usual. fish. Of course, no fish can be caught where no fish are
If you notice an encoded sigil, the DM should de- found.
scribe it in considerable detail — word for word, if it
is a written message. You can make an Culture check Forger
during the course of the decoding; if successful, the This background enables you to create duplicates
DM can provide a significant clue — a name, place, of documents and handwriting. To forge a document
or date that is mentioned, for example. The bulk of the (military orders, local decrees, etc.) where the hand-
decoding should still be performed by you (the player). writing is not specific to a person, you need only to
have seen a similar document before. To forge a name,
Dancer an autograph of that person is needed, and you make
You know many styles and varieties of dance, from an Intelligence check with you trained bonus. To forge
folk dances to formal court balls — even rare, archa- a longer document written in the hand of some partic-
ic, or unusual dances. You make favored Performance ular person, a large sample of his handwriting is need-
checks to dance. ed along the check. To most forgeries, you must have
Also, if you have had a chance to observe an un- a forgery kit.
known dance, you can perform it with a Performance Your forgery result is compared with the passive
check (unfavored the first time you see it, normal if Perception of any person scanning your documents.
you see it twice, and favored if you see it three or more Those intimately familiar with that handwriting or
times). those with the forgery proficiency who examine the
document carefully gain a +2 bonus. Furthermore, Herbalist
those with forgery proficiency gain a +5 bonus to their You can identify plants and fungus and prepare
passive Perception after examining a document to nonmagical potions, poultices, powders, balms, salves,
learn if it is a forgery. ointments, infusions, and plasters for medical and
Gamer pseudo-medical purposes without a Nature check. You
can also prepare natural plant poisons and purgatives.
You know most common games of chance and Antidotes can be manufactured for most poisons.
skill, including cards, dice, bones, draughts, and chess. To use an antidote you must match it with its poison
When playing a game, the character may either play (see the Poisoner background), or just administer an
out the actual game (which may take too much time antidote and hope that by chance it is the right one. An
for some) or make an opposed game check. antidote will take effect if administered immediately or
A game check is a favored Intelligence check add- at least before the toxin’s onset time. It then negates the
ing your trained bonus if you have proficiency in the poison entirely from this point forward.
Gamer background or just a plain Intelligence check Most of the time an antidote has not been prepared
otherwise. in advance, and a character with Herbalist proficien-
When a Gamer takes the carousing option for her cy will attempt to produce an antidote from scratch.
downtime activities and earns some money from gam- Doing this presupposes an assortment of herbs, moss-
bling, it can reroll one of the dice used to calculate her es, and such necessary materials, already selected and
winnings. The second roll must be kept, even if worst close at hand (gathered, dried and stored in a pouch).
than the first. If you need to gather the materials as well (and there
Healer are materials around to be gathered — not the case in
most dungeons), at least half an hour is required to do
You know how to use natural medicines and basic
so. When materials are available, putting together and
principles of first aid and doctoring. When making a
administering an antidote takes 1d6+4 minutes. If time
Medicine check to deliver first aid, you may add your
for gathering materials and making the antidote turns
trained bonus to the ammount of heal if you succeed.
out to be greater than the poison’s onset time, the ef-
Herald forts are in vain. If not, a Survival check must be made
The knowledge of heraldry enables you to identify to determine the antidote’s success or failure. The DC
the different crests and symbols that denote different is 10 if you identified the poison, or 20 otherwise. If the
persons and groups. Heraldry comes in many forms check is successful, the antidote takes effect.
and is used for many different purposes. It can be used Hunter
to identify noblemen, families, guilds, sects, legions,
When in wilderness settings, you can attempt to
political factions, and castes. The symbols may appear
stalk and bring down game. When making a Surviv-
on flags, shields, helmets, badges, embroidery, stan-
al check to forage by hunting, you find 2d8 pounds of
dards, clothing, coins, and more. The symbols used
meat in a sucessful check (instead of 1d8).
may include geometric patterns, calligraphed lines of
script, fantastic beasts, religious symbols, and magical Impersonator
seals (made for the express purpose of identification). You are skilled at changing your appearance. Make
Heraldry can vary from the highly formalized rules a disguise check. Your result determines how good the
and regulations of late medieval Europe to the knowl- disguise is, and it is opposed by others’ passive Per-
edge of different shield patterns and shapes used by ception. If you have proficiency with the Impersonator
African tribesmen. background, the disguise check is a Deception check.
If you are proficient in this background, you auto- Otherwise, it is an unfavored Charisma check.
matically knows the different heraldic symbols of your Creating a disguise requires at least 15 minutes of
homeland and whom they are associated with. No work and consumes a disguise kit. The effectiveness of
check is needed to that. In addition, if you make a Cul- your disguise depends in part on how much you are
ture check to correctly identify the signs and symbols attempting to change your appearance.
of other lands, this test is favored.
Disguise Modifiers Lip Reader
Disguise Modifier You have a chance to understand the speech of those
Minor details only +5 you can see but not hear. The speaker must be clearly
Disguised as a different gender –2 visible, nearby to you, and well-illuminated.
Disguised as a different race –2
Lockbreaker
Disguised as a different age category — per –2
step of difference between your actual age If you have proficiency with this background, you
category and your disguised age. The steps can use thieves’ picks to make Thievery checks to open
are: youger than adulthood, adulthood, mid- locks. See the Thievery skill to more details.
dle age, old, and venerable.
Miner
If you are impersonating a particular individual,
Proficiency with this background is needed to site
those who know what that person looks like get a bo-
and supervise the operations of any mine. First, you
nus their passive Perception according to the table be-
can attempt to determine what types of ores or gems
low.
can be found in a given area. To do this, you must
Modifiers Based on Familiarity spend at least a downtime week searching a four-
Familiarity Modifier square-mile area. The DM may rule that more area
Recognizes on sight +5 must be searched to find anything of value and may
Friends or associates +7 thus increase the amount of time required. At the end
Close friends or intimate +10 of the search, you can say what is likely to be found in
this area.
Usually, an individual uses its passive Perception to After this, you can site the mine. On a successful In-
see through your disguise immediately upon meeting vestigation check (made secretly by the DM), you have
you and every hour thereafter. found a good site to begin mining for any minerals
Jeweler that may be in the area. The check does not guaran-
tee a successful mine, only that a particular site is the
You can finish the rough gems at a rate of 1d10
best choice in a given area. The DM must determine
stones per downtime day. You must work with a good
what minerals, if any, are to be found in the region of
light source and must have jeweler’s tools.
the mine. On a failed check, you only think you have
Uncut gems, while still of value, are not nearly as
found a good site. Much effort is spent before you are
valuable as the finished product. After cutting, the val-
proved wrong, of course.
ue of a given stone increases to the range appropriate
Once the mine is in operation, a character with
for its type. You have a percentile chance equal to your
Miner background must remain on site to supervise
Dexterity to make a work exceptionally brilliant — as
all work. Although this is a steady job, most PCs will
if you rolled automatically 1 on the Gem Variations ta-
find it better to hire an NPC for this purpose.
ble.
Musical Instrument
Juggler
You can play a specific musical instrument. An ad-
You can juggle, a talent useful for entertainments
ditional instrument can be added every time you learn
and diversions. When juggling normally (to entertain
this background again.
or distract), no check is required. A Thievery check is
You play the instrument quite well, and no Perfor-
called when trying spectacular tricks (“Watch me eat
mance check is normally required. The DM may direct
this apple in mid-air!”).
the character to make a Performance check in what she
Language feels are extraordinary circumstances.
Each language in game is a background proficiency. Painter
If you have proficiency with a language, you can speak,
You are skilled at rendering images with oil, brush,
read, and write in that tongue.
and canvas. You can create reasonable portrayals of
Leatherworker people, landscapes, and monsters, and you possess a
This proficiency enables you to tan and treat leather knowledge of perspective, shading, and composition.
and to make clothing and other leather objects, except
leather armors. The character can make backpacks,
saddlebags, saddles, and all sorts of harnesses.
Poet enough poison for a single dose. On a failed check, the
Proficiency in the Poet background includes the you are unable to extract any poison. If your result is
skills of reciting poetry and judging its quality. It also 10 or less, you are subjected to the creature’s poison.
indicates that you have a repertoire of poems memo-
Potter
rized for recital at any time.
If you can read and write, original, above average You can create any type of clay vessel or container
quality poems can be written. commonly used in the campaign world. You require a
wheel and a kiln, as well as a supply of clay and glaze.
Poisoner You can generally create two small or medium-sized
Because of your training and experience with the items or one large-sized item per downtime day. The
use of poisons, you can deliver poisons without the pieces of pottery must then be fired in the kiln for an
risk of poisoning yourself and identify poisons used by additional downtime day.
others. The last option requires a Investigation check. The raw materials involved cost 3 cp to make a small
The DC depends on how you attempt the identifica- item, 5 cp to make a medium-sized item, and 1 sp to
tion: sight, smell, taste, or symptoms. make a large item.
Sight (DC 20) means examination of the poison or
Sailor
poisoned article. Many poisons have a distinctive ap-
pearance, or they may have a corrosive or discoloring You are familiar with boats and ships. You can row,
effect on metals, foods, etc. Its advantage is that you hang rigging, steer a helm, patch canvas, and repair
need not worry about poisoning yourself in the pro- hulls (with tar or pitch). Also, you are familiar with all
cess. sorts of knots and can tie knots that slip, hold tightly,
A poison may also be identified by its odor (DC 15). slide slowly, or loosen with a quick tug. However, this
Furthermore, if it is an ingested or contact poison, proficiency does not allow you to navigate.
there is a 10% chance that you will be affected by the Sculpter
poison, though with resistance to its damage. If it is an
You can render realistic objects out of stone and
inhaled poison, the chance increases to 25%.
clay. You can create statues, statuettes, busts, and other
Taste (DC 10) is a fairly reliable, if dangerous, meth-
objects of rare and valuable beauty.
od of identifying a poison. After dabbing a tiny bit on
your tongue, you spit it out. There is still a chance that Singer
the poison will affect you: 25% for inhaled or injected You are an accomplished singer and can use this
poison, 75% for ingested, and 100% for contact. You ability to entertain others and perhaps earn a small liv-
gain resistance to the poison’s damage, if any. ing. You make favored Performance checks to sing.
The most certain way of identifying a poison is by its
symptom (DC 10 with a favored check). The drawback Stonemason
of this method is of course that you need a poisoned You are able to build structures from stone so that
character to examine. they last many years. You can do simple stone carv-
An attempt to identify a poison takes a Standard Ac- ings, such as lettering, columns, and flourishes. The
tion. If one method of identification fails, the next may stone can be mortared, carefully fitted without mortar,
be tried. If none of the four produce an answer then or loosely fitted and chinked with rocks and earth.
the poison will remain a mystery to you. If you are equipped with mason’s tools, you can build
Identification of a poison also means knowledge of a plain section of wall one foot thick, ten feet long, and
its antidote (if one exists); it does not mean that the an- five feet high in one dowtime day, provided the stone
tidote is available, however. If you have proficiency on has already been cut. You can also supervise the work
the Herbalist background, you may attempt to make of unskilled laborers to quarry stone; one stonemason
an antidote from scratch. is needed for every five laborers.
A character proficient on the Poisoner background
can also attempt to harvest poison from a poisonous Tailor
creature, such as a snake, wyvern, or carrion crawler. You can sew and design clothing. You can also do all
The creature must be incapacitated or dead, and the kinds of embroidery and ornamental work. You must
harvesting requires 1d6 minutes followed by a DC have at least needle and thread to work.
20 Nature check. On a successful check, you harvest
Ventriloquist Weaver
You can make others believe that sounds and voic- You are able to create garments, tapestries, and
es are coming from somewhere else nearby. You must draperies from wool or cotton. You require a spinning
pass a Deception check opposed to Passive Perception apparatus and a loom. You can create two square yards
to deceive an audience. of material per dowtime day.
Weaponsmith
You perform the difficult and highly exacting work
involved in making metal weapons, particularly those
with blades. You blend some of the skill of the black-
smith with an ability to create blades of strength and
sharpness. A fully equipped smithy is necessary to use
this background.
Smithy. If you intend to make any sort of met-
al weapon, you need a smithy, complete with tools,
bellows, a furnace, an anvil, tongs, cauldrons, casting
molds, and all the other materials necessary to process
unrefined metal into weapons. Such a workshop costs
200 gp, plus the cost of the shelter where it is set up: An
additional 100 gp for a pavilion tent, an additional 300
gp for a well-crafted hut/workshop, or more as part
of a larger dwelling, such as a mansion, villa or castle
(these sorts of dwellings are priced at whatever sort of
price scheme the DM prefers).
Time and cost. The time and cost to make various
types of weapons are listed below.
Weapon Construction
Weapon Dowtime Cost
Arrowhead 10 per day 1 cp
Battleaxe 10 days 10 sp
Handaxe 5 days 5 sp
Dagger 5 days 2 sp
Greatsword 45 days 15 sp
Heavy crossbow 20 days 10 sp
Light crossbow 15 days 5 sp
Longsword 30 days 10 sp
Spear 4 days 4 sp
Shortsword 20 days 5 sp
Trident 20 days 10 sp

If you are trying to construct a weapon not shown


on this chart, compare it to the most similar weapon
that is on the chart and use those values. (The DM has
the final say on what is most similar.) For instance, if
you are trying to create a halberd, that’s closest to a
trident. If you are trying to create a bastard sword, that
is closest to a longsword.
Feats
A feat is a talent, knack, or natural aptitude. It em- Axe Master
bodies the training, the experience, and the abilities Martial feat
that a character has acquired beyond what her race and • You gain proficiency with one of the weapons from
class provides. A feat is a flourish added to a character, the axe group.
a bit of costumization that helps make her unique. • When you roll weapon damage for an axe, you can
reroll any result of 1. You must keep the new roll.
Class Requisites • When you score a critical hit against an enemy
When a feat requires a class, you can only acquire that uses a shield, you may choose to cause normal
it from that class you are leveling. For example, if a (non-critical) damage and shatter that shield.
feat requires you be a druid, you can just take that feat
when you are simultaneally leveling the druid class. Blind-Fight
Martial feat

Feat Descriptions
You are skilled at attacking opponents that you can-
not clearly perceive.
• Other creatures’ attack rolls against you are not fa-
All feats are in alphabetical order. vored by the fact they are unpositioned regarding you
or because you are blinded.
Airborne Riding
• The blinded condition does not impose unfavored
Martial feat attack rolls to you.
Choose a flying mount. You are trained in handling • You make favored Investigation checks to detect
it. Unlike the Land-Based Riding feat, you must have unpositioned creatures.
this feat (or ride with someone who does) to handle a • You can make opportunity attacks when blinded.
flying mount. In addition, you can do the following:
• Leap onto the saddle of the creature (when it is Child of Destiny
standing on the ground) and spur it airborne as a sin- Racial feat; requires to be a human
gle Standard Action. • Choose one of your six abilities. Increase the
• Leap from the back of the mount and drop 10 choosen ability score by 1 and its racial limit to 20.
feet to the ground or onto the back of another mount • Choose a skill based on the chosen ability or any
(land-based or flying) as Standard Action. Those with two backgrounds. You are proficient with the chosen
only light encumbrance can drop to the ground with- skill or backgrounds.
out a check, standing on feet. In all other situations, a
DC 15 Athletics check is required. A failed roll means Close Quarter Shooter
you take normal falling damage (for falling prone, flat Martial feat
on your face) or misses your target (perhaps taking • You have a +1 bonus on all ranged attack rolls.
large amounts of damage as a result). • When making a ranged attack against a creature
This feat can be taken more than once, but the ef- next to you, you are not unfavored by the short dis-
fects do not stack. Choose a different flying mount tance to the target.
each time you take it. • You ignore half cover and superior cover when
making ranged attacks against nearby enemies.
Alertness
Martial feat Defender
Always on the lookout for danger, you gain the fol- You have mastered techniques to defend your allies.
lowing benefits: • When you hit a creature with an opportunity at-
• You make favored initiative rolls. tack, the creature cannot move again until the end of
• You cannot be surprised while you are conscious. the current turn.
• Other creatures’ attack rolls are not favored by the
fact they are unpositioned regarding you.
• When a creature engaged with you make an attack • You gain proficiency with Reflex saves.
roll against a target other than you (and that target has • Use the mean value between your Dexterity or
not this feat), you can take a Reaction to make a melee Wisdom modifier to determine your Fortitude instead
weapon attack against the attacking creature. of the lower value.
Double-Jointed Flexible Weapon Master
You have a unique ability to wriggle out of ropes, Martial feat
manacles, brackets, chains, and other bonds. • You gain proficiency with all the weapons from the
• Increase your Dexterity score by +1, but not higher flexible weapon group.
than your racial limit. • When you are wielding a whip and a nearby or far
• You gain a +5 bonus to the escape artist checks away enemy comes next to you, the enemy provokes an
from the Acrobatics skill. opportunity attack from you. You must use the whip to
this attack.
Dungeon Delver • When attacking with a flexible weapon, you ignore
You remain alert to the hidden traps and secret the bonus that a shield gives to your opponent’s AC.
doors found in many dungeons.
• You have a +3 bonus to your Perception to detect Focused Caster
the presence of secret doors and traps. Requires a spellcasting class
• You make favored saving throws to avoid or resist • Increase your spellcasting ability score by +1, but
traps. not higher than your racial limit.
• You have resistance to the damage dealt by traps. • You make favored Fortitude saves to keep your
concentration.
Durable • You can spend a Plot Point to automatically suc-
• Increase your Constitution score by 1, to a maxi- ceed on a Fortitude save to keep concentration. You
mum of your racial limit. can choose to do that after roll and see the result.
• You always heals the double the normal amount
with natural healing (including the use of a first-aid Forest Gnome
kit). Racial feat; requires to be an gnome
• From now, everytime you roll a die to improve Some gnomes have a knack for illusions and wood-
your hit point maximum when you level, you consider land beings.
a result of 1 as 2. • You learn and can use the audible glamer spell. In-
telligence is your spellcasting ability for it.
Dwarven Culture • Through sounds and gestures, you can communi-
Racial feat; requires to be a dwarf cate simple ideas with Small or smaller beasts.
• Increase your Wisdom score by 1, to a maximum • Giants make unfavored martial attack rolls against
of your racial limit. you.
• You gain proficiency on three of following back-
grounds of your choice: Armorer, Brewer, Miner, Greater Endurance
Stonemason, and Weaponsmith. Requires proficiency on the Endurance skill
• Increase your Constitution score by +1, but not
Elven Magic Affinity higher than your racial limit.
Racial feat; requires to be an elf • You are considered having one step less on your
As many other elves, you have an innate ability to exhausted condition than your actual level to deter-
work magic. mine the drawbacks the condition causes to you. If you
• Increase your Intelligence score by 1, to a maxi- are not exhausted, this does nothing. However, if you
mum of your racial limit. have one step, you still have the exhausted condition,
• You learn and can use one cantrip from the druid but that causes you no drawbacks. You die with seven
or sorcerer spell list. Intelligence is your spellcasting steps of that condition, rather than six.
ability for it.
Greater Fortitude
Fast Reflexes • Increase either your Strength or Constitution score
• Increase either your Dexterity or Wisdom score by by +1, but not higher than your racial limit to the cho-
+1, but not higher than your racial limit to the chosen sen ability.
ability. • You gain proficiency with Fortitude saves.
• Use the mean value between your Strength or Con- • A creature smaller than you make unfavored
stitution modifier to determine your Fortitude instead checks to end the grappled condition inflicted by you.
of the lower value.
Inspiring Leader
Halfling Evasiveness Requires Charisma 13
Racial feat; requires to be a halfling You can spend 10 minutes inspiring your compan-
You are more evasive that the average halfling. ions, shoring up their resolve to fight. When you do
• The first time you use your evasion racial feature so, choose up to six nearby friendly creatures (which
between your rests, you regain the use of the feature if can include yourself) who can see or hear you and who
the attack still hits you. can understand you. Each creature can gain temporary
• When you use your evasion racial feature, and the hit points equal to your level. A creature cannot gain
enemy rerolling its attack is larger than you, you can temporary hit points from this feat again until it has
Disengage your speed as a Reaction after the attack is finished a short or long rest.
completed.
Land-Based Riding
Halfling Stoutness Martial feat
Racial feat; requires to be a halfling Characters do not need this feat to be able to ride a
You are hardier than the average halfling. mount under normal circumstances. However, the feat
• Increase your Constitution score by 1, to a maxi- confers all of the following benefits.
mum of your racial limit. • You can vault onto a saddle whenever the horse or
• You make favored saving throws against poison other mount is standing still, even when you are wear-
and have resistance to poison damage. ing armor. You can mount the creature and spur it to
move with the same Standard Action.
Heavy Weapon Master • You can guide your mount with your knees, en-
Martial feat abling you to use weapons that require two hands
You have learned to put the weight of a weapon to (such as bows and two-handed swords) while mount-
your advantage, letting its momentum empower your ed. But if you suffer any damage until the start of your
strikes. next round after doing that, you fall from the mount
• You gain proficiency with one of the following for 1d6 points of falling damage.
weapons at your choice: greataxe, greatsword, maul, or • You can drop down and hang alongside the steed,
morningstar. using it as a shield against attack. You cannot make an
• When you score a critical hit with a greataxe, attack or wear armor while performing this maneuver.
greatsword, maul, or morningstar, you can immedi- You gain superior cover while this maneuver is per-
ately make one melee weapon attack with this same formed.
weapon against an enemy you are engaged with (no
Action required). Lore of The Wild
Racial feat; requires to be an elf
Human Perseverance You are accostumed with forests. Because that, you
Racial feat; requires to be a human receive the following benefits.
• Increase one of your ability scores by 1, to a maxi- • You can move through any sort of undergrowth
mum of your racial limit. (such as natural thorns, briars, overgrown areas, and
• You can spent a Plot Point to make a test favorable. similar terrain) without the need of checks and with-
out taking damage or suffering any other impairment.
Improved Grapple
Thorns, briars, and overgrown areas that have been
Martial feat magically manipulated to impede motion, however,
You have developed the skills necessary to hold your still affect you. In the woods, you are able to go from
own in close-quarters grappling. nearby to far away using just one move.
• You make favored attack rolls against a creature • You can attempt to hide even when you are only
you are grappling. lightly obscured by foliage, heavy rain, falling snow,
• You can use a Standard Action to try to pin a crea- mist, and other natural phenomena.
ture grappled by you. To do so, make another grapple • You leave no trails when in a forest environment,
check. lf you succeed, you and the creature are both except if you want to leave one.
restrained until the grapple ends.
Mage Slayer This attack causes 1d4 points of bludgeoning damage.
Martial feat If you are a fighter of at least 5th level with a polearm
• When you cause damage in a creature concentrat- as signature weapon, this attack is added to the extra
ing on an effect, this creature makes an unfavored sav- attacks you make with it.
ing throw to keep the concentration.
Pride and Obstinance
• Any creature next to you casting a spell, activating
a magical item, or using a spell-like ability provokes an Racial feat; requires to be an dwarf
opportunity attack from you. Mulish, obstinate, determined, bull-headed — call
• You can spend a Plot Point to make a favored sav- it what you will, dwarves are stubborn and proud. You
ing throw against a spell or magical effect targeting have learned to turn your one-track mind into a shield
you. against outside influences and repay everyone that in-
sults you. You gain the following benefits:
Magical Item Creation • Whenever an effect dominates or incapacites you,
Requires a spellcasting class instead of gaining the dominated or incapacited con-
You can use your downtime to create magical items, dition, you can choose improve your exhausted condi-
as explained on downtime activities in the Adventur- tion by one step.
ing Chapter. • When you are moved against your will (pushed,
pulled, teleported, and so on) or knocked prone, you
Martial Champion make favored attack rolls against the creature that
Martial feat; requires to have at least one martial moved or knocked you until the end of your next turn.
die
• You gain an extra martial die. Skilled
• You can choose two extra maneuvers from the lists • Gain proficiency on a new skill.
of maneuvers you have access. • Choose a skill you are proficient with. You gain
expertize on the chosen skill.
Master of Minor Magic This feat can be taken more than once.
Requires a spellcasting class
You learn two extra 0 level spells from the list of Sorcerer Blood
the spellcasting class used as prerequisite. Also, you Requires not to be a sorcerer; 1st total level only
memorize an extra 1st level spell of that list each day You born with the powers of a sorcerer, but never
or known an extra 1st level spell of that list. developed them — at least, not until the moment.
This feat can be taken more than once, but the ef- Choose one sorcerer specialization and take the 1st
fects do not stack. Choose a different spellcasting class sorcerer level benefit from it. Also, you know one sor-
as prerequisite each time you take it. cerer cantrip and one 1st level sorcerer spell. If you do
not have any spellcasting class, you have one 1st level
Observant spell slot. But if you have — or gain — any spellcasting
• Increase your Wisdom score by +1, but not higher class, use the usual number of spell slots you get (you
than your racial limit. do not gain an extra 1st level spell slot).
• You gain both proficiency and expertize on the You can multiclass in a sorcerer in the future. If you
Perception skill. do that, you must adopt the same sorcerer specializa-
• You gain a +3 bonus to your Perception to notice tion you choose with this feat and keep the cantrip and
unpositioned foes. 1st level sorcerer spell you took. You lose this feat and
can immediately get another feat you qualify in place
Polearm Master of it. Multiclassing in a sorcerer gives to you no skill
Martial feat proficiencies.
• You gain proficiency with one of the weapons from
the polearm group. Tavern Brawler
• When you are wielding a polearm and a nearby Martial feat
or far away enemy comes next to you, the enemy pro- You are accustomed to rough-and-tumble fighting
vokes an opportunity attack from you. You must use using whatever weapons happen to be at hand.
the polearm to this attack. • lncrease your Strength or Constitution score by 1,
• If you make a martial attack with a polearm as a to a maximum of your racial limit.
Standard Action, you can use your Quick Action to • You are proficient with improvised weapons and
strike a enemy next to you with the other pole’s end. unarmed strikes.
• Your unarmed strike uses a d4 for damage. • Whenever you are wielding a melee weapon in
• When you hit a creature with an unarmed strike each hand, you have +1 to your AC. This does not
on your turn, you can use a Quick Action to attempt to stack with the bonus from a buckler.
grapple the target.
Unbreakable Will
Tinker Gnome • Increase either your Intelligence or Charisma
Racial feat; requires to be an gnome score by +1, but not higher than your racial limit to
Some gnomes have a natural inventiveness and the chosen ability.
handiness. • You gain proficiency with Will saves.
• Whenever you make a Culture check related to • Use the mean value between your Intelligence or
technological devices or an Arcana check related to Charisma modifier to determine your Fortitude in-
magical items and alchemical objects, this check is fa- stead of the lower value.
vored.
• You have the Tinker background proficiency. Us- War Caster
ing tinker’s tools, you are able to spend one hour and Requires a spellcasting class
25 gp worth of materials to construct a Tiny clockwork You have practiced casting spells in the midst of
device (AC 5, 1 hp). You can use an Standard Action to combat.
dismantle any such item to reclaim the materials used • The DC for your Fortitude saves to keep concen-
to create it. tration is 10 or half damage taken, whichever is greater.
When you create a device, choose one of the follow- • You can perform lhe somatic components of spells
ing options: even when you have a weapon or a shield in the “free”
Clockwork toy. This toy is a clockwork animal, mon- hand.
ster, or person, such as a frog, mouse, bird, dragon, or • When a hostile creature’s movement provokes an
soldier. When winded and placed on the ground, the opportunily attack from you, you can use your Reac-
toy moves 5 feet across the ground on each of your tion to cast a spell at the creature, rather than making
turns in a random direction. lt makes noises as appro- an opportunity altack. The spell must have a casting
priate to the creature it represents. After about 5 min- time of a Standard Action and must target only that
utes, it stops and needs to be winded again. creature.
Fire starter. The device produces a miniature flame,
which you can use to light a candle, torch, ar campfire.
Using the device requires your Standard Action.
Music box. When winded and opened, this music
box plays a single song at a moderate volume. The box
stops playing when it reaches the song’s end or when it
is closed. After that, it needs to be winded again.
Toughness
Martial feat
Your hit point maximum increases by +2 per level.
Your hit point maximum limit is 125 hp instead of 100
hp.
Two-Weapon Fighting
Martial feat
• You can take a Quick Action to make an attack
with the weapon in your off hand even if the weapon in
the main hand has not the light property. The weapon
in your off hand still needs to have the light property to
that. If you are a fighter of at least 5th level, this Quick
Action may be the same Quick Action you use to make
your extra attacks.
• When fighting with two weapons, the attack roll
from the weapon in your off hand is not unfavorable.
Personality
Fleshing out your character’s personality — the ar- to the proper authorities. Strength comes through
ray of traits, mannerisms, habits, beliefs, and flaws that unity of action, as can be seen in guilds, empires, and
give a person a unique identity — will help you bring powerful churches. You dislike anarchy and rebelion.
her to life as you play the game. Beyond the personality Those espousing neutrality tend to take a more bal-
traits you will get for your character, think about her anced view of things. Law is needed to build a society,
favorite words or phrases, tics and habitual gestures, but some chaos is healthy to avoid bizantine bureau-
vices and pet peeves, and whatever else you can imag- cracies and dire rules.
ine. The believers in chaos tend to hold individual ac-
tions above coletive ones. They like freedom of choice
Alignment and not bending under any autority. Each creature
should set its own destiny without bother with the
The character’s alignment is a guide to his basic “great scheme of things”. Chaotics can be hard to gov-
moral and ethical attitudes toward others, society, ern as a group, since they place their own needs and
good, evil, and the forces of the universe in general. desires above those of society.
Use the chosen alignment as a guide to provide a clear-
er idea of how the character will handle moral dilem- Good, Neutrality, and Evil
mas. Always consider alignment as a tool, not a strait- Like law and order, the second set of attitudes is also
jacket that restricts the character. Although alignment divided into three parts. These parts describe, more or
defines general attitudes, it certainly does not prevent a less, a character’s moral outlook; they are her internal
character from changing her beliefs, acting irrational- guideposts to what is right or wrong.
ly, or behaving out of character. Good characters are just that. They try to be hon-
Alignment is divided into two sets of attitudes: or- est, charitable, and forthright. People are not perfect,
der and chaos, and good and evil. By combining the however, so few are good all the time. There are always
different variations within the two sets, nine distinct occasional failings and weaknesses. A good person,
alignments are created. These nine alignments serve however, worries about her errors and normally tries
well to define the attitudes of most of the people in the to correct any damage done. Remember, however,
world. that goodness has no absolute values. Although many
Individuals might vary significantly from that typi- things are commonly accepted as good (helping those
cal behavior, and few people are perfectly and consis- in need, protecting the weak), different cultures im-
tently faithful to the precepts of their alignment. pose their own interpretations on what is good and
what is evil.
Law, Neutrality, and Chaos Those with a neutral moral stance often refrain
Attitudes toward order and chaos are divided into from passing judgment on anything. They do not clas-
three opposing beliefs. Picture these beliefs as the sify people, things, or events as good or evil; what is, is.
points of a triangle, all pulling away from each other. Evil is the antithesis of good and appears in many
The three beliefs are law, chaos, and neutrality. One of ways, some overt and others quite subtle. Only a few
these represents your ethos — your understanding of people of evil nature actively seek to cause harm or de-
society and relationships. struction. Most simply do not recognize that what they
Characters who believe in law maintain that order, do is destructive or disruptive. People and things that
organization, and society are important, indeed vi- obstruct the evil character’s plans are mere hindrances
tal, forces of the universe. The relationships between that must be overcome. If someone is harmed in the
people and governments exist naturally. It is your ob- process... well, that is too bad but happens. Remember
ligation to function within the society structure. You that evil, like good, is interpreted differently in differ-
believe that laws should be made and followed to the ent societies.
benefit of everyone. People should not pursue personal
vendettas, for example, but should present their claims
Alignment Combinations cision. You are extremely difficult to deal with. You are
Nine different alignments result from combining almost totally unreliable. In fact, the only reliable thing
these two sets. Each alignment varies from all others, about you is that you cannot be relied upon!
sometimes in broad, obvious ways, and sometimes in Lawful evil (LE). You believe in using society and its
subtle ways. Each alignment is described in the follow- laws and traditions to benefit yourself. Structure and
ing paragraphs. organization elevate those who deserve to rule as well
Lawful good (LG). You believe that an orderly, as provide a clearly defined hierarchy between master
strong society with a well-organized government can and servant. If someone is hurt or suffers because of a
work to make life better for the majority of the people. law that benefits you, too bad. But, as a lawful charac-
To ensure the quality of life, laws must be created and ter, you honor your contracts or oathes you have made.
obeyed. When people respect the laws and try to help Once given, you break your word only if you can find
one another, society as a whole prospers. Therefore, a way to do it legally, within the laws of the society. An
you strive for those things that will bring the greatest iron-fisted tyrant and a devious, greedy merchant are
benefit to the most people and cause the least harm. examples of lawful evil beings.
An honest and hard-working serf, a kindly and wise Neutral evil (NE). You are primarily concerned
king, or a stern but forthright minister of justice are all with yourself and your own advancement. You have
examples of lawful good people. no particular objection to working with others or, for
Neutral good (NG). You believe in being good above that matter, going it on your own. Your only interest
all, no matter the law, no matter to whom. You usually is in getting ahead. If there is a quick and easy way to
follow the rules of your society that improve people’s gain a profit, whether it be legal, questionable, or obvi-
wellfare. But you tend to break opressive laws if you are ously illegal, you take advantage of it. Although you do
able. If fostering good means supporting organized so- not have the everyman-for-himself attitude of chaotic
ciety, then that is what must be done. If good can only characters, you have no qualms about betraying your
come about through the overthrow of existing social friends and companions for personal gain. You typi-
order, so be it. cally base your allegiance on power and money, which
Chaotic good (CG). You are a strong individualist makes you quite receptive to bribes. An unscrupulous
marked by a streak of kindness and benevolence. You mercenary, a common thief, and a double-crossing in-
believe in all the virtues of goodness and right, but you former who betrays people to the authorities to protect
have little use for laws and regulations. You have no and advance herself are typical examples of neutral evil
use for people who “try to push folk around and tell characters.
them what to do.” Your actions are guided by your own Chaotic evil (CE). You are the bane of all that is
moral compass which, although good, may not always good and organized. You are motivated by the de-
be in perfect agreement with the rest of society. sire for personal gain and pleasure. You see absolute-
Lawful neutral (LN). Order and organization are of ly nothing wrong with taking whatever you want by
paramount importance to you. You believe in a strong, whatever means possible. You are prone to random
well-ordered government, whether that government violence, bloodlust, and often driven by hatred. Laws
is a tyranny or benevolent democracy. The benefits of and governments are the tools of weaklings unable to
organization and regimentation outweigh any moral fend for themselves. The strong have the right to take
questions raised by their actions. An inquisitor deter- what they want, and the weak are there to be exploited.
mined to ferret out traitors at any cost or a soldier who When chaotic evil characters band together, they are
never questions orders are good examples of lawful not motivated by a desire to cooperate, but rather to
neutral behavior. oppose powerful enemies. Such a group can be held
True neutral (N). You refuse to see actions as either together only by a strong leader capable of bullying his
good or evil. You steer clear of any moral questions. underlings into obedience. Since leadership is based on
You just do what need to be done, regardless even of raw power, a leader is likely to be replaced at the first
your personal desires. Since the majority of people in sign of weakness by anyone who can take her position
the world make judgments, true neutral characters are away from her by any method. Bloodthirsty monsters
rare. are fine examples of chaotic evil personalities.
Chaotic neutral (CN). You do not refrain your ac-
tions, following whatever whim strikes you at the mo-
Unaligned Creatures
ment. Good and evil are irrelevant when making a de- In some cases, a creature lacks the capacity to make
a moral judgment (animals fall into this category). Few
of such creatures do anything for good or evil reasons.
They kill because they are hungry or threatened. They There are other, more immediate effects of chang-
sleep where they find shelter. They do not worry about ing alignment. Certain magical items are usable only
the moral consequences of their actions — their ac- to specific alignments (intelligent swords, etc.). Such
tions are instinctive. items do not function (and may even prove danger-
ous) in the hands of a differently aligned character.
Changing Alignment News of your change in behavior will certainly get
Alignment is a tool, not a straitjacket. It is possible around to friends and acquaintances. Although some
for your character to change alignment, either by ac- people you never considered friendly may now warm
tion or choice. However, changing alignment is not to you, others may take exception to your new atti-
without its penalties. tudes. A few may even try to help you “see the error
Most often your alignment will change because your of your ways.” The local clergy, on whom you rely for
actions are more in line with a different alignment. healing, may look askance on your recent behavior,
This can happen if you are not paying attention to your denying you their special services (while at the same
character’s actions. You gradually assumes a different time sermonizing on your plight). The character who
alignment. For example, a lawful good fighter ignores changes alignment often finds herself unpopular, de-
the village council’s plea for help because she wants to pending on the attitudes of the surrounding people.
go fight evil elsewhere. This action is much closer to People do not understand her. If you drift into chaotic
chaotic good, since the character is placing her desire neutral behavior in a highly lawful city, the townspeo-
over the need of the community. The fighter would ple might decide that you are afflicted and needs close
find herself beginning to drift toward chaotic good supervision, even confinement, for your own good!
alignment. All people have minor failings, however, so Ultimately, the player is advised to pick an align-
the character does not instantly become chaotic good. ment she can play comfortably, one that fits in with
Several occasions of lax behavior are required before those of the rest of the group, and she should stay with
the character’s alignment changes officially. During that alignment for the course of the character’s career.
that time, extremely lawful good activities can swing There will be times when the DM creates situations to
the balance back. Although you may have a good idea test the character’s resolve and ethics. But finding the
of where your character’s alignment lies, only the DM right course of action within the character’s alignment
knows for sure. is part of the fun and challenge of roleplaying.
Likewise, you cannot wake up one morning and say,
“I think I’ll become lawful good today.” (Well, you can
say it, but it will not have any effect.) You can choose
Personality Traits
to change your alignment, but this change is accom- Give your character five personality traits. Person-
plished by deeds, not words. Tell the DM of the inten- ality traits are small, simple ways to help you set your
tion and then try to play according to the new choice. character apart from every other character. Your per-
Finally, there are many magical effects that can sonality traits should tell you something interesting
change a character’s alignment. Rare and cursed mag- and fun about your character. They should be self-de-
ical items can instantly alter a character’s alignment. scriptions that are specific about what makes your
Powerful artifacts may slowly erode a character’s de- character stand out. “I’m smart” is not a good trait, be-
termination and willpower, causing subtle shifts in cause it describes a lot of characters. “I read every book
behavior. Spells can compel a character to perform I put my hands on” tells you something specific about
actions against her will. Although all of these have an your character’s interests and disposition.
effect, none are as permanent or damaging as those Personality traits might describe the things your
choices you make of your own free will. character likes, things your character dislikes or fears,
Changing the way you behave and think will cost you or your character’s self attitude or mannerisms. At least
experience points and slow your advancement. Part of one of your personality traits should be linked with
a character’s experience comes from learning how her your alignment. For example, a lawful neutral charac-
own behavior affects her and the world around her. In ter can have the trait “I never question my orders.”
real life, a person learns that she does not like horror
movies only by going to see a few of them. Based on Plot Points
that experience, she learns to avoid certain types of Plot Points is a way the Dungeon Master use to re-
movies. Changing behavior means discarding things ward you for playing your character in a way that’s true
you learned previously. Relearning things takes time. to her personality traits.
This costs the character experience.
You cannot have more than 1 Plot Point. If you al- A calm emotions spell can suppress the effects of
ready have a point, you do not earn another until you madness, while a restoration spell can rid a character
spend the first one. of a short-term or long-term madness. Depending on
The most common ways a Plot Point is earned are: the source of the madness, remove curse or dispel evil
• You gain 1 Plot Point each time one of your per- might also prove effective. A heal spell or more pow-
sonality traits is invoked. erful magic is required to rid a character of indefinite
• Another player can give to you a Plot Point. madness.
Short-Term Madness
Using Plot Points
d% Effect
Anyone can use a Plot Point in two ways. Some fea-
01–20 You retreat into your mind and becomes para-
tures allow you to spend your Plot Point to gain differ- lyzed. This effect ends if you take any damage.
ent benefits. When you spend a Plot Point, it is gone,
21–30 You become incapacited and spend the dura-
but you can earn more. tion screaming, laughing, or weeping.
• You can spend a Plot Point to gain an extra Quick 31–40 You become frightened.
Action during your turn. 41–50 You begin babbling and are incapable of normal
• You can spend a Plot Point to immediately gain speech or spellcasting with verbal components.
(1d6×your total level) experience points. 51–60 You must use your Standard Action each round
to attack the nearest creature, no matter if ally

Madness
or enemy.
61–70 You experience vivid hallucinations and make
unfavored checks.
In a typical campaign, you are not driven mad by 71–75 You do whatever anyone tells you to do that is
the horrors you face and the carnage you inflict day not obviously self-destructive.
after day, but sometimes the stress of being an adven- 76–80 You experience an overpowering urge to eat
turer can be too much to bear. something strange such as dirt, slime, or offal.
Various magical effects can inflict madness on an 81–90 You are incapacited and spend the duration
otherwise stable mind. Certain spells can cause insan- catatonic.
ity. Diseases, poisons, and planar effects can all inflict 91–00 You fall unconscious and do not awaken before
madness. Some artifacts can also break the psyche of a the duration ends.
character who uses or becomes bound to them. Resist-
ing a madness-inducing effect usually requires a Will
save.
Madness usually is measured in three rating levels:
Madness
Rating Effect
1 Bout of short-term madness (lasts 10 minutes)
2 Bout of long-term madness (lasts 1d4 days)
3 Bout of indefinite madness (lasts until cured)

A creature’s madness rating starts at 0. When the


creature fails a madness saving throw. Its madness rat-
ing increases by l, and the creature immediately suf-
fers the rating’s effect (as determined in rolling on the
proper table below). When the effect ends, the crea-
ture’s madness rating does not change. Any time the
creature madness rating increases, it suffers the effect
of the new rating.
If a creature with madness rating 3 fails a madness
saving throw, its madness rating becomes 1 again. In
this way, characters can potentially accumulate multi-
ple forms of madness.
Long-Term Madness Indefinite Madness
d% Effect d% Personality Trait (Lasts Until Cured)
01–10 You feel compelled to repeat a specific activity 01–15 “Being drunk keeps me sane.”
over and over, such as washing hands, touch- 16–25 “I keep whatever I find.”
ing things, praying, or counting coins.
26–30 “I try to become more like someone else I know,
11–20 You experience vivid hallucinations and make adopting her style of dress, mannerisms, likes
unfavored checks. and dislilkes, and such...”
21–30 You suffer extreme paranoia. You make unfa- 31–35 “I must bend the truth, exaggerate, or outright
vored checks based on Wisdom or Charisma. lie to be interesting to other people.”
31–40 You regard something (usually the source of 36–45 “Achieving my goal is the only thing of interest
madness) with intense revulsion, as if affected to me, and I will ignore everything else to pur-
by the antipathy effect of the antipathy/sympa- sue it.”
thy spell.
46–50 “I find it hard to care about anything that goes
41–45 You experience a powerful delusion. around me.”
46–55 You become attached to a lucky charm, such 51–55 “I do not like the way people judge me all the
as a person or an object, and make unfavored time.”
checks, attack rolls, and saving throws while far
56–70 “I am the smartest, wisest, and most beautiful
away from the charm.
person I know.”
56–65 You are blinded (25%) or deafened (75%)
71–80 “Powerful enemies are hunting me, and their
66–75 You experience uncontrollable tremors or tics, agents are everywhere I go. They are watching
which makes your Strength- or Dexterity-based me all the time.”
checks, attack rolls, and Reflex saves unfa-
81–85 “There is only one person I can trust. And only I
vored.
can see this special friend.”
76–85 You suffer from partial amnesia. You know who
86–95 “I cannot take anything seriously. The more se-
you are and retain your racial traits and class
rious the situation, the funnier I find it.”
features, but do not recognize other people or
remember anything that happened before the 96–00 “I really like killing people.”
madness took effect.
86–90 Whenever you take damage, you must succeed
on a DC 15 Will save or be affected as though
you failed a saving throw against the confusion
spell. The confusion effect lasts for 1 minute.
91–95 You lose your ability to speak.
96–00 You fall unconscious and do not awaken before
the duration ends.
Money and Equipment
Although your character has some impressive abil- might refuse Boosk coins (probably because they think
ities and skills, she really is not going to be effective the coins are worthless). Practical Booskites might
without the equipment necessary for adventuring. To accept the Gonfli florin at half normal value (so they
get this equipment, she needs money. Not only does can melt them down and mint new Boosk drachmas).
she need money to outfit herself, but your character Of course, both groups would send your character to
also has to cover her living expenses. the local money changer (if there is one), who would
Although there are many different types of coins cheerfully convert your foreign coins to the local ten-
and currencies in the world, all prices and treasures in der. She will, of course, charge a small commission (10
the game are given in standard coinage. Your DM may to 30%) for this service.
have specific names for different coins and may have Situations such as these can affect the value of any
different rates of exchange, but this is material partic- coin. If your characters start flashing about a lot of
ular to her campaign. The DM will tell you if there are gold, pumping it into the local economy, merchants
differences from the coins listed here. will quickly raise prices. As another example, the lo-
The basic coins are the copper piece (cp) and the sil- cal lord may commandeer most of the region’s horses
ver piece (sp). These form the backbone of the mone- for his knights, making those left all that much more
tary system and are the coins most frequently found in expensive.
the hands of the common folk. Above these two coins Standard Exchange Rates
is the gold piece (gp). Adventurers and nobles gener- Coin cp sp ep gp pp
ally use gold pieces. Tradesmen, merchants, guards- Copper piece (cp) 1 1/10 1/50 1/100 1/1000
men, farmers, and the middle class are more likely to
Silver piece (sp) 10 1 1/5 1/10 1/100
deal with silver pieces but do not find anything strange
Electrum piece (ep) 50 5 1 1/2 1/20
about using gold. Peasants generally get by with cop-
Gold piece (gp) 100 10 2 1 1/10
per pieces, occasionally managing silvers.
Platinum piece (pp) 1000 100 20 10 1
In addition to these coins, there are other unusu-
al metals used in exchange. Most of these come from
failed currencies. As such, they are viewed with skepti- Storing Money
cism by many honest folk. Principal among these coins
Once characters have assembled a sizeable amount
are the electrum (ep) and platinum pieces (pp). These
of treasure, they have to find some place to keep it.
coins are rarely circulated, and most are hidden away
If your DM is running a fairly medieval campaign,
in ancient treasure hoards.
one thing PCs are not going to find is a bank like to-
However, remember that not all wealth is measured
day’s. Instead, your characters must find other ways to
by coins. Wealth can take many forms — land, live-
keep their money secure. Chests with strong locks are
stock, the right to collect taxes or customs, and jewelry
a good start, but there are still better methods. One
are all measures of wealth. Coins have no guaranteed
choice is to make the treasure small enough that you
value. A gold piece can buy a lot in a small village but
can carry it with you at all times. (Of course, one good
will not go very far in a large city. This makes other
mugging and you are broke.) There is also the difficul-
forms of wealth, land for instance, all the more valu-
ty of buying a drink with a 1,000-gp gem. A second
able. Indeed, many a piece of jewelry is actually a way
choice is to place your money in the hands of someone
of carrying one’s wealth. Silver armbands can be trad-
you think you can trust. We all know what the risks are
ed for goods, a golden brooch can buy a cow, etc. In
there. You could have your character give his fortune
your adventures, wealth and riches may take many dif-
to a local lord or church and then hope to call in favors
ferent forms.
at a future date. This is not quite as foolish as it sounds.
Furthermore, in your DM’s campaign, there may be
If the beneficiary of your largess refuses to honor your
special situations or considerations to bear in mind.
agreement, you will never give him money again and
The Kingdom of Gonfli may be at war with the neigh-
neither will anyone else, most likely. If no one gives
boring Principality of Boosk. Patriotic Gonflians
him any money, where will he find the funds to sup-
port his lifestyle? No, such a person must seriously try Gem Variations
to honor his commitments. Of course, he may not do d8 Result
as much as you would like. The best solution is that 1 Stone is triple base value. Roll again, ignoring a
used throughout history — buy goods and chattels. new 1 result.
Land, livestock, and trade goods are harder to steal and 2 Stone is double base value.
harder to lose. If you must keep a large fortune, it is 3 Stone is 1d6×10% above base value.
best to keep it in something that can be carried easily 4 Stone is 1d4×10% below base value.
and is unlikely to be stolen. 5 Stone is half base value
6 Stone is one-fifth base value (no stone can be
Starting Money worth less than 1 sp).
All player characters begin with some amount of 7–8 Stone is uncut and in rough form (if possible). Val-
cash. This nest egg may be your character’s life savings. ue is 10% of that listed until polished and cut by
It may be a gift from her parents to start her out in the someone with Jeweler background proficiency. At
world. It may be her booty from an army campaign. that time, roll again on this chart with a d6.
Perhaps she stumbled across a small treasure chest, Notice some gems below are in more than one cate-
whetting her appetite for greater and more dangerous gory, depending of the stone’s size and quality.
prizes. How she came by her money is not important Ornamental stones. Azurite, banded agate, blue
(although it may be fun to know). You are free to create quartz, eye agate, hematite, lapis lazuli, malachite,
any explanation you want. moss agate, obsidian, rhodochrosite, tiger eye agata,
Your character’s starting funds are 100 gp. This is turquoise.
the number of gold pieces your character has to obtain Semi-precious stones. Bloodstone, carnelian, chal-
equipment. If you are creating a character starting out cedony, chrysoprase, citrine, jasper, moonstone, onyx,
at a level above 1st total level, check with the DM to see rock crystal, sardonyx, smoky quartz, star rose quartz,
if you can increase your character’s funds beyond the zircon.
amounts given here. Fancy stones. Alexandrite, amber, amethyst, chryso-
Also assume your character has normal (non-ex- beryl, garnet, jade, jet, pearl, spinel, tourmaline.
pensive) clothing without need to expend your start- Precious stones. Aquamarine, garnet, pearl, peridot,
ing money on these. A 1st total level wizard starts the spinel, topaz.
game with a 100-page spellbook at no cost, but addi- Hardstones. “Hardstone” is a collective term giv-
tional spellbooks must be bought. en to natural substances valued for their appearance
which are found in large quantities and lend them-
Gems selves readily to carving. Such carvings can take the
Another form of currency is to use gems. When form of screens and panels, furniture inlays, figurines,
gems are found on a treasure, determine the value of bowls and trays, bookends, spheres, scarabs, beads,
each gem (or each group of gems, if many are present) and rings.
on Gems table. In addition, there are 10% chance that Roll on the Hardstones table below. Listed base pric-
any given gem will be above or below its normal value. es are per pound (weight). When determining trea-
(Assume 10% of the gems present in a large hoard are sure, the number of these found is actually the number
automatically unusual.) These gems can be modified of pounds, not the number of individual stones.
according Gem Variations table. Shells. Shells are valued for their vivid coloration
Gems (which often fades in the sunlight). Shells are rarely
d% Base Value Class used as currency, but rare shells are sold for high pric-
01–25 10 gp Ornamental stones es to collectors. Such shells are considered gems as far
26–50 50 gp Semi-precious stones as value, but only to collectors. Bear in mind that price
51–65 100 gp Fancy stones
and resale value for rare shells vary wildly.
Roll on the Shells table below. The price given for
66–80 500 gp Precious stones
conch is paid only for large, unblemished specimens
81–90 Varies Hardstones
useable in cameo work; cowrie prices vary according
91 Varies Shells
to color, pattern, and rarity.
92–99 1,000 gp Gems
Gems. Black opal, fire opal, opal, oriental amethyst,
00 5,000 gp Jewels oriental topaz, sapphire.
Jewels. Black sapphire, diamond, emerald, jacinth, can appraise an item without any check. For example,
oriental emerald, ruby, star ruby, star sapphire. a jeweler can appraise any gem without the need of a
Hardstones check.
d% Hardstone (Base Price)
01–06 Alabaster (5 sp)
07–12 Fluospar (2 gp)
Equipment Lists
13–18 Hornbill ivory (7 sp) The following lists include much of the equipment
19–24 Iris agate (2 gp) your character needs for adventuring. The most basic
25–30 Ivory (1d6 gp, depending on quality) of these are weapons, armor, clothing, and outfitting
31–36 Fire marble (26 sp) gear. The other lists provide goods and services your
37–42 Magnetite (3 gp) character may need during the course of her many ad-
43–48 Marble (3 gp) ventures. While most items are always available, your
49–54 Sepiolite (2 gp) DM may add to or delete from these lists. What you
55–60 Pipestone (1 gp) want may not be available or, if your DM has set his
61–66 Lepidolite (6 sp) game in a specific time period, may not have been dis-
67–72 Verde antique (3 gp)
covered or invented yet! While the DM should tell you
which items are and are not available, you should ask
73–78 Soapstone (9 sp)
if you have any doubts, particularly on large purchases.
79 Star metal (meteorite, 10,000 gp)
Many of the items in these lists are explained in the
80–85 Argillite (7 sp)
following pages. The price given for each item in the
86–91 Petrified wood (1 gp)
lists is its average price, the amount you can expect the
92–95 Turritella (8 sp) item to cost in a normal economy. However, large cit-
96–00 Lithoxyle (opalized wood, 22 sp) ies, barren wildernesses, and places with brave adven-
turers carrying bags full of gold are not normal econ-
Shells omies. In these places you may find yourself paying
d% Shell (Base Price) more (very rarely less) than the amount listed.
01–07 Abalone (10 gp red, 25 gp green) You can also haggle with merchants over prices, al-
08–14 Black helmet (45 gp) though to speed up the game it is recommended that
15–21 Conch (10 gp) you save this for your important purchases. If you wind
21–28 Cowrie, tiger (10 gp) up haggling over the cost of every tankard of ale, your
29–33 Cowrie, pearl (20 gp) character is going to spend more time being a penny
34–36 Cowrie, opal (100 gp)
pincher than an adventurer!
37 Cowrie, purple star (4,000 gp)
38–44 Flame helmet (50 gp)
Equipment Description
45–51 Horned helmet (50 gp)
Not every piece of equipment is described. The vast
majority of things found on the equipment lists need
52–58 Mother of pearl (5 sp per pound)
no description, as their functions, forms, and purposes
59–65 Nacre (1 gp per pound)
are obvious. Only those items whose use is obscure,
66–72 Nautilus (5 gp)
appearance is unusual, or have specific game rules are
73–79 Red helmet (20 gp)
described.
80–85 Sardonyx helmet (40 gp)
86–90 Sea turtle shell (1d6 gp per shell plate) Encumbrance (Optional Rule)
91–94 Giant trochus (4 gp)
A natural desire is to have your character own one
95–98 Giant turbo (2 gp) of everything. Thus equipped, your PC could just reach
99–00 Large, fresh-water pearl mussel (1 gp) into her pack and pull out any item she wants when-
ever she needs it. Sadly, there are limits to how much
Appraising Items your character, her horse, her mule, her elephant, or
her whatever can carry. These limits are determined by
Usually, to appraise an item requires an Intelligence
encumbrance.
check whose DC is set by the DM according how com-
mon the item is. However, the DM can also decide that
if you have proficiency in the right background, you
Encumbrance is measured in pounds. To calculate Beasts of Burden
encumbrance, simply total the pounds of gear carried When determining the encumbrance of a quadru-
by the creature or character. Add 5 pounds of cloth- pede creature, first halve the weigth of the load it is
ing, if any is worn. The total is then compared with the carrying or pulling to look into the Encumbrance ta-
Strength of the creature to determine the effects. ble. So, a bull pulling a cart with 200 lb. loaded on it is
The maximum carrying capacity of a creature is encumbred as other creature carrying 100 lb.
the square of its Strength score. This is the maximum
weigth you can move around carrying. If you carry one
third or less than this weight, you are unemcumbered.
Carrying more than one third, but less than two thirds,
you are encumbered. Finally, carrying more than two
thirds of this maximum makes you be heavily encum-
bered.
Still it is possible to push or lift up to double of your
maximum load value on the ground. As a Standard
Action, you can push such load up to 5 feet or lift it off
the ground (without moving around) until the end of
the turn.
Encumbrance
Heavily
Str Unemcumbered Encumbered Encumbered
1 0 0 1
2 0–1 2 3–4
3 0–3 4–6 7–9
4 0–5 6–10 11–16
5 0–8 9–16 17–25
6 0–12 13–24 25–36
7 0–16 17–32 33–49
8 0–21 22–42 43–64
9 0–27 28–54 55–81
10 0–33 34–66 67–100
11 0–40 41–80 81–121
12 0–48 49–96 97–144
13 0–56 57–112 113–169
14 0–65 66–130 131–196
15 0–75 76–150 151–225
16 0–85 86–170 171–256
17 0–96 97–192 193–289
18 0–108 109–216 217–324
19 0–120 121–240 241–361
20 0–133 134–266 267–400

Effects of Encumbrance
Encumbrance can give to a creature the encumbered
or heavily encumbered condition. Both conditions are
explained on appendix.
Weapons
Weapon Damage Properties Wg. Cost
Melee Weapons
Bastard sword 1d10 slashing One-and-half-handed 10 lb 25 gp
Battleaxe 1d8 slashing Versatile (2d4) 7 lb 5 gp
Club 1d4 bludgeoning 3 lb —
Dagger 1d4 piercing Finesse, light, thrown (near range) 1 lb 2 gp
Flail 1d8 bludgeoning Special 5 lb 8 gp
Glaive 1d8 slashing Large, polearm, reach, two-handed 8 lb 6 gp
Greataxe 1d12 slashing Large, two-handed 12 lb 15 gp
Greatclub 1d8 bludgeoning Two-handed 10 lb —
Greatsword 1d12 slashing Large, two-handed 15 lb 50 gp
Halberd 1d10 slashing Large, polearm, reach, two-handed 15 lb 10 gp
Handaxe 1d6 slashing Light, thrown (near range) 5 lb 1 gp
Harpoon 1d8 piercing Thrown (far range) 6 lb 20 gp
Javelin 1d6 piercing Thrown (far range) 2 lb 5 sp
Lance 1d12 piercing Large, reach, special 5 lb 6 gp
Longsword 1d8 slashing Versatile (2d4) 4 lb 15 gp
Mace 1d6 bludgeoning 6 lb 5 gp
Maul 1d12 bludgeoning Large, two-handed 10 lb 4 gp
Morningstar 1d10 bludgeoning Large, two-handed 12 lb 10 gp
Pike 1d10 piercing Large, polearm, reach, two-handed 7 lb 5 gp
Quarterstaff 1d4 bludgeoning Versatile (1d6) 4 lb —
Scimitar 1d6 slashing Finesse, light 4 lb 15 gp
Shortsword 1d6 piercing Finesse, light 3 lb 10 gp
Sickle 1d4 slashing Light 3 lb 6 sp
Spear 1d6 piercing Thrown (near range), versatile (2d4) 5 lb 8 sp
Trident 1d6 piercing Thrown (near range), versatile (1d8) 5 lb 15 gp
Unarmed strike 1 bludgeoning Nonlethal — —
Warpick 1d8 piercing 4 lb 7 gp
Warhammer 1d8 bludgeoning Versatile (2d4) 6 lb 2 gp
Whip 1d4 slashing Finesse, reach 2 lb 1 sp
Ranged Weapons
Blowgun 1 piercing Ammunition (needle; near range), special 2 lb 5 gp
Dart 1d4 piercing Finesse, thrown (range 20/60) 0.5 lb 5 sp
Hand crossbow 1d4 piercing Ammunition (hand quarrel; far range), light, slow 3 lb 300 gp
Heavy crossbow 1d12 piercing Ammunition (quarrel; farther range), large, two-handed, slow 14 lb 50 gp
Light crossbow 1d8 piercing Ammunition (quarrel; farther range), two-handed, slow 7 lb 35 gp
Longbow 1d8 piercing Ammunition (arrow; farther range), large, pull, two-handed 3 lb 100 gp
Net — Slow, special, thrown (near range) 10 lb 5 gp
Shortbow 1d6 piercing Ammunition (arrow; farther range), pull, two-handed 2 lb 30 gp
Sling 1d4 bludgeoning Ammunition (bullet; far range) — 5 cp

Weapons
Bastard sword. This sword is similar to a long sword
in size and weight, but has a longer hilt. It can be used
The Weapons table lists more than just the price of one- or two-handed.
each item. It also gives other game information. Since Battleaxe. Hundreds of variations on the battle-
each weapon is different, you should note this infor- axe exist. Generally, any heavy axe that can be used
mation separately for each weapon your character pur- one-handed or two-handed falls into this category.
chases or finds. (If an axe can only be used two-handed, it is a great-
axe.) Battleaxes often have a spike, hammer, or smaller Halberd. Fixed on a shaft five to eight feet long is a
blade backing the primary blade. In some cases, both large axe blade, angled for maximum impact. The end
blades are equal in size in weight and can be used in- of the blade tapers to a long spear point or awl pike.
terchangeably. On the back sometimes is a hook for attacking armor
Blowgun. Most blowguns are six or seven feet in or dismounting riders.
length, although assassins might carry a miniature Handaxe. The hand axe or throwing axe is also
weapon two feet long that can only fire little needles. known as a hatchet. The axe blade has a sharp steel tip,
Blowgun ammunition is very light and cannot pen- counterbalanced by a pointed fluke. The short handle
etrate heavy armor. If a target is protected by a heavy has a point on the bottom and the head may have a
armor suit of any kind, the attacker makes an unfa- spike on top.
vored attack roll. Hand crossbow. The hand crossbow is easily held in
Club. Mankind’s oldest weapon exists in thousands one hand and crocked with the other. It uses quarrels
of varieties. Clubs range from something as simple as minor than usual, called hand quarrels.
an animal’s thigh bone to a well-balanced work of art. Harpoon. The harpoon is a marine hunting weap-
Clubs are effectively free, but if a PC wants to get one on, most with pointed or barbed heads.
that is recognized as a warrior’s weapon it may cost Heavy crossbow. The heavy crossbow, also called ar-
anywhere from 5 sp to 10 gp. balest, has a powerful pull and must be crocked with
Dagger. Daggers are short, stabbing blades ranging a cranequin (a simple winch or lever) that comes with
from six inches to more than a foot in length. Their size the weapon. One foot is placed at the stirrup at the end
and utility have made them a very long-lived weapon of the crossbow while the cranequin is worked.
used in many times and places. Javelin. Javelins are classified as light spears, suit-
Dart. These weapons are not the tiny modern darts able for melee or missile combat, usable either on
you may be familiar with. They are much larger and horseback or on foot. The javelin head is not very large,
heavier than their sporting counterparts. Darts were and is usually leaf-or lancet-shaped. Javelin heads may
usually as large as a typical arrow, with a weighted have barbs.
head. They were popular among ancient peoples and Lance. The term lance refers to cavalry spears.
eastern cultures, and were used as small javelins by Lance design varies between cultures and eras. Gen-
skirmishers and light cavalry. erally, the lance is a long shaft of tough wood, with an
Flail. The flail is a sturdy wooden handle attached to iron head with cutting edges and a sharp point meant
an iron rod, a wooden rod with spikes, or a spiked iron to penetrate armor. Lances are meant to be gripped
ball. Between the handle and its implement is either a close to the bottom, putting a great distance between
hinge or chain link. the wielder and his target.
Glaive. One of the most basic polearms, the glaive is A lance acquires the two-handed property when
a single-edged blade mounted on a eight- to ten-foot- you are not mounted.
long shaft. While not the most efficient weapon, it is Light crossbow. The light crossbow, also called latch-
relatively easy to make and use. Normally the blade es, must be braced against an object to be crocked with
turns outward to increase the cutting area until it al- a lever mounted in the stock.
most resembles a cleaver or axe. Longbow. The longbow is similar to the short bow,
Greataxe. This mighty weapon consists of a four- to except that the staff is about as high as the archer, usu-
five-foot haft with a very heavy blade. The axe may be ally 6 to 6.5 feet. It has better range than the shortbow.
double-bitted, with blades on both sides of the haft, or Longsword. Among the most common character-
it may only have a single blade. It is an unwieldy weap- istics of all longswords is their length, which ranges
on, but a skilled warrior can strike blows of tremen- from 35 inches to 47 inches. Most longswords have a
dous strength with it. double-edged blade and a sharp point at the tip. De-
Greatclub. The greatclub is simply a two-handed spite the tip, the long sword is designed for slashing,
version of the regular club. It is often equipped with not thrusting.
nails, spikes, or bands of iron. Its greater size and mass Mace. The mace is a wooden club with a stone or
gives it a better damage potential than its smaller fore- iron head mounted on one end. The head design var-
bear. ies, with some being spiked, others flanged, and still
Greatsword. An average greatsword measures five others with pyramidical knobs.
to six feet in length. Maul. The maul is a military sledgehammer de-
signed for two-handed use. It is about three to four feet
in length with a heavy square head.
Morningstar. The morningstar is a wooden shaft Warhammer. The typical warhammer is made en-
topped with a metal head made up of a spiked iron tirely of steel, with rondels protecting and strength-
sheath. Morning stars have an overall length of about ening the grip. Rondels are small disks of metal, often
four feet. Some such weapons have a round, oval, or shaped into decorative designs. The shaft is about 18
cylindrical shaped head studded with spikes. inches long.
Net. This version of the net is an eight- to twelve- Warpick. The warpick generally consists of a heavy
foot diameter circular net with weights around the piercing fluke mounted on a haft. The weapon might
edges and a trailing rope used to guide the net and pull have either one or two flukes, and the haft might be
it away. It is usually folded in such a way that it twirls spiked.
open when thrown. It is tossed with one hand, with Whip. The whip or bull whip is a long, heavy, plait-
the attacker holding onto the guide rope with the other ed lash usually made of leather or rawhide (untanned
hand. hide). The braided leather is thicker toward the handle,
A Large or smaller creature hit by a net is restrained narrowing to a slender cord at the end. Some handles
until it is freed. A net has no effect on creatures that are wooden rods attached to the lash, while others are
are formless, or creatures that are Huge or larger. A part of the same piece of rawhide. The whip’s length
creature can use its Standard Action to make a DC 10 varies from 15 to 25 feet.
Strength check, freeing itself or another creature with-
in its reach on a success. Dealing 5 slashing damage to Weapon Groups
the net (AC 10) also frees the creature without harm- Weapon groups are defined as follows (GMs may
ing it, ending the effect and destroying the net. add other weapons to these groups, or add entirely
Pike. A pike is like a normal spear, except that its new groups).
shaft ranges 12 to 13 feet in length and cannot be Axes. Battleaxe, greataxe, handaxe, warpick.
thrown. Blades, heavy. Bastard sword, greatsword, long-
Quarterstaff. The quarterstaff is a length of wood sword, scimitar.
ranging six to nine feet in length. High quality quarter- Blades, light. Dagger, sickle, short sword.
staves are made of stout oak and are shod with metal Bows. Longbow, shortbow.
at both ends. Crossbows. Hand crossbow, heavy crossbow, light
Scimitar. this sword is a long, curved, single-edged crossbow.
blade intended mostly for horsemen. It is a popular Double. Quarterstaff.
weapon for light cavalry. Flexible. Flail, whip.
Shortbow. Shortbow staves are about 5.5 feet long Hammers. Club, greatclub, mace, morningstar, war-
on the average. hammer.
Shotsword. In the simplest of terms, a short sword Polearms. Glaive, halberd, pike.
can be considered a dagger with a blade so long that it Simple. Club, dagger, dart, greatclub, handaxe, jav-
can no longer be called a dagger. elin, light crossbow, mace, quarterstaff, sickle, sling,
Sickle. The sickle is a farming implement consisting spear, unarmed strike.
of a crescent-shaped blade mounted on a short handle. Spears. Harpoon, javelin, lance, pike, spear, trident.
It is used in combat primarily by peasants or adven- Thrown. Blowgun, dagger, dart, handaxe, harpoon,
turers who have no weapon and are forced to make do javelin, net, sling, spear, and trident.
with whatever they can find.
Sling. The basic sling consists of a leather or fabric Weapon Proficiencies
strap with a pouch for holding the missile. The weapon When you attack with a weapon which you have
is held by both ends of the strap and twirled around proficiency, you add your trained bonus to the attack
the wielder’s head. When top speed is attained, the roll. If you do not have proficiency with the weapon,
missile is launched by releasing one of the strap’s ends. your attack roll is unfavored and you do not add the
Spear. Spears can be just wooden poles or sticks trained bonus to it.
sharpened at one end. But most have heads made from
iron and steel. Weapon Properties
Trident. A trident is a long pole measuring four to
Many weapons have special properties related to
eight feet with a metal, triple-bladed fork on one end.
their use, as shown in the Weapons table.
Ammunition. This weapon fires some type of am- Reach. This weapon is longer than a normal weap-
munition. You can make a attack with this weapon just on and can keep enemies at bay. A reach weapon adds
if you have the proper ammunition loaded on it. Load +1 to your AC against melle attacks from non-reach
an ammunition to a weapon requires both hands, even weapons.
if the weapon is not two-handed. Slow. Because of the time required to load this
Each time you make an attack with a weapon with weapon or to prepare it to an attack, you can attack
this property, you expend one piece of ammunition. with it only once for turn, regardless of the number of
Drawing the ammunition from a container is part of attacks you can normally make.
the attack. Special. A weapon with the special property has un-
Half of the ammunition that missed targets during usual rules governing its use, explained in the weapon’s
a combat encounter can be recovered from battlefield. individual description.
This requires one minute to search and collect them. Thrown. If a weapon has the thrown property, you
If you use a weapon that has the ammunition prop- can throw the weapon to make a ranged attack. If the
erty to make a melee attack, you treat the weapon as weapon is a melee weapon, you use the same ability
an improvised weapon (see “Improvised Weapons” lat- modifier for that attack roll and damage roll that you
er in the section). A sling must be loaded to deal any would use for a melee attack with the weapon.
damage when used in this way. Two-handed. This weapon requires two hands to
Finesse. When making an attack with a finesse use.
weapon, you use your choice of your Strength or Dex- Versatile. This weapon can be used with one or two
terity modifier for the attack and damage rolls. You hands. A damage value in parentheses appears with
must use the same modifier for both rolls. the property is the damage when the weapon is used
Large. Small creatures cannot attack with large with two hands to make a melee attack.
weapons. Its size and bulk make it too large for a Small
creature to use effectively. Weapon Accessories
Light. A light weapon is small and easy to handle,
Weapon Accessories
making it ideal for use off-handed when fighting with
Item Weigth Cost
two weapons.
Arrows (per dozen) * 6 sp
Nonlethal. This weapon causes nonlethal damage
Bolt * 1 sp
instead of normal damage. Causing nonlethal damage
with this weapon do not turn your attack roll unfa- Bolt, hand * 1 gp
vored. Bullet 0.5 lb 1 cp
One-and-half-handed. This weapon requires two Case, bolts 1 lb 1 gp
hands to use. But, if you have Strength 15+, you can Quiver 1 lb 8 sp
use it with just one hand. Sword scabbard, hanger, baldric * 4 gp
Polearms. Because of their length, all polearms are *These items weigh little individually. Ten of these items
infantry weapons and require two hands to use. weigh 1 lb.
Pull. This weapon requires that you manually pull
Case, bolt. This wooden case can hold up to twenty
a string to fire ammunitions. If you have a negative
crossbow bolts.
Strength modifier, you must use the Strength modifier
Quiver. A quiver can hold up to 20 arrows.
for both attack rolls and damage rolls with this weap-
on, even if it is a ranged weapon.
Range. A weapon that can be used to make a ranged
attack has a range shown in parentheses after the am-
munition or thrown property.
If a weapon has a near range, it cannot be used to
make attacks against far away creatures.
A far range means you can make normal attack rolls
against nearby creatures and unfavorable attack rolls
against far away creatures.
A farther range means you make normal attack rolls
against targets both nearby and far away.
Armors
Armor Type AC Unfavored rolls Weight Cost
Unarmored — 10 + Dexterity modifier — — —
Leather Light 11 + Dexterity modifier — 15 lb 5 gp
Padded Light 12 + Dexterity modifier — 10 lb 4 gp
Studded leather Light 13 + Dexterity modifier — 25 lb 20 gp
Ring mail Medium 13 + Dexterity modifier (max +2) Dex-based checks 30 lb 100 gp
Brigandine Medium 14 + Dexterity modifier (max +2) Dex-based checks 35 lb 125 gp
Scale mail Medium 14 + Dexterity modifier (max +2) Dex-based checks 40 lb 120 gp
Hide Medium 14 + Dexterity modifier (max +2) Dex-based checks 30 lb 15 gp
Chain mail Medium 15 + Dexterity modifier (max +2) Dex-based checks 40 lb 75 gp
Splint Heavy 16 Physical checks, Reflex saves 40 lb 80 gp
Banded Heavy 16 Physical checks, Reflex saves 35 lb 200 gp
Plate Heavy 17 Physical checks, Reflex saves 50 lb 600 gp
Field plate Heavy 18 Physical checks, Reflex saves 60 lb 2,000 gp
Full plate Heavy 19 Physical checks, Reflex saves 70 lb 7,000 gp
Shield, buckler Shield +1 (as Reaction, if proficient) 3 lb 1 gp
Shield, medium Shield +1 (always, if proficient) 10 lb 7 gp

Armors
mail are normally hung over vital areas. The links yield
easily to blows, absorbing some of the shock. Most of
You are going to want your PC to buy armor, if he is the weight of this armor is camed on the shoulders and
allowed to use any. Armor is the easiest and cheapest it is uncomfortable to wear for long periods of time.
way to improve your character’s chance of surviving Field plate. This is the impressive, high Gothic-style
the more violent dangers of the adventuring life. Clear- armor of the Late Middle Ages and Renaissance. It is
ly, the better the armor the character possesses, the less perfectly forged and fitted. All the plates are interlock-
likely he is to be hurt. Armor protection is measured ing and carefully angled to deflect blows. The surfaces
by Armor Class (AC). The Armor table lists the values are normally highly ornamented with etching and in-
for some types of armor. laid metals. Each suit must be carefully custom-fitted
In addition to the types of armor listed above, your to the owner and there is only a 20% chance that a cap-
DM may have special armors prepared from rare or tured suit can be refitted to a new owner of approxi-
exotic materials. Since it is highly unlikely that your mately the same size. The metal plates are backed by
character can afford these at the start, the DM will tell padding and chain mail. The weight is well-distribut-
you when you need to know about such items. ed. The armor is hot, slow to don, and extremely ex-
Banded. This armor is made of overlapping strips pensive. Due to these factors, it tends to be used more
of metal sewn to a backing of leather and chain mail. for parades and triumphs than actual combat.
Generally the strips cover only the more vulnera- Full plate. This armor consists of shaped and fitted
ble areas, while the chain and leather protect the metal plates riveted and interlocked to cover the entire
joints where freedom of movement must be ensured. body. It includes gauntlets, boots, and a visored helmet.
Through straps and buckles, the weight is more or less A thick layer of padding must be worn underneath.
evenly distributed. However, the weight of the suit is well-distributed over
Brigandine. This armor is made from small metal the whole body. Such armor hampers movement only
plates sewn or riveted to a layer of canvas or leather slightly. Aside from its expense, the main disadvantag-
and protected by an outer layer of cloth. It is rather es are the lack of ventilation and the time required to
stiff and does not provide adequate protection to the put it on and take it off. Each suit of full plate must be
joints where the metal plates must be spaced widely or individually fitted to its owner by a master armorer,
left off. although captured pieces can be resized to fit the new
Chain mail. This armor is made of interlocking owner (unless such is patently absurd, such as a human
metal rings. It is always worn with a layer of quilted trying to resize a halfling’s armor).
fabric padding underneath to prevent painful chafing
and to cushion the impact of blows. Several layers of
Hide. This is armor prepared from the extremely Light armor is easy to act in if the wearer has pro-
thick hide of a creature (such as an elephant) or from ficiency with it. While wearing a light armor, you add
multiple layers of regular leather. It is stiff and hard to your Dexterity modifier to your AC and have no unfa-
move in. vored rolls because the armor.
Leather. This armor is made of leather hardened in Medium armor is thicker and heavier than light ar-
boiling oil and then shaped into breastplate and shoul- mor and slightly hinders precision. While wearing a
der protectors. The remainder of the suit is fashioned medium armor, you still add your Dexterity modifier
from more flexible, somewhat softer materials. to your AC, but to a maximum of a +2 modifier. If your
Padded. This is the simplest type of armor, fash- Dexterity modifier is higher than +2, you add just +2.
ioned from quilted layers of cloth and batting. It tends Also, wearing a medium armor makes your Dexteri-
to get hot and after a time becomes foul with sweat, ty-based checks be unfavored.
grime, lice, and fleas. Heavy armor is more restritive than light and medi-
Plate mail. This armor is a combination of chain or um armors, so natural agility matters less when wear-
brigandine with metal plates (curiass, epaulettes, el- ing it. While wearing a heavy armor, you do not add
bow guards, gauntlets, tassets, and greaves) covering your Dexterity modifier to AC and all your physical
vital areas. The weight is distributed over the whole checks and Reflex rolls are unfavored. A physical check
body and the whole thing is held together by buckles is a check based on Strength, Dexterity, or Constitu-
and straps. This is the most common form of heavy tion.
armor.
Ring mail. This armor is an early (and less effective) Armors and Shields Proficiencies
form of chain mail in which metal rings are sewn di- If you wear a suit of armor with which lacks profi-
rectly to a leather backing instead of being interlaced. ciency, the AC you get from it is penalized by –1. Also,
Scale mail. This is a coat and leggings (and perhaps you cannot cast any spell with a somatic component
a separate skirt) of leather covered with overlapping while wearing such armors.
pieces of metal, much like the scales of a fish. If you wield a shield with which lacks proficiency,
Shields. All shields improve a character’s both Ar- you do not take the +1 bonus it gives to AC.
mor Class and Reflex saves by +1 against a specified
number of attacks. Armor Sizes
A buckler (or target) is a very small shield that fas- The equipment list reflects the price of a suit of ar-
tens on the forearm. It can be worn by crossbowmen mor (including an appropriate helmet) made for any
and archers with no hindrance. Its small size enables it normal player character race. Although a halfling is
to protect against only one attack per round (expend- much smaller than a human and needs a smaller suit,
ing a Reaction from the user). there are fewer armorers available to meet such spe-
The medium shield is carried on the foream and cialized needs. Thus, the armor for a halfling is as ex-
gripped with the hand. Its weight prevents the char- pensive as that for a human.
acter from using his shield hand for other purposes. Armor for nonstandard sizes and shapes is going
With a medium shield, a character can protect against to cost significantly more and must be custom-made.
any attacks without expend a Action to do it. This is not the kind of thing one can pick up at the local
Splint mail. This armor is made of narrow vertical store!
strips riveted to a backing of leather and cloth pad- When armor is found during the course of an ad-
ding. Since this is not flexible, the joints are protected venture, the players should note the creature who wore
by chain mail. the armor previously. While a human-sized character
Studded leather. This armor is made from leather might be able to wear the armor of a gnoll, it will do
(not hardened as with normal leather armor) rein- little good for a halfling. Likewise, the armor of a giant
forced with close-set metal rivets. In some ways it is is of little use to anyone.
very similar to brigandine, although the spacing be- Armor size also affects the weight of the armor, if the
tween each metal piece is greater. optional encumbrance system is used. The weights list-
ed on the table are for human-sized (Medium) armors.
Armor Types Small armor weighs half the amount listed, while large
Armor is grouped into categories. armor weighs 50% more.
Getting Into and Out of Armor If the creature uses an armor better than its natural,
There are times when it is important to know how use the normal AC for the armor being worn.
quickly a character can get into or out of his armor.
Accidents and unforeseen events happen all the time. Other Items
The party is attacked at night. Those sleeping around
the campfire may want to don their armor before rush- Note every adventuring item is a weapon or armor.
ing into battle. A character slips and falls into the river Clothing
where his heavy armor pulls him down like a stone. He Item Cost
greatly desires to get it off before he drowns. Just how Belt 3 sp
long does it take him? Boots, riding 3 gp
The Donning and Removing Armor Times table Boots, soft 1 gp
shows the time required for each type of armor, in- Breeches 2 gp
cluding if you get aid to don or remove or attempt to Brooch, plain 10 gp
do it without any assistance. Cap or hat 1 sp
Donning and Removing Armor Times Cloak, good cloth 8 sp
Armor Don Remove Cloak, fine fur 50 gp
Light 1 minute 1 minute Girdle 3 gp
Medium 5 min (assisted) 1 min (assisted) Gloves 1 gp
15 min (unassisted) 2 min (unassisted) Gown, common 12 sp
Heavy 10 min (assisted) 3 min (assisted) Hose 2 gp
30 min (unassisted) 5 min (unassisted)
Knife sheath 3 cp
Shield Standard Action Standard Action
Mittens 3 sp
Pin 6 gp
Armor Made of Unusual Metals Robe, common 9 sp
It is assumed that all metal armors are made from a Robe, embroided 20 gp
fairly common yet sturdy form of steel. However, this Sandals 5 cp
need not always be the case. Since this is a fantasy cam- Sash 2 sp
paign, there is nothing to prevent armors being made Shoes 1 gp
from rare and fantastic metals. Differente metals have Silk jacket 80 gp
different properties which must be taken into account Surcoat 6 sp
when such armors are used. The Unusual Metal Ar- Tabard 6 sp
mors table lists several different types of metal and the Toga, coarse 8 cp
effects they have on Armor Class, weight, and cost. Tunic 8 sp
Unusual Metal Armors Vest 6 sp
Metal AC modifier Weight Cost
Adamantite +1 –25% ×500 Remember that your character has normal (non-ex-
Bronze –1 — ×0.75
pensive) clothing without need to expend your start-
Fine steel 0 –10% ×2
ing money on these.
Gold –4 +100% ×3
Iron 0 +25% ×1
Silver –2 — ×2

Creatures with Natural Armor Classes


Some creatures possess a natural armor already su-
perior to some of the armor types (for example, the
horse has AC 13). However, these creatures can still
benefit from wearing armor of a quality worse than
their natural Armor Class. If the AC of armor is equal
to or worse than the natural AC of the creature, the AC
of the creature improves by +1.
Daily Food and Lodging Services
Item Cost Cost
Ale (per gallon) 2 sp Bath 3 cp
Banquet (per person) 10 gp Clerk (per letter) 2 sp
Bread 5 cp Doctor (leech or bleeding) 3 gp
Cheese 4 sp Guide, city (per day) 2 sp
City rooms (per month) Torchbearer (per night) 1 sp
Common 20 gp Laundry (by load) 1 cp
Poor 6 sp Messenger, city (per message) 1 sp
Common wine (pitcher) 2 sp Minstrel (per performance) 3 gp
Egg 1 cp Mourner (per funeral) 2 sp
Fresh vegetable 1 cp Teamster with wagon (per mile) 1 sp
Grain and stabling for horse (daily) 5 sp Wages (per month)
Honey 5 sp Ambassator or official 400 gp
Inn lodging (per day) Architect 200 gp
Common 5 sp Carpenter 5 gp
Poor 5 cp Clerk 8 gp
Meat (one meal) 1 sp Groom 1 gp
Meals (per day) Huntsman 10 gp
Good 5 sp Laborer 1 gp
Common 3 sp Servant, househood 1 gp
Poor 1 sp Servant, skilled (baker, cook, etc.) 2 gp
Separate latrine for rooms (per month) 2 gp Soldier, common (1st-level fighter) 1 gp
Small beer (per gallon) 5 cp Soldier, elite (3rd-level fighter) 4 gp
Soup 5 cp Stonemason 4 gp

Household Provisioning
Item Cost
Barrel of pickled fish 3 gp
Butter (per pound) 2 sp
Coarse sugar (per pound) 1 gp
Dry rations (per week) 10 gp
Eggs (per dozen) 1 sp
Figs (per pound) 3 sp
Firewood (per day) 1 cp
Herbs (per pound) 5 cp
Nuts (per pound) 1 gp
Raisins (per pound) 2 sp
Rice (per pound) 2 sp
Salt (per pound) 1 sp
Salted herring (per 100) 1 gp
Spice (per pound)
Exotic (saffron, clove) 15 gp
Rare (pepper, ginger) 2 gp
Uncommon (cinnamon) 1 gp
Tun of cider (250 gallons) 8 gp
Tun of good wine (250 gallons) 20 gp
Transport men. There is normally one deck and fore- and stern-
Vehicle Speed Cost castle. the cargo capacities of cogs vary greatly, but the
Barge 3 (1) mph 500 gp average is 100 to 200 tons.
Canoe, small 2 mph 30 gp
Currach. This is an early, primitive vessel. It is made
from thick hides stretched over a wood-and-wicker
Canoe, war 2 mph 50 gp
frame. A single mast caries a small square sail, but the
Caravel 4 mph 10,000 gp
currach is usually worked by oars. It is normally 20 to
Carriage, common 1 mph 150 gp
40 feet long. the crew is approximately six to eight and
Carriage, ornamented coach 1 mph 7,000 gp
the cargo space is limited — no more than five tons.
Chariot, riding 1.5 mph 200 gp Drakkar. The largest of the Viking longships is
Chariot, war 1.5 mph 500 gp known as a drakkar or dragonship. Built for war, this
Coaster 3 mph 5,000 gp ship stretches about 100 feet in length. Although a sin-
Cog 3 mph 10,000 gp gle mast can be raised, oars provide the main source
Curragh 2 (3) mph 500 gp of power. The crew of 60 to 80 men rows, one man to
Drakkar 2 (4) mph 25,000 gp an oar. Up to 160 additional man can be carried for
Dromond 2 (9) mph 15,000 gp boarding and raiding. Due to its great size, a drakkar is
Galleon 3 mph 50,000 gp not very seaworthy. This and the fact there is no space
Great galley 3 (6) mph 30,000 gp on board for many supplies (certainly not enough for
Knarr 4 (2) mph 3,000 gp 240 men) or sleeping quarters keep the drakkar close
Longship 5 (2) mph 10,000 gp to the coast where it can put in for the night. Because
Oar, common — 2 gp of its cost and limited use, a drakkar is usually built by
Oar, galley — 10 gp
kings and rulers and is not used for the mundane task
of shipping cargo.
Raft or small keelboat 3 (1) mph 100 gp
Dromond. This ship is the largest of the Byzantine
Sail — 20 gp
galleys. Although it boasts one or two masts and trian-
Sedan chair 0.5 mph 100 gp
gular sails, the main power comes from the 100 oars,
Wagon or cart wheel 1 mph 5 gp
50 to a side. These oars are divided into an upper and
If two numbers are given to a ship’s speed, the first lower bank, with one man per oar on the lower bank
one is the speed under sail, and the second one (inside and three men on the upper bank. Thus, the total crew
parenthesis) is the rowing speed. is about 200 men. The dromond is about 130 to 175
Caravel. This ship was sailed in late Medieval/early feet long and 15 feet wide, making it a very slender
Renaissance times and was the type of ship Columbus ship. The cargo capacity is around 70 to 100 tons.
used to reach the New World. (It should be used only A dromond can be used both for shipping and war.
in late Medieval settings.) It normally has two or three As a warship, a ram projects from the front just above
masts and square sails. No oars are used. The typical the water line. Castles are built fore, aft, and amidships
caravel is 70 feet long and 20 feet wide. The normal as firing platforms. The cargo space is then taken up by
crew is from 30 to 40 men. The average cargo displace- marines. With such numbers of men, it is a very dan-
ment is 150 to 200 tons. gerous ship to attack. A dromond is not a seaworthy
Coaster. Also called a round ship, this is a small mer- craft, however, and usually sails in sight of shore. They
chant ship that hugs the coasts. This is a sailing ship, beach at night like all galleys, since supplies and sleep-
fitted with two masts and triangular sails. The average ing accommodations are very limited.
size is 60 to 70 feet long and 20 feet wide. The rudder Galleon. This is the largest and most advanced
hangs from one side. The crew is 20 to 30 men, and sailing ship that might be available in the game. It
the cargo capacity is about 100 tons. Normally there is should appear only in Renaissance-period settings. It
only a small sterncastle. A coaster is slow and not tre- is a sail-driven ship with three or four masts. There are
mendously seaworthy, but it can carry large amounts normally three through decks (running the length of
of cargo with smaller crews than galleys. the ship), while the castles fore and aft have two decks.
Cog. This ship is a larger, improved version of the The average size is about 130 feet long and 30 feet wide.
coaster, able to make ventures into the open sea. Like Crews average about 130 men. Although cargo capaci-
the coaster, it is a sailing ship with one or two masts, ty is about 500 tons, a galleon is mainly used as a war-
but the cog employs square sails. It is about 75 to 90 ship. (In the real world they were fitted with cannon,
feet long and 20 feet wide. The crew is only 18 to 20
something beyond the standard game rules.) They can Animals
easily carry men equal to their tonnage, making cap- Beast Cost
ture by pirates nearly impossible. Boar 10 gp
Great galley. Built during the Late Middle Ages, the Bull 20 gp
great galley is an improved version of the dromond. It
Calf 5 gp
is slightly smaller than the dromond, about 130 feet
Camel 50 gp
long and 20 feet wide. The main power comes from
Capon 3 cp
140 rowers, one man to an oar, but is supplemented by
Cat 1 sp
three masts; this combination gives it better speed and
handling. The cargo capacity is 150 tons. When out- Chicken 2 cp
fitted as a warship, the front end is built as a ram and Cow 10 gp
marines are carried instead of cargo. Like all galleys, Dog, guard 25 gp
the great galley is a coastal vessel, rarely venturing into Dog, hunting 17 gp
open water. It is not seaworthy in heavy storms and Dog, war 20 gp
waits in port for these to pass. Donkey, mule, or ass 8 gp
Knarr. This small ship was a common cargo ship of Elephant, labor 200 gp
the Scandinavian region. It is 50 to 75 feet long and 15 Elephant, war 500 gp
to 20 feet wide. It has a single mast and a square sail. In Falcon, trained 1,000 gp
times of poor wind, a few oars at the bow and stern can Goat 1 gp
provide more power. The crew ranges from eight to 14 Goose 5 cp
men. The cargo capacity is small, anywhere from ten Guinea hen 2 cp
to 50 tons. The ship is, however, relatively seaworthy Horse, draft 200 gp
and can be used to make long sea voyages (although it
Horse, heavy war 400 gp
cannot be called comfortable). Its flat bottom makes it
Horse, light war 150 gp
useful for sailing up rivers and estuaries, and it can be
Horse, riding 75 gp
beached easily.
Hunting cat (jaguar, etc.) 5,000 gp
Longship. This is the standard Viking warship. It is
more substantial than the knarr but not nearly as mas- Ox 15 gp
sive as the drakkar. An average longship is 75 feet long Partridge 5 cp
with 20 to 25 oars per side. Each oar is worked by a Peacock 5 sp
single man for a total crew of 40 to 50 men. There is Pig 3 gp
also a single mast and a square sail. In addition to the Pidgeon 1 cp
crew, the ship can carry 120 to 150 men. A longship Pidgeon, homing 100 gp
can be used for shipping, but its cargo capacity is only Pony, riding or draft 30 gp
about 50 tons. It is, however, fairly seaworthy and can Pony, war 500 gp
sail across the open sea when necessary. Ram 4 gp
Sheep 2 gp
Songbird 10 sp
Swan 5 sp
Tack and Harness account for the weight of the armor and the rider, so
Item Weigth Cost barded animals cannot be used as pack animals! It is
Barding, chain 70 lb 500 gp normal practice to have a second mount for carrying
Barding, full (field plate) 85 lb 2,000 gp
gear and supplies.
When barding is fitted over a mount whose natural
Barding, full (banded) 75 lb 1,000 gp
Armor Class is better than the barding, some protec-
Barding, half (brigandine) 45 lb 500 gp
tion is still gained. This is explained under “Armor”
Barding, half (padded) 25 lb 100 gp
earlier in this chapter.
Barding, half (scale) 50 lb 500 gp
In addition to horses and elephants, it may be pos-
Barding, studded leather 60 lb 150 gp sible to fit barding on more fantastic mounts. Fly-
Bit and bridle 3 lb 15 sp ing steeds can wear only leather or magical barding.
Cart harness 10 lb 2 gp Aquatic creatures cannot wear normal barding al-
Halter * 5 cp though extremely rare magical pieces may exist. Other
Horseshoes & shoeing 10 lb 1 gp land creatures can certainly be barded, provided your
Saddle, pack 15 lb 5 gp DM rules that they are sturdy enough to carry the
Saddle, riding 35 lb 10 gp weight of armor and rider. Camels, for instance, are
Saddle bag, large 8 lb 4 gp seldom barded for this reason. A huge ostrich would
Saddle bag, small 5 lb 3 gp not be able to carry barding, since its legs would not
Saddle blanket 4 lb 3 sp support the weight.
Yoke, horse 15 lb 5 gp Saddles. There are two basic saddles — riding and
Yoke, ox 20 lb 3 gp pack. Riding saddles take many forms, but their ba-
*These items weigh little individually. Ten of these items
sic purpose is to carry a person. If your DM has set
weigh 1 lb. the campaign in an ancient or early Medieval setting,
saddles may be without stirrups. Ask your DM to be
Barding. A war horse, or any animal trained for sure. Pack saddles are special frames designed to car-
combat, is a considerable investment for the average ry supplies and equipment. The only practical limit to
warrior. Therefore, it behooves the owner to see that how much a well-stowed pack saddle can carry is the
her mount is as well protected as possible. Other than carrying ability of the animal.
avoiding risks, the best nonmagical protection is horse
armor or barding. Barding is simply some type of ar-
mor fitted to be worn by the mount.
Full barding covers the neck, chest, and body of the
beast, while half barding covers the head, neck, chest,
and front quarters. Barding can be made from many
different materials; stouter types provide increasing
protection according to the Armor Class of the con-
struction. All of this, however, is at the expense of
increased weight and lowered maneuverability of the
mount. Plate barding, for example, is the equivalent
of a warrior’s field plate and is made of carefully in-
terlocked plates and joints. It provides an AC 18 to
the mount. It weighs at least 80 to 100 pounds at the
lightest and thus, a fully equipped war horse with this
armor can manage little more than a steady trot at top
speed.
Barded animals also require special attention.
Care must be taken to prevent chafing and sores. The
mount cannot wear the armor indefinitely. It must be
removed at night and ideally should not be worn ex-
cept in preparation for a battle or tournament. Remov-
ing horse barding takes 15 minutes for leather and 30
minutes for metal armors. Fitting it on takes twice as
long. The weight of barding is carefully distributed to
Miscellaneous Equipment Miscellaneous Equipment
Item Weigth Cost Item Weigth Cost
Antitoxin (vial) * 50 gp Sack, large 0.5 lb 2 sp
Backpack 2 lb 2 gp Sack, small * 5 cp
Barrel, small 30 lb 2 gp Sewing needle ** 5 sp
Basket, large 1 lb 3 sp Signal whistle * 8 sp
Basket, small * 5 cp Signet ring or personal seal * 5 gp
Bell ** 1 gp Soap (per pound) 1 lb 5 sp
Belt pouch, large 1 lb 1 gp Spellbook 2 lb 125 gp
Belt pouch, small 0.5 lb 7 sp Spellcasting focus, holly & mistletoe ** —
Block and tackle 5 lb 5 gp Spellcasting focus, orb 3 lb 20 gp
Case, bolts 1 lb 1 gp Spellcasting focus, staff 4 lb 5 gp
Case, map or scroll 0.5 lb 8 sp Spellcasting focus, wand 1 lb 10 gp
Bucket 3 lb 5 sp Spyglass 1 lb 1,000
Caltrops (bag of 20) 2 lb 1 gp gp
Candle * 1 cp Tent, large 20 lb 25 gp
Canvas (per sq. yard) 1 lb 4 sp Tent, pavilion 50 lb 100 gp
Chain, heavy (per feet) 3 lb 4 gp Tent, small 10 lb 5 gp
Chain, light (per feet) 1 lb 3 gp Torch 1 lb 1 cp
Chalk * 1 cp Water clock 200 lb 1,000
gp
Chest, large 25 lb 2 gp
Wax, sealing or candle (per pound) 1 lb 1 gp
Chest, small 10 lb 1 gp
Whetstone 1 lb 2 cp
Cloth, common (per 10 sq. yards) 10 lb 7 gp
Wineskin 1 lb 8 sp
Cloth, fine (per 10 sq. yards) 10 lb 50 gp
Winter blanket 3 lb 5 sp
Cloth, rich (per 10 sq. yards) 10 lb 100 gp
Writing ink (per vial) * 8 gp
Fishhook ** 1 sp
*These items weigh little individually. Ten of these items
Fishing net (10-ft square) 5 lb 4 gp
weigh 1 lb.
Flint and steel * 5 sp **These items have no appreciable weigth and should
Glass bootle * 10 gp not be considered to encumbrance unless hundreds are
Grappling hook 4 lb 8 sp carried.
Holy item (symbol, water, etc.) * 25 gp Antitoxin. A living creature that drinks a vial of an-
Hourglass 1 lb 25 gp titoxin make favored saving throws against poison for
Iron pot 2 lb 5 sp 1 hour.
Ladder, 10 ft. 20 lb 5 cp Backpack. Recovering an item from a backpack re-
Lantern, beacon 50 lb 150 gp quires two Standard Actions: the first to remove the
Lantern, bullseye 3 lb 12 gp backpáck from your back. The second to open it and
Lantern, hooded 2 lb 7 gp search its contents.
Lock, good 1 lb 100 gp Block and tackle. A set of pulleys with a cable
Lock, poor 1 lb 20 gp threaded through them and a hook to attach to ob-
Magnifying glass * 100 gp jects, a block and tackle allows you to hoist up to four
Merchant’s scale 1 lb 2 gp
times the weight you can normally lift.
Mirror, small metal * 10 gp
Caltrops. As a Standard Action, you can spread a
single bag of caltrops to cover a cluster. Any creature
Oil, lamp (per flask) 1 lb 6 cp
that enters that cluster must succeed on a DC 15 Reflex
Paper (per sheet) ** 2 gp
save or stop moving and take 1 piercing damage. Until
Papyrus (per sheet) ** 8 sp
the creature regains at least 1 hit point, it is slowed. A
Parchment (per sheet) ** 1 gp creature using a Standard Action to move through the
Perfume (per vial) * 5 gp area does not need to make the saving throw.
Rope, hemp (per 50 ft) 20 lb 1 gp Case, map or scroll. This cylindrical leather case can
Rope, silk (per 50 ft) 8 lb 10 gp hold up to ten rolled-up sheets of paper or five rolled-
up sheets of parchment or papyrus.
Chain. A light chain has 10 hit points. It can be burst Magnifying glass. This simple lens is more an oddi-
with a successful DC 20 Athletics check. A heavy chain ty than a useful tool. It does not greatly enhance view-
have 20 hit points and it is burst with a successful DC ing, especially since many are unevenly ground, creat-
25 Athletics check. ing distortion. It is useful as a substitute for tinder and
Flint and steel. It requires a Standard Action to use steel when starting fires.
the flint and steel to set fire on a torch or anything with Merchant’s scale. This is a small balance and pans
abundant fuel exposed. Lightning any other fire re- along with a suitable assortment of weights. Its main
quires at least 1 minute. use is to weigh coins — a common method of settling
Holy item. Holy items are small representations of a transaction. Merchants are well aware that coins can
all those things revered by religions — stars, crosses, be undersized, shaved, or plated. The only sound pro-
hammers, rosaries, anointed oils, blessed wine, sacred tection is to check the coins against a set of established
teachings, and more. Just what constitutes a holy item weights. It is also needed when using foreign coins to
depends on the campaign your character is in. make a purchase or exchange. Of course, merchants
All good holy items have similar effects on undead are no more noble than anyone else and may use sets
and other evil creatures, provided they are wielded by of false weights — one set heavier than normal for sell-
a follower of a belief associated with these items. Thus, ing an item (causing the customer to pay more) and
rules that refer to holy symbols and holy water apply another set lighter than usual for buying items (letting
to all similar items, provided these items are specially the merchant pay less). In well-regulated areas, offi-
prepared by the cleric’s order. cials verify the accuracy of weights and measures, but
Because of their special nature, holy items cannot this in itself is no protection. Players may wish to have
normally be purchased. Different sects tend to protect a scale and weights for their own protection.
the symbols of their faith to prevent their misuse or Oil, lamp. Lamp oil is used for lamps and lanterns.
corruption. Therefore such items must be obtained It is not particularly explosive although it can be used
through the auspices of a local congregation. This is to feed an existing blaze.
not difficult for sincere followers of that faith, although Spellbook. Essential for wizards, a typical spellbook
requests for rare or unusual items must always be justi- is a leather-bound tome wilh 100 blank vellum pages
fied. Nonbelievers are given holy items only if there is a suitable for recording spells.
clear and present danger to the faith. Spellcasting focus, holly and mistletoe. Holly and
Lanterns. A hooded lantern is a standard lantern mistletoe plants are easily found in wooded areas and
with shuttered or hinged sides. It is not directional, sprigs from them are harvested essentially for free.
as its light is cast equally in all directions. Everything Spyglass. Like the magnifying glass, the spyglass is
nearby is illuminated. more of an oddity than a useful item. Objects viewed
A bullseye lantern has only a single shutter, the oth- through it are a little closer, although not much. For
er sides being highly polished to reflect the light in a better results magical items are preferred. The spyglass
single direction, but it illuminates even far away things gives from two to three times magnification.
in this direction (up to a distance set by the DM’s dis- Tent. A simple and portable canvas shelter, a small
creption). tent sleeps two. A large tent sleeps five. A pavilion is
Both hooded and bullseye lanterns can be carried in great enough as a small room.
one hand. A single flask of oil (one pint) burns for six Water clock. This bulky item is good for giving the
hours in either. time accurate to a half-hour. Activated by a regulat-
The beacon lantern is a much larger affair and must ed flow of drops, the water clock is not something you
be mounted on the prow of a ship, the bed of a wagon, carry in your pocket. For it to work at all, it must have
or other large structure. It operates like the bullseye a source of water and be left undisturbed. A very un-
lantern but illuminates to a much greater distance. The common item, it is primarily an amusement for the
beacon goes through oil quickly, burning a flask every wealthy and a tool for the student of arcane lore. The
two hours. vast majority of society is not concerned with exact
Locks. Locks are still fairly primitive affairs (except time.
for those complicated by the use of magic). All are
worked with a large bulky key. Combination locks are
virtually unknown at this time. As with most things,
there are good, very complex locks as well as bad, easi-
ly opened locks. Poor locks requires a DC 10 Thievery
check to open. Good locks requires a DC 20.
Tools and Kits make up most of the special equipment a thief needs
Item Weigth Cost to perform his trade. See the Lockbreaker background
Climber’s kit 12 lb 25 gp and the Thievery skill for further details.
Crowbar 5 lb 2 gp
Disguise kit 3 lb 25 gp
Container Capacities
Forgery kit 5 lb 15 gp Aside from knowing the weight limits of your en-
Healer’s kit 3 lb 5 gp
cumbrance, you need to have ways to hold all your
gear. The capacities of different containers are given
Jeweler’s tools 2 lb 25 gp
below.
Mason’s tools 8 lb 10 gp
Thieves’ picks 1 lb 30 gp Stowage Capacity
*These items weigh little individually. Ten of these items Item Wg. Capacity Volume
weigh 1 lb. Backpack 50 lb 3 ft × 2 ft × 1 ft
**These items have no appreciable weigth and should Basket, large 20 lb 2 ft × 2 ft × 2 ft
not be considered to encumbrance unless hundreds are
Basket, small 10 lb 1 ft × 1 ft × 1 ft
carried.
Belt pouch, large 8 lb 6 in × 8 in × 2 in
Climber’s kit. A climber’s kit includes special pitons, Belt pouch, small 5 lb 4 in × 6 in × 2 in
boot tips, gloves, and a harness. You can use the climb- Chest, large 100 lb 3 ft × 2 ft × 2 ft
er’s kit as a Standard Action to anchor yourself; when Chest, small 40 lb 2 ft × 1 ft × 1 ft
you do, you cannot fall more than 25 feet from the Sack, large 30 lb 2 ft × 2 ft × 1 ft
point where you anchored yourself, and you cannot Sack, small 15 lb 1 ft × 1 ft × 8 in
climb more than 25 feet away from that point without Saddle bags, large 30 lb 18 in × 1 ft × 6 in
undoing the anchor.
Saddle bags, small 20 lb 1 ft × 1 ft × 6 in
Crowbar. Using a crowbar turns favorable any Ath-
letics checks to burst open doors or to move objects

Magical Items
where the crowbar’s leverage can be applied.
Disguise kit. This pouch of cosmetics, hair dye,
and small props lets you create disguises that change
your physical appearance. See the Impersonator back- The treasures mentioned thus far are all monetary.
ground for further details. Their usefulness is immediate and obvious. They give
Forgery kit. This small box contains a variety of pa- characters wealth, and with wealth comes power and
pers and parchments, pens and inks, seals and sealing influence. However, there are other treasures, very
wax, gold and silver leaf, and other supplies necessary desirable ones, that your characters will not want to
to create convincing forgeries of physical documents. sell or give away. These are the magical items that your
See the Forger background for further details. characters find and use.
Healer’s kit. This kit is a leather pouch containing Although some characters can make magical items,
bandages, salves, and splints. The kit has ten uses. See it is far more common for characters to find these
the Medicine skill description to learn how to use a items during the course of adventures. Magical items
healer’s kit. are powerful aids for characters. With them, characters
Jeweler’s tools. An assortment of chisels, small can cast spells with the mere utterance of a command
hammers, and specially hardened blades to cut rough word, withstand the fiercest fire, and perform tasks
stones in magnificent gems. See the Jeweler back- impossible by any other known means. Not all magi-
ground to further details. cal items are benefical, however. Some are cursed, the
Mason’s tools. Hammers, chisels, wedges, block and result of faulty magical construction or the deliberate
tackle, and so on. See the Stonemason background for handiwork of some truly mad or evil mage.
further details.
Thieves’ picks. This is a small collection of tools use-
ful to burglars. The kit includes one or more skeleton
Magical Items Categories
keys, long metal picks, a long-nosed clamp, a small There are many different magical items your charac-
hand saw, and a small wedge and hammer. These com- ter can find, but they all fall into a few basic categories.
bined with some common tools (such as a crowbar) Each type of magical item has properties you should
be aware of.
Weapons These alchemical items are consumable. Drinking a
There can be a magical version of nearly any type potion or administering a potion to other character is
of normal weapon, although there are admittedly few a Standard Action. Applying an oil can take longer, as
magical whips or harpoons. By far the most common specified in its description. Once a potion is drink, its
magical weapons are swords and daggers. effects start immediately and the potion is used up.
Magical weapons may allow your character to sense Mixing potions. A character might drink one po-
danger, heal wounds, float in mid-air, or have the most tion in a short time after to have drunk another (up to
amazing luck. The rarest can actually communicate 5 minutes), or pour several potions into a single con-
with your character and are imbued with an other- tainer. The strange ingredients used in creating potions
worldly intelligence. While the most powerful of mag- can result in unpredictable interactions.
ical weapons, these clever instruments of destruction When a character mixes two potions together, a DM
sometimes seek to impose their wills on their owners. inform her of the result. Sometimes, nothing happens
When you find a magical weapon, more than likely or just a minor hindrance. Sometimes, a dangerous re-
you do not know its properties. Some functions can sult is obtained.
be learned by trial and error. Other properties must
be learned through research and spells. Ancient his-
Scrolls
tories and legend lore spells can provide information Scrolls are a convenience and luxury for spellcast-
on the properties of your weapon. On rare occasions, ers. By reading the incantation written on the pages,
properties are discovered through blind luck. Simply the spellcaster can instantly cast that spell. He does
commanding the weapon to activate one power after not need to known or memorize it, have the material
another (hoping it will suddenly spring to life) works components handy, spending a slot, or do any of the
only for the most minor abilities. Greater abilities re- things normal spellcasting requires. Experienced and
quire that specific commands be uttered, perhaps in powerful spellcasters normally spend their evenings
long-forgotten languages. preparing such scrolls for their own adventuring use.
Some scrolls are usable by all characters, granting
Armors special but temporary protections from various dan-
Enchanted armors are the complements to magical gers — evil creatures, werewolves, powerful beings
weapons. Armors may possess extraordinary powers. from other planes, etc. Other scrolls bear hideous curs-
Although such armors are generally finely made and es, brought into effect at the mere reading of their ti-
elaborately engraved, characters can discover the ar- tles. Unfortunately, the only way to know what a scroll
mors’ powers only by the same methods they use to contains is to silently scan its contents. For scrolls
discover the powers of magical weapons. containing spells, this requires the use of a read magic
Unless an armor’s description says otherwise, a mag- spell. Other scrolls can be read by all. This scan does
ical armor must be worn for its powers to function. not cast the spell written on the scroll, but it tells the
character what is written there (and exposes her to the
Potions and Oils effects of curses). Once the scroll is read, it can be used
at any time in the future by that character.
Magical potions and oils are easily found but hard to
A scroll is a consumable magical item. Whatever the
identify. They come in small bottles, jugs, pots, or vials
nature of the magic contained in a scroll, unleashing
and clearly radiate magic if a detection spell is used.
that magic requires using a Standard Action to read
Flasks or other containers generally contain enough
aloud it. So a scroll does not work in an area under
fluid to provide one person with one complete dose to
a silence spell. When its magic has been invoked, the
achieve the effects described for each potion. Howev-
scroll cannot be used again. Its words fade, or it crum-
er, this effect is unknown until some brave soul tries a
bles into dust.
small sample. The results can be quite varied. The im-
Any creature that understand a written language
biber may discover he can float or fly, resist great heat
can use a protection scroll. If the creature is not profi-
or cold, heal grievous wounds, or fearlessly face the
cient in that language, but it knows the alphabet, it can
greatest dangers. He may also find himself hopelessly
attempt to activate the scroll with a successful DC 15
smitten by the first creature he sees or struck dead by a
Culture check.
powerful poison. It is a risk that must be taken to learn
To use a spell scroll, you must first understand the
the nature of the potion.
magic on it (via a read magic spell or other means) and
that spell must be in your class list. Otherwise, you
are not able to cast the spell from the scroll. A spell
from a scroll just requires a verbal component — read that grant great strength, caps to make your character
the scroll aloud. You do not need to provide somatic smarter, books that increase ability scores, and much,
or material components. Cast the spell at basic level much more. Each item is different and not all can be
does not requires you spend any slot, but you can use identified in the same way. The effects of some become
a higher slot level if you want to augment the spell in obvious the instant the item is handled, donned, or
the scroll. opened. Others require research and questioning to
learn the command word needed to activate them. All
Rings are quite valuable and rare.
Magical rings are usable by many different classes
and bestow a wide range of powers, from pyrotechnic
displays to wishes. While the aura of a magical ring can
Rarity
be detected, its properties cannot be discovered until it Each magical item has a rarity: common, uncom-
is worn and the command word is uttered. (The com- mon, rare, very rare, or legendary. Common magical
mand word is most commonly found inscribed on the items are the most plentiful. Some legendary items are
inside of the band.) As with all magical items, some unique. The game assumes that the secrets of creating
rings can harm your character. Worse still, cursed the most powerful items arose centuries ago and were
rings can be removed only with the aid of spells! then gradually lost as a result of wars, cataclysms, and
Unless a ring’s description says otherwise, a ring mishaps. Even uncommon items cannot be easily cre-
must be worn on a finger, or a similar digit, for the ated. Thus, many magical items are well-preserved an-
ring’s magic to function. tiquities.
Rarity not always corresponds to the measure of
Wands, Staves, and Rods an item’s power relative to other magical items. A rare
These are among the most powerful of standard item can be less powerful than an uncommon one.
magical items. Wands are commonly used by arcane Rarity is just what the name implies: how easy is to
spellcasters, allowing them to cast powerful spells with find or create an item.
the flick of a wrist. Staves can be used by any spellcast-
er. Staves can be truly destructive, dwarfing even the Bond
potential of a wand. Rods are the rarest of all, the ac-
couterments of witch-kings and great lords. With rods Some magical items require a creature to form a
come dominance and power. bond with them before their magical properties can be
Fortunately for your character, few of these items are used and certain items have a prerequisite for it. If the
cursed or dangerous to handle. But all must be oper- prerequisite is a class, a creature must be a member of
ated by a command word — a specific word or phrase that class to bind to the item. (If the class is a spellcast-
that triggers the power within. No wand, stave, or rod ing class, a monster qualifies if that monster has spell
shows any indication of its powers by mere sight or slots and uses that class’s spell list.) If the prerequisite
handling. Careful research and probing are most often is to be a spellcaster, a creature qualifies if it can cast at
needed to tap the potential stored within. least one spell using its traits or features, not using a
Wands, staves, and rods are not limitless in their magic item or the like.
power. Each use drains them slightly, using up a charge. Without becoming bound to an item that requires
There is no power gauge or meter showing what is left. this, a creature gains only its non magical benefits,
A character discovers her wand is drained only when it unless its description states otherwise. For example, a
no longer functions or suddenly crumbles into useless magical shield that requires to be bound provides the
dust. benefits of a normal shield to a creature not bound to
Unless a staff ’s description says otherwise, a staff it, but none of its magical properties.
can be used as a quarterstaff. The required time to bind to an item varies. Some
are bound at the time they are wielded, worn or used
Miscellaneous Magic someway. Others require the creature spend a quick
rest focused in some sort of action with the item. There
Miscellaneous magical items are where the true vari-
are magical items that are bound only when the user
ety of magical treasures lies. Each item possesses some
worn them for sometime (such as one week without
unique power. There are horseshoes to make your
remove it).
horse go faster, brooms to ride, sacks that hold more
than they should, paints that create real things, girdles
An item can be bound to only one creature at a time
and a creature can be bound to no more than a number
of magical items equal to its trained bonus at a time.
Any attempt to bind to an extra item fails; the creature
must end its bond to an old item first. Cursed items
are the exception to this rule. If a cursed item binds to
an user, and this user has already the maximum num-
ber of bound items it can have, the oldest non-cursed
bound item automatically loses its bond to the cursed
item to bind.
A creature’s bond to an item ends if the creature no
longer satisfies the prerequisites for the bond, if the
item has been more than 100 feet away for at least 24
hours, if the creature dies, or if another creature binds
to the item. A creature can also voluntarily ends the
bond with a non-cursed item by spending a quick rest
focused on that item while the item does not touch its
body or is carried someway by the creature.

Cursed Items
Some magical items bear curses that bedevil their
user — sometimes long after a user has stopped us-
ing it. A magical item’s description specifies whether
the item is cursed. Most methods of identifying items,
including the identify spell, fail to reveal such a curse,
although lore might hint at it. A curse should be a sur-
prise to the item’s user when the curse’s effects are re-
vealed.
Bond to a cursed item cannot be ended voluntarily
unless the curse is broken first, such as with the remove
curse spell.
Adventuring
Exploring the World
Terrain Costs for Overland Movement
Terrain Type Cost per mile
Barren, wasteland 2
Clear, farmland 0.5
Overland Movement Desert, rocky 2
Desert, sand 3
A normal day’s marching lasts for 10 hours, includ-
ing reasonable stops for rest and meals. Even if you are Forest, heavy 4

mounted, the mount must be allowed to stop and rest Forest, light 2
with regular frequency. During these stops, the mount Glacier 2
should be unsaddled or all packs removed. If this is not Hills, rolling 2
done, little profit is gained from the rest. Hills, steep (foothills) 4
Overland movement is measured in points each Jungle, heavy 8
creature gain per day, representing these 10 hours of Jungle, medium 6
walking or riding. Each mile of a type of terrain con- Marsh, swamp 8
sumes some of these points, representing how far the Moor 4
creatures can move while traveling. Mountains, high 8
Under normal conditions, a party or a mount gain Mountains, low 4
24 movement points per day. Characters can also force Mountains, medium 6
march, intentionally hurrying along, at the risk of ex- Untraveled plains, grassland, heath 1
haustion. In this case, people gain 30 movement points Scrub, brushland 2
per day and mounts gain 50 points. While on a forced
Tundra 3
march, your passive Perception is penalized in –5.
At the end of each day of the forced march, make a
DC 10 Endurance check. The DC improves by +2 for Land Vehicles
each new consecutive day of forced march. Even if you It is impossible to a vehicle cross a terrain with a
succeed, your exhausted condition improves by one movement cost per mile greater than 1 unless it is fol-
step. If you fail, the condition improves by two steps. lowing a road or trail.
You do not recover any step from the exhausted condi- A vehicle has movement points equal to its speed in
tion after a full rest taken at the end of a forced march’s miles per hour times 10.
day.
Terrain Modifiers
The Terrain Costs for Overland Movement table as-
sumes the best conditions even in the worst terrain.
The mountains are assumed to be free of cliffs. The
woods have no streams to cross. Rains have not turned
the plains to mud. The tundra is not blanketed with
heavy snow. However, poor conditions do happen, and
when they occur travel is slowed.
The modifiers of the table below are given in addi-
tion (or as multiplier) to the normal cost of the terrain
where they occur.
Terrain Modifiers Stealth
Obstacle Modifier While traveling at a slow pace (half of the normal
Chasm (find a rote around) +3 movement points per day), you can move stealthily. As
Cliff (find a rote around) +3 long as you are not in the open, you can try to surprise
Mud ×2 or sneak by other creatures you encounter.
Ravine +0.5
Travel Activities
Ridge +1
When the party is traveling, each one of its mem-
River (without a ford or bridge) +1
ber must decide which travel activity is performing. A
Stream (without a ford or bridge) +0.5
character can take just one of such activities each time.
Notice threats. Use your passive Perception to de-
Weather Modifier termine if you notice a hidden threat. The DM might
Duststorm or sandstorm ×3 decide that a threat can be noticed only by characters
Freezing cold* +1 in a particular rank. For example, as the characters are
Gale-force winds +2 exploring a maze of tunnels, the DM might decide that
Heavy fog +1 only those characters in the back rank have a chance
Ice storm +2 to hear or spot a stealthy creature following the group,
Rain, heavy ×2 while characters in the front and middle ranks cannot.
Rain, light +1 If you do not take this activity, you do not contribute
Rain, torrential ×3 with your passive Perception to your group’s chance of
Scorching heat* +1
noticing something.
Snow, blizzard ×4
Navigate. You try to prevent the group from becom-
ing lost when the DM calls for a check. Navigate is part
Snow, normal ×2
of a Survival skill challenge, as described to this skill.
*These extremes must be in excess to the norm expect-
ed of the creature. Thus, a camel is not affected by the
Draw a map. The character can draw a map that re-
scorching heat of a desert and a yak barely notices the cords the party’s progress and helps the characters get
freezing cold of high mountains. back on course if they get lost. No check is required.
Track. You can follow the tracks of another creature,
using your Survival skill.
Group Traveling Forage. You can keep an eye out for ready sources of
As adventurers travel through a dungeon or the food and water, as described on the Survival skill.
wilderness, they need to remain alert for danger, and
some characters might perform other tasks to help the Movement on Water
group’s journey. One of the fastest and easiest ways to get some-
Marching Order where is to travel on a river. It is hard to get lost; a large
amount of equipment can be easily carried; it is faster
The party should establish a marching order. A
and easier than walking; you can even do other things
marching order makes it easier to determine which
(mend clothes, learn spells, cook meals) while travel-
characters are affected by traps, which ones can spot
ing on smoth waters.
hidden enemies, and which ones are the closest to
River travel is not without risks, however. Eddies,
those enemies when a fight breaks out.
snags, sandbars, rapids, and dangerous waterfalls can
A character might occupy the front rank. one or
make a journey quite exciting. Fortunately, most of
more middle ranks. or the back rank. Characters in
these hazards can be avoided by knowledgeable peo-
the front and back ranks need enough room to travel
ple.
side by side with others in their rank. When space is
The rate of movement on a river is determined by
too tight, the marching order must change, usually by
two factors: the type of boat and the flow of the cur-
moving characters to a middle rank.
rent. If the boat is traveling downstream, add the speed
Fewer than three ranks. If a party arranges its
of the current to the speed of the boat. If the boat is
marching order with only two ranks, they are a front
traveling against the current, subtract this amount
rank and a back rank. If there’s only one rank, it’s con-
from the boat’s speed.
sidered a front rank.
When sailing downstream, you must be wary from
unexpected hazards. While a good map can show the
location of waterfalls and rapids, only a guide or pi-
lot knows the location of hidden sandbars, snags, and Weather Conditions
dangerous eddies. While these are easy to avoid when 2d6 Spring/Fall Summer Winter
traveling upstream, unprepared boaters can quickly be 2 Hurricane* Hurricane* Hurricane*
swept into them going downstream. 3 Gale Gale Gale
Once characters find themselves in a dangerous sit-
4 Gale Storm Gale
uation, the pilot must make a DC 10 Wisdom check
5 Storm Strong winds Storm
to prevent capsizing. If the pilot has the Sailor back-
6 Storm Favorable Storm
ground, she is favored on this check. Capsized boats
7 Strong winds Favorable Strong winds
and goods are swept downstream, although hazards
like waterfalls and particularly strong rapids will smash 8 Favorable Light breeze Strong winds
most crafts. 9 Favorable Light breeze Favorable
10 Light breeze Becalmed Light breeze
Ocean Journeys 11 Becalmed Becalmed Light breeze
Ocean journeys are a dangerous business, especially 12 Becalmed Becalmed Becalmed
in a fantasy world. Sea serpents, incredible maelstroms, *Hurricanes occurs only if the previous day’s wheather
and other horrors can lurk in the deeps of the oceans. was a gale. If not, treat this result as a gale.
Not that they are really necessary — pirates, storms,
hidden shoals, and primitive navigational techniques Adverse winds: No effects to rowing speed. Sailing
leave the typical sea captain with more to enough dan- speed is halved. This is cumulative with the modifers
ger to cope with. by the weather conditions. If the adverse wind occurs
Deep-sea sailing is pretty much unknown in most during a storm, gale, or hurricane, the ship will be
campaigns. The majority of the captains prefer to stay blown off-course by at least half its movement under
close to known coasts. Without navigation equipment those conditions, regardless of whether it is a sailing
only a few ships venture beyond the sight of land. Most ship or galley.
ships are easily swamped by the stormy waters of ma- Becalmed: No effect to rowing speed. Ships have no
jor oceans, while their small size prevents crews from sailing speed for the day.
carrying adequate supplies for long voyages. Favorable: No effect to rowing speed. Sailing speed
However, these limitations are not serious in a mag- is doubled.
ical setting. Those with wealth can cross oceans by Gale: Rowing speed is halved. Sailing speed is mul-
other, more pratical, means: flying mounts, undersea tiplied by 4. The ship can sink with this weather.
dwellers, and teleportation. Also, magical transport is Hurricane: Rowing speed is halved. Sailing speed is
impratical for moving large canoes. The need to move multiplied by 5. It is almost sure the ship will sink with
goods and the scarcity of magical transport make sail- this weather.
ing a valuable and necessary art. Light breeze: No changes on both rowing speed and
sailing speed.
Weather and Ship Travel Storm: Rowing speed is halved. Sailing speed is
More than other methods of travel, ships (special- multiplied by 3. The ship can sink with this weather.
ly sailing ships) are subject to the whims of wind and
weather. While it can be assumed that sailing weather
is normally good, there are times when storms, favor-
Encounters
able winds, or freak currents can increase or decrease Whenever you meet an NPC, fights a monster, or
a ship’s speed. even discovers a mysterious fountain in the woods,
Weather conditions are generally fairly consistent you are having an encounter. An encounter is any
within a single day. — This is an obvious simplification significant thing a character meets, sees, or interacts
to keep the game moving. The exact conditions for a with during the course of a game. When you discover
given day can be chosen by the DM or it can be deter- a fountain of blue flame in the midst of the forest, its
mined randomly. very strangeness forces you to react and think. Why is
Also, each day the DM rolls 1d6 to determine if the it here? Does it have a purpose? Is it beneficial or dan-
winds are adverse, regardless the current weather. On gerous? Few characters are going to pass this by as just
a 5–6 result, the winds are adverse. another flaming fountain in the forest.
Encounters are vital to the game, for without them
nothing can really happen to the PC. An adventure
without encounters is like sitting in a room all day with
no one to talk to and little to look at. It certainly will
not be very exciting. And who wants to play an unex- Sometimes encounters are not with people or mon-
citing roleplaying game? Encounters provide danger, sters but with things. The fountain in the forest is an
risk, mystery, information, intrigue, suspense, humor, encounter, but you cannot fight it or talk to it (well,
and more. maybe not). So what are you supposed to do? In these
For an encounter to provide excitement, it must also cases, the encounter is more of a puzzle. You have to
have an element of danger. A good deal of this comes figure out why this fountain is here, what it can do, and
from the fact that you do not know how the encoun- if it is important to your adventure. It may be a red
tered beings will react to you. Your DM is not going to herring — something placed there just to confuse you;
say, “You meet a group of peasants and they are friend- it may be a set up for a future adventure — later on you
ly.” (If she does say this, you ought to be suspicious.) may learn that the flaming fountain you saw is import-
Instead, the DM will say something like, “As you ride ant to your latest mission. It may be a deadly trap. To
around the bend, you come upon an oxcart lumber- find out, though, you will have to deal with the thing in
ing down the road. A young man in rough clothes is some way. You could throw stones into the pool, drink
leading the cart. Peering over the sides are a woman the glowing water, try to walk through the flames, or
and several dirty children. When the man sees you use spells to learn more. By doing these things, you
he nods, smiles, and says, “Hail, strangers. Have you may get more information from your DM. Of course,
news of Thornhampton-on-the-Hill?” You can proba- you may not like the answer! (“You drank the water?
bly guess they are peasants and they seem friendly, but Oh, dear. Tsk, tsk, tsk.”)
your DM did not come out and say so. Not knowing
for sure is what keeps you on your toes. They could be Encounter Distance
anything! Once your character or party has an encounter and
When your character travels or explores a dungeon, it has been determined whether or not anyone was
your DM will have prepared two general types of en- surprised, your DM will tell you the range of the en-
counters. The first are planned encounters. These are counter — the distance separating you from the other
meetings, events, or things the DM has chosen to place group. Many factors affect encounter distance. These
in the adventure to build on the story of the adventure. include the openness of the terrain, the weather condi-
For example, upon sneaking into the bugbear strong- tions, whether surprise occurred, and the time of day,
hold, you find a squalid cell filled with humans and to name a few. Although you do not know the exact
elves. Your DM has placed them here for you to rescue. distance until your DM tells you, surprise, darkness,
Of course, the DM could also be playing a trick and the or close terrain (woods, city streets, or narrow dun-
prisoners could actually be evil dopplegangers. geons) usually results in shorter encounter distances,
Later, while in the hallway, your group bumps into while open ground (deserts, plains, or moors), good
a bugbear patrol. This is the second type of encounter, light, or advance warning results in greater encounter
a random encounter. In this case, your DM has made distances.
die rolls to see if you come upon something and, if so,
just what that something is. Encounter Options
Planned encounters generally have more choices Once an encounter occurs, there is no set sequence
of action — your DM may want you to discover some for what happens next. It all depends on just what you
important information or set up a particularly diffi- have encountered and what you choose to do. That is
cult battle. Planned encounters usually yield greater the excitement of a roleplaying game — once you meet
treasures and more magical items. Creatures may be something, almost anything could happen. There are
placed by the DM to guard the armory or prevent the some fairly common results of encounters, however.
characters from reaching the throne room.
Random encounters normally involve simple choic- Evasion
es — run away, fight, or ignore. Sometimes characters Sometimes all you want is to avoid, escape, or other-
can talk to creatures in random encounters and learn wise get away from whatever it is you have met. Usually
valuable information, but not often. Random encoun- this is because you realize your group is seriously out-
ters also tend to have little or no treasure. A patrol of matched. Perhaps returning badly hurt from an adven-
city guardsmen does not carry as many valuable items ture, your group spots a red dragon soaring overhead.
on its rounds as it would have in its barracks. Random You know it can turn your party to toast if it wants.
encounters are most often used to weaken PCs, raise Rather than take that risk, your group hides, waiting
an unexpected alarm, hurry them along, or just make for it to pass. Or, topping a ridge, you see the army of
their lives difficult.
Frazznargth the Impious, a noted warlord. There are to associate with you, and the law will find fewer and
5,000 of them and six of you. Retreat seems like the fewer reasons to protect you. It is always best to look
better part of valor, so you turn your horses and ride. on combat as a last resort.
Sometimes you want to avoid an encounter simply
because it will take too much time. While riding with Wait
an urgent message for your lord, you ride into a group Sometimes when you encounter another group, you
of wandering pilgrims. Paying them no mind, you do not know what you should do. You do not want to
lashes your horse and gallops past. attack them in case they are friendly, but you do not
Evading or avoiding an encounter is not always want to say anything to provoke them. What you can
successful. Some monsters pursue; others do not. In do is wait and see how they react. Waiting is a perfectly
the examples above, Frazznargth the Impious (being a sensible option. However, there is the risk that in wait-
prudent commander) orders a mounted patrol to chase ing, you lose the advantage should the other side sud-
the characters and bring them in for questioning. The denly decide to attack. Waiting for a reaction so that
pilgrims, on the other hand, shout a few oaths as your you can decide what to do causes a –1 penalty to the
galloping horse splashes mud on them and then con- initiative roll for your group, if the other side attacks.
tinue on their way. Your success at evading capture will
Other Options
depend on movement rates, determination of pursuit,
terrain, and just a little luck. Of course, in any given encounter, there may be
many other options open to you. The only limit is your
Talk imagination (and common sense). Charging a band of
Your character does not run from encounters all the orcs to break through their lines and flee may work.
time, and attacking everything you meet eventually Talking them down with an elaborate bluff about the
leads to problems. Sometimes the best thing to do is army coming up behind you might scare them off.
talk, whether it is casual conversation, hardball negoti- Clever use of spells could end the encounter in sudden
ation, jovial rumor-swapping, or intimidating threats. and unexpected ways. The point is, this is a roleplaying
In fact, talking is often better than fighting. To solve game and the options are as varied as you wish to make
the problems your DM has created for your charac- them.
ter, you need information. Asking the right questions,
developing contacts, and putting out the word are all
useful ways to use an encounter. Not everything you
Vision and Light
meet, human or otherwise, is out to kill your character. Before you can do anything in the dungeon or the
Help often appears in the most surprising forms. Thus wilderness, you have to be able to see what you are do-
it often pays to take the time to talk to creatures. ing. If you cannot see a target, your chances of hitting
it are very small. If you cannot see, you cannot read
Fight a scroll or a large “Keep Out” sign on the wall. In the
Of course, there are times when you do not want to game, creatures can see set distances and often by fan-
or cannot run away. (Running all the time is not that tastic means that defy logic.
heroic.) And there are times when you know talking
is not a good idea. Sooner or later, your character will Limits of Vision
have to fight. The real trick is knowing when to fight The first limitation on vision is how far away an ob-
and when to talk or run. If you attack every creature ject can be before it cannot be seen clearly. Size and
you meet, the first thing that will happen is that no- weather have a great effect on this. Mountains can be
body will want to meet with you. You will also manage seen from great distances, 60 to 100 miles or more, yet
to kill or chase off everyone who might want to help virtually no detail can be seen. On level ground, the
you. Finally, sooner or later your DM is going to get horizon is about five to 12 miles away, but a character
tired of this and send an incredibly powerful group of usually cannot see a specific object that far away. The
monsters after you. So it is important always to know limit of vision for seeing and identifying man-sized
who you are attacking and why. The trick is to figure objects is much less than this.
out who are the bad guys and who are the good guys. Under optimum conditions, the maximum range at
Make mistakes and you pay. You may kill an NPC who which a man-sized object can be seen is about 1,500
has a vital clue, or unintentionally anger a baron far yards, if it is moving. If the object does not move, it
more powerful than yourself. NPCs will be reluctant
usually cannot be seen at this distance. Even if it is dim light were bright light and in darkness as if the
moving, all that can be seen is a moving object. The darkness were dim light. However, the creature cannot
character cannot tell what it is or what it is doing. discern color in darkness, only shades of gray.
At 1,000 yards, both moving and stationary man-
sized objects can be spotted. General size and shape Truesight
can be determined, but exact identifications are im- A creature with truesight can, out to a specific
possible. It is not likely that creature type can be identi- range, see in normal and magical darkness, see invis-
fied at this range, unless the creature has a very unique ible creatures and objects, automatically detect visual
shape. illusions and succeed on saving throws against them,
At 500 yards, general identifications can be made. and perceives the original form of a shapechanger or
Size, shape, color, and creature type are all distinguish- a creature that is transformed by magic. Furthermore,
able. Individuals still cannot be identified, unless they the creature can see into the Ethereal Plane.
are distinctively dressed or separated from the rest of
the group. Livery and heraldic symbols or banners can Light
be seen if large and bold. Most coats of arms cannot be Many creatures cannot see much without light. In
distinguished at this distance. General actions can be totally lightless conditions, normal vision is impossi-
ascertained with confidence. ble, unless a source of light is carried by the party.
At 100 yards, individuals can be identified (unless, Bright light lets most creatures see normally. Even
of course, their features are concealed). Coats of arms gloomy days provide bright light, as do torches, lan-
are clear. Most actions are easily seen, although small terns, fires, and other sources of illumination within
events are unclear. a specific radius (cluster to see everything next to the
At 10 yards, all details but the smallest are clear. source, near to see nearby to it, or far to see even things
Emotions and actions are easily seen, including such far away).
small actions as pick-pocketing (if it is detectable). Dim light, creates a lightly obscured area. An area
Of course, conditions are seldom perfect. There are of dim light is usually a boundary between a source
a number of factors that can reduce visibility and alter of bright light, such as a torch, and surrounding dark-
the ranges at which things can be spotted and identi- ness. The soft light of twilight and dawn also counts
fied. as dim light. A particularly brilliant full moon might
bathe the land in dim light.
Obscurement Darkness creates a heavily obscured area. Charac-
A given area might be lightly or heavily obseured. ters face darkness outdoors at night (even most moon-
In a lightly obscured area, such as dim light, foliage, lit nights), within the confines of an unlit dungeon or a
fog, smoke, heavy falling snow, or rain, creatures are subterranean vault, or in an area of magical darkness.
unfavored on ranged attack rolls and have a –5 penalty
Light Sources
on Perception when relying on sight regarding a lightly
Source Radius Burning Time
obscured area.
Beacon lantern* Bright (far, up 250 ft) 30 min/pint
A heavily obscured area — such as darkness, heavy
Bonfire Bright (near) 30min/armload
fog, heavy smoke, or dense foliage — blocks vision en-
Dim (far up to 150 ft)
tirely. A creature looking to a heavily obscured area ef-
Bullseye lantern* Bright (near) 2 h/pint
fectively suffers from the blinded condition regarding
Campfire Bright (near) 1 h/armload
that area. Dim (far, up to 100 ft)
Blindsight Candle Dim (cluster) 10 min/in
A creature with blindsight can perceive its sur- Hooded lantern Bright (near) 2 h/pint
roundings without relying on sight, within a specific Torch Bright (cluster) 30 min
Dim (near)
range. Creatures without eyes, such as oozes, and crea-
tures with echolocation or heightened senses, such as *Light from these is not cast in a radius, but rather in a
cone-shaped beam.
bats and dragons, have this sense.
Of course, while a lantern or fire enables characters
Darkvision
to see, it does have some disadvantages. The greatest
Many creatures, especially those that dwell under- of these is that it is hard to sneak up on a creature if it
ground, have darkvision. Within a specified range, a can see you coming. It is hard to remain inconspicu-
creature with darkvision can see in dim light as if the ous when you have the only campfire on the plain, or
you are carrying the only torch in the dungeon. Fur- strenuous activity is an interruption. Interruptions do
thermore, not only do creatures know you are coming, not change the sleeping time, just the total time of the
they can generally see you before you see them (since rest.
the light source illuminates the area around you, those End. When you finish a full rest, you recover the use
outside this area can see into the area). Characters of many features, including that usable just “once per
should always bear these risks in mind. rest” and your spell slots.

Resting Magical Areas


Sooner or later, even the toughest heroes need to
rest. When not battling, characters can take one of two Dead Magic
types of rest: a quick rest or a full rest. In areas of dead magic, not only do spells and mag-
ical items cease to function, but even the supernatural
Quick Rest abilities of creatures might fail.
A quick rest allows a creature to regain some useful
features. Wild Magic
Duration. A quick rest is at least 1 hour long. Areas suffused with wild magic are unpredictable.
Once per hour. After you finish a quick rest, you Each time a spell is cast, a magical item is activated or a
have to wait at least 1 hour before starting another supernatural ability of a creature is employed, an effect
quick rest or a full rest. occurs in its place, determined by rolling on the Wild
No strenuous activity. You cannot do anything more Surge Result table. The DM can use other such tables to
strenuous than eating, drinking, reading, and tending create new bizarre effects. If an entry says “someone”,
to wounds while taking a quick rest. Even standing roll on the Who Is Affected table. If the DM wants to
watch or casting spells is considered strenuous. But set a duration to an effect — even replacing the original
any activity described as being used while resting is duration of an emulated spell —, roll on the Lasting Ef-
possible. fects table. The DM should roll all results in secret and
Interruptions. If your quick rest is interrupted be- just describe what the characters perceive.
fore finished, you need to start the time of the rest all
over again. Taking any strenuous activity is an inter-
ruption and reset the quick rest.
End. When you finish a quick rest, you recover the
use of many features, including that usable just “once
per rest”.

Full Rest
A full rest is a period of extended downtime.
Duration. A full rest is at least 8 hour long.
Sleeping. During the full rest time, most creatures
need to sleep at least 6 hours to get the benefits of that
rest. Elves need to trance 4 hours instead. The sleeping
time do not need be continuous.
Once per day. After you finish a full rest, you have to
wait at least 12 hours before starting another full rest
and at least 1 hour to start a quick rest.
No strenuous activity. You cannot do anything more
strenuous than eating, drinking, reading, and tending
to wounds in the awaken time of your full rest. As ex-
ception, you can stand watch in this time. But casting
any spell is considered strenuous.
Interruptions. If your quick rest is interrupted by at
least 5 minutes or by a battle before finished, you need
to add double of the interruption time (minimum half
hour) to the time needed to end the rest. Taking any
Wild Surge Result Wild Surge Result
d% Effect d% Effect
01 Someone glows as affected by a faerie fire. 29 Someone’s skin changes to a strange color.
02 Someone smells bad (corpse, skunk, or anything 30 If someone has character levels, it gains sufficing
the DM comes by). experience points to level. Otherwise, it gains a +1
03 Next phrase spoken by someone becomes true, as bonus on attack rolls and saving throws.
a distorted wish. No stress is taken from that. 31 Someone’s hit point maximum increases by 5 (even
04 Someone’s hair grows at least one foot in lenght. if this exceed the 100 hit point maximum allowed to
a PC).
05 The spell duration changes (use the Lasting Effects
table to determine how much). 32 Someone gains resistance to the next damage type
it suffers.
06 A magical explosion affects everyone next to some-
one, causing 1d10 force damage per slot level of 33 Roll on this table at the start of each one of the
the original spell. A successful Reflex save against caster’s turn for the next 2d6 turns. Ignore this re-
the spell’s DC halves damage. sult on subsequent rolls (consider that nothing hap-
pens on that particular turn).
07 You suffer the same spell than your target.
34 Spell works as if cast on a spell slot –1d4 levels
08 Someone ages 1d10 years.
lower that the actual expended slot.
09 Someone youngs 1d10 years, but never less than
35 Roll 1d10. Someone’s height changes by a number
a little child.
of inches equal to roll. If the roll is odd, it shrinks. If
10 Someone’s hair changes to a strange color (such the roll is even, it grows.
as green or lilac).
36 Roll 1d6. Someone’s gain this ammount of regen-
11 If the spell causes some type of damage, that type eration.
is changed to other one at DM’s discretion. So, a
37 All spells you cast that require a Standard Action
fireball can becoming a “acidball”, for example.
have a casting time of a Quick Action.
12 Sudden change in the weather (temperature ris-
38 The next time someone says a creature name, that
es, snow, rain, etc.). Some changes can be very
creature is summoned next to it.
strange for the season and place.
39 Someone is teleported to a random plane until the
13 A gate opens randonly to other plane next to some-
end of your next turn, after which time it returns to
one.
the previously occupied space (or the nearest un-
14 Spell works at minimum potency. All its variable re- occupied space if that space is occupied).
sults are minimized.
40 The next creature someone names is summoned to
15 Spell creates the opposite effect than intended. a nearby space. This creature is not under control.
Healing spells cause necrotic damage. Harmful
41 Someone suffers an enlarge spell effect (no saving
spells heal targets instead. Blesses become curs-
throw allowed).
es and so on.
42 Someone smells good (roses, aromatic herbs, or
16 Spell takes the form of a living spell (not under
anything the DM comes by).
control).
43 Each creature nearby someone (but itself) takes
17 Spell works, but its targets fail automatically on any
1d10 necrotic damage. This someone heals an am-
save they are allowed.
mount of damage equal to the sum of the necrotic
18 Spell works, but its targets succeed automatically damage dealt.
on any save they are allowed.
44 Someone regains the lowest-level expended spell
19 All nearby magical items start to glow as per a light slot, if any.
spell.
45 Someone is teleported to the future. Roll on the
20 One magical item carried by someone becomes Lasting Effects table to define how much time to
mundane. the future, rerolling any “permanently” result.
21 Spell works, but not now. It comes to effect at the 46 Someone changes its race (if humanoid) as per the
start of someone’s next turn. reincarnate spell.
22 Someone and someone switch personalities. 47 Someone must succeed on a DC 15 Will save or
23 Antimagic shell on someone improves its madness rating by 1.
24 Spell is cast, but do not spend the slot. 48 Roll again on this table, but treat “someone” as “ev-
25 Someone suffers a polymorph other spell to a ran- eryone nearby someone”.
dom creature. 49 Someone gains the innate ability to cast the spell
26 Someone’s race changes randomly. at minimum level, without any components or slots.
Once it casts the spell this way, it cannot do it again
27 Spell affects everyone next to someone. until it finishes a full rest.
28 All items on someone’s possession are disintegrat- 50 All the area around becomes a wild magic zone.
ed. This includes even magical items.
Wild Surge Result Wild Surge Result
d% Effect d% Effect
51 Someone becomes immune to the effects of this 82 Someone suffer a minor but bizarre effect related
spell. to the spell. Such effects last only as long as the
52 Spell does not work. Instead, it is inscribed on the original spell’s duration or 1d10 minutes for spells
nearer blank sheet, turning that on a spell scroll. that requires concentration or are instantaneous.
53 Spell works at full potency. All its variable results 83 The spell activates after 1d12 hours. If the caster
are maximized. was the intended target, the spell takes effect nor-
mally. If the caster was not the intended target, the
54
spell goes off in the general direction of the intend-
55 Instead the spell works, it is imbued on a nearby ed target, up to the spell’s maximum range, if the
unatended object. When that object is destroyed, target has moved away.
the spell is released with its variables decided by
84
the DM.
85
56 Roll again on this table, but as you rolled 00 on the
Lasting Effects table. 86
57 87
58 Someone’s hit point maximum decreases by 5 88
59 Someone becomes immune to the next damage 89
type it suffers. 90
60 Everytime someone casts a spell, activates a mag- 91
ical item or uses a supernatural ability, it causes a 92
wild surge in addition to that.
93
61
94
62
95
63
96
64
97
65 Someone’s soul is dragged to an object nearby it.
98 All the area around becomes a dead magic zone.
That object works as a magic jar.
99 Someone loses resistance or immunity to the next
66 Someone dies. No saving throw allowed.
damage type it suffers. If it has not resistance or
67 immunity to that damage type, it now suffers double
68 If someone has character levels, it loses sufficing damage from that type.
experience points to be on the base of its actual 00 Roll twice on this table and apply both results.
level. Otherwise, nothing happens.
69 Someone changes sex.
Who is Affected
70
d% Wild Surge Target
71
01–30 You
72 Spell works, but affect someone else instead of the
original target. 31–60 The original target
73 Someone suffers a reduce spell effect (no saving 61–70 A random creature nearby you
throw allowed). 71–80 A random creature nearby the original target
74 91–00 Any random creature in the scene
75
76 All spells you cast that require a Quick Action have
a casting time of a Standard Action.
77
78 Spell works as if cast on a spell slot +1d4 levels
higher that the actual expended slot.
79
80 All the spell decisions (targets, for example) are
taken by the DM and not by the caster. So, the spell
can affect a random target instead the one the cast-
er pretended.
81
Lasting Effects Portal Operation
d% Wild Surge Effects Will Last... Creatures who touch or pass through the area of the
1–20 10 minutes portal are instantly teleported to a specified locale. It is
21–35 1 hour impossible to poke one’s head through a portal to see
36–45 Until the afflicted creature finishes a quick rest what is on the other side. A portal can only transport
46–50 Until the afflicted creature finishes a full rest creatures and objects that can fit through the portal’s
51–55 1d6 days, but a dispel magic or remove curse physical dimensions.
can undo it. If a solid object blocks the destination, the portal
56–60 1d8 weeks, but a dispel magic or remove curse does not function. Creatures, however, do not block
can undo it. portals. If a creature already occupies the area where
61–65 1d12 months, but a dispel magic or remove a portal leads, it is pushed to the nearest suitable loca-
curse can undo it. tion when other things and creatures appear.
66–75 Permanently, but a dispel magic or remove Unattended objects cannot usualy pass through a
curse can undo it. portal. For example, a creature can carry any number
76–90 Permanently, and just a remove curse can undo of arrows inside its quiver through a portal, but the
it. The remove curse spell must be cast at a same creature is not able to fire an arrow through a
level equal to 1d6+3.
portal. An unattended object that hits a portal simply
91–98 Permanently, but a safe wish can undo it.
ignores its existence (usually for bouncing off if the
99–00 Forever and not even a wish can undo it. portal is resting on a solid surface).
Any number of creatures can pass through a portal.
Portals A creature using a portal can take along up to 1,000
pounds of gear. In this case, gear is anything a creature
A portal is simply a permanent teleportation effect
carries or touches. If two or more creatures touch the
that whisks its user to a predeterminated place. Most
same piece of equipment, it counts against both crea-
portals lead from one place on the world to another,
ture’s weight limits. Any gear in excess is left behind,
but a few lead to other planes. Portals are a mean of
starting with the heavier ones.
transportation into, out of, and through the world and
beyond. Individual portals, pairs of portals, and entire Portal Qualities
portal networks make nonlinear travel possible. Portals share common features and qualities. All
Portals are not always safer than mundane routes portals are two-dimensional areas, usually a circle, but
they replace. Some portals lead to horribly dangerous sometimes square, rectangular, or another shape. The
places. portal itself is intangible and invisible. Once created, a
The magic of a portal is unusually durable, and of- portal cannot be moved.
ten survives for centuries — or millennia — after its However, many portals have qualities that others do
creators have vanished into history or lost any use for not have. Some of the possible qualities a specific por-
their creation. Accordingly, the workings of portals are tal can have are explained below.
mysterious and unpredictable. Each one is created for Creature-only. The portal transport only the cre-
a reason, but all too often these reasons are lost when tures that use them, not their clothing and equipment.
the creator passes into history or obscurity. Such portals are often used defensively to render in-
Detecting Portals truders vulnerable. A rare and more difficult variation
of this type of portal transports creatures to one area
A frame of some kind usually marks a portal’s loca-
and their equipment to another.
tion so it can be found when needed and so that crea-
Impassable. A portal with this feature acts as a win-
tures do not blunder into it accidentally. Detect magic
dow to another place but does not allow passage.
can reveal a portal’s magical aura. If the portal is cur-
Keyed. A keyed portal set a special condition for
rently functioning (ready to transport), it has a strong
triggering it. This condition must be based on observ-
conjuration aura. If the portal is not currently able to
able actions or qualities (possession of an object, the
transport (usually because it has a limited number of
creature’s identity, etc.) Intangibles such as level, class,
uses, and they are currently exhausted), it has a week
or hit points do not qualify. The portal just activates for
aura.
a creature that have its key. Even if there are simulta-
Creatures able to see invisible things cannot see a
neally other creatures on the portal, they are not tele-
portal this way. However, truesight reveals a portal’s
ported if such creatures do not have a key themselves.
aura.
Many portal keys are rare and unusual objects that Portal Malfunctioning
the creature using the portal must carry. Some portals, d% Effect
however, are keyed to work only at a particular time, 01–10 The portal does not function, but draws magical
such as sunrise, sunset, the full moon, or midnight. power from the user in an attempt to power itself.
Casting a spell or being under the effect of a spell can The user is affected for a 9th-level dispel magic.
serve as portal keys. 11–20 The portal does not function. The user is hurled
Malfunctioning. Over the centuries, the influence of away, except if it succeed on a DC 20 Fortitude
external magic can affect a portal, turning its dweomer save. If the creature is hurled against a solid sur-
face, it takes 1d6 points of bludgeoning damage.
slowly awry. Except in dire circumstances, a malfunc-
21–25 The portal does not function. Instead, a wave of
tioning portal is at least one hundred years old, but
negative energy causes 3d8 points of necrotic
many have millenia. Using one can have many differ- damage to every creature next to it.
ent results. Roll once on the Portal Malfunctioning ta- 26–40 The portal functions, but it sends the user to the
ble each time it is activated. If such a portal functions wrong destination (use the Probability of Tele-
continuously, the indicated effect lasts 1d4 minutes, port table on the teleport spell entry).
and anyone using the portal during that time is subject 51–00 The portal functions normally.
to that effect.
Nonliving-only. The opposite of creature-only por-
tals, nonliving-only portals transport only inanimat-
ed matter. This feature supersedes the general rule of
Between Adventures
portals stating that unattended objects cannot pass Between trips to dungeons and battles against an-
through a portal. cient evils, adventurers need time to rest, recuperate,
Random. This portal can only be activated at ran- and prepare for their next adventure.
dom times. A common pattern is a portal that works In some cases, the passage of time is something that
until 2d6 creatures use it. then shuts down for 1d6 occurs with little fanfare or description. When start-
days. Other patterns are possible. ing a new adventure, the DM might simply declare
Transparent. A transparent portal looks much like that a certain amount of time has passed and allow
a regular doorway opening. Such a portal can be trans- you to describe in general terms what your character
parent only in the direction of travel, so a single portal has been doing. At other times, the DM might want to
that affords only unidirectional travel is transparent keep track of just how much time is passing as events
from its origin to its destination, but there is no visible beyond your perception stay in motion.
effect at all at the destination point.
Variable. This portal is hazardous in the extreme
for those who are unfamiliar with its quirk. Creatures Downtime Activities
using this portal are transported to any one of several Many adventurers also use the time between adven-
preset locations. The destination sequence may follow tures to perform other tasks, such as crafting arms and
a set pattern or may be random. armor, performing research, or spending their hard-
Some variable portals have different keys (see keyed earned gold.
portal above) that allow users to choose a specific des- Periods of downtime can vary in duration, but each
tination. Other function by transporting users to a de- downtime activity requires a certain number of days
fault location — an inescapable dungeon, the innards to complete before you gain any benefit, and at least
of a volcano — unless the user presents the proper key. 8 hours of each day must be spent on the downtime
activity for the day to count. The days do not need to
be consecutive. If you have more than the minimum
amount of days to spend, you can keep doing the same
thing for a longer period of time, or switch to a new
downtime activity.
Downtime activities other than the ones presented
below are possible. If you want to spend your down-
time performing an activity not covered here, discuss
it with your DM.
Carousing Creating a Magical Item
Characters can spend their downtime engaged in a To create a magical item, you need a recipe to that
variety of hedonistic activities such as attending par- item, raw materials, and a arcane procedure. Also, you
ties, binge drinking, gambling, or anything else that need the Magical Item Creation feat — without this
helps them cope with the perils they face on their ad- feat, you cannot craft a magical item.
ventures. Recipe. The recipe is a formula that teaches how to
A carousing character expents 4 gp per downtime make a certain magical item. Without knowledge of
day. At the end of the period spent carousing, the play- that formula is impossible to manufacture the item.
er rolls percentile, then compares the total to the Ca- Formulas are almost always the result of years of re-
rousing table to determine what happens to the char- search, enhancement, trial and error to get the appro-
acter. If details are needed, they are up to the DM. priate recipe. Just because a wannabe creator wants to
Carousing invent one item that does exactly what she wants, it
d% Situation does not mean she will get it. In addition to a deep
01–10 You are jailed for 1d4 days at the end of the
knowledge of arcane theory, it is an art to determine
downtime period on charges for disordenly con- each step of the recipe and, as stated before, it requires
duct and disturbing the peace. You can pay a trial and error for years. In the end, it is most likely that
fine of 10 gp to avoid jail time or you can try to you have only a prototype partially functional instead
resit arrest. of the desired item. Several years of improvement de-
11–20 You regain consciousness in a strange place termine the final recipe for a magical item.
with no memory of how you got there, and have
Raw materials. Once you know the recipe to make a
been robbed (at least 3d6×5 gp, not to mention
equipment you carry with yourself). magical item, you must gather the raw materials for it.
21–30 You make a new enemy. This person, business,
Some materials can be purchased at a fair or appropri-
or organization is now hostile to you, The DM ate store. If a wand needs mahogany wood, you can go
determines the offended party, but you decide to a timber. If it is needed to set a emerald on a magical
how you offended them. dagger, you can look for a jeweler.
31–40 You are caught up in a whirlwind romance. Roll Some recipes include more esoteric materials, such
a d20. On a 1–5, the romance ends badly. On a as a silver flower that blossomed under the spring
6–10, the romance ends amicably. On a 11–20,
the romance is ongoing. You can suggest the
equinox’ moonlight or a metal molten in a forge set
identity of the love interest to your DM, but she by the breath of a red dragon. Many recipes describe
has the final word. even more cryptic materials, requiring proper inter-
41–80 You earn modest winnings from gambling. Gain pretation — how to employ “the sound of silence” in
1d6×number of days you spent carousing gold the manufature of a magical item? If you created the
pieces. recipe, it is assumed that you know how to interpret
81–90 You earn modest winnings from gambling. Gain properly its raw materials. If you found the recipe in a
2d4×number of days you spent carousing gold treasure and is just following the steps, you must inter-
pieces.
pret it. The DM may want to test or even set quests for
91–00 You make a small fortune gambling. Gain
you be able to make the proper interpretation.
3d6×number of days you spent carousing gold
pieces. Your carousing becomes the stuff of lo- If the DM has no specific material in mind, he can
cal legend. generate one by rolling 1d20 two times on Fantastic
Materials table. The first die roll selects an element
from Category A; the second die roll selects an ele-
Crafting a Nonmagical Item ment from Category B. The selected elements become
You can craft nonmagical objects, including adven- part of this phrase: “The (Category A) of a (Category
turing equipment and works of art. You must be profi- B).” For instance, if the first die roll is 3 and the second
cient with the background related to the object you are die roll is 5, the fantastic material is “the breath of a
trying to create. You might also need access to special butterfly” (or the breath of a specific bird or insect.)
materials or locations necessary to create it. For exam- If she desires, the DM can simply pick elements from
ple, someone proficient with the Weaponsmith back- each category to form specific materials. She can also
ground needs a forge in order to craft a sword. substitute similar elements for the choices in Category
Each background details the needed downtime and B. For instance, she might substitute “bumblebee” for
other requisites to create related items. “butterfly” (so the example above becomes “the breath
of a bumblebee”) or “diamond” for “stone.”
Procedure. The last step needed to make a magical is failed, you must expend another month in training.
item is to follow the right procedures. The procedure At the end of this time, another check is made. The
involves both mundane operations — mix and cook results are the same as above.
ingredients for a potion — and esoteric — the potion You can go without a tutor, but you still need in-
ingredients must be cooked in a bronze cauldron with structions (from a text, for example). In this case, you
certain magical sigils engraved on it. train yourself for one downtime year. If you fail the
Furthermore, each procedure defines the needed learning check (with DC 15), you need to spend an-
downtime to fabricate the magical item and may re- other month training before make another check.
quire proficiency in some backgrounds. For example,
magical potions requires you have proficiency in the Researching a Magical Recipe
Alchemist background. Most magical weapons re- Researching the recipe for a magical item is very la-
quires the Weaponsmith background, but magical borious. Examining an item is no guarantee of under-
bows and arrows require the Bowyer/Fletcher back- stand how it was created.
ground instead. It takes 100 dowtime days to make a DC 20 Arcana
Fantastic Materials check to learn or discover a magical recipe. If you do
d20 Category A Category B not have access to arcane libraries, a copy of the item
1 song stone/gem/metal you want, or do not even speak with people that know
2 dream flower how to make magical items, your check is unfavored.
3 breath meadow
A single success ensures that you discover the reci-
4 memory child
pe for a common magical item — assuming the DM
says that item is possible. Otherwise, being successful
5 heart’s desire butterfly/bird/insect
means that you discover the item is impossible to be
6 teardrop mountain
created. Failure means you have not discovered the
7 strength grain of sand/salt
desired recipe, but you can try again after other 100
8 smile snowflake downtime days.
9 blessing flickering candle An uncommon magical item requires a skill chal-
10 touch widow/maid lenge: three successful checks before three failures,
11 courage eagle/imponent animal each check taking 100 dowtime days of research. A
12 scent tombstone/grave/coffin rare item requires five successful checks. A very rare
13 whisper dragon/fantastic creature item requires seven successful checks. You cannot re-
14 kiss skeleton/skull search the recipe of legendary items through this pro-
15 shadow mermaid cedure. If you fails your skill challenge, you need to
16 wisdom river/lake/stream restart all the research from the beginning.
17 secret unicorn
18 sorrow goddess Running a Business
19 epitaph giant Adventurers can end up owning businesses that
20 gratitude city/town have nothing to do with delving into dungeons or sav-
ing the town. A character might inherit a smithy, or the
party might be given a parcel of farmland or a tavern
Learning a Background as a reward. If they hold on to the business, they might
You can spend your downtime learning a new back- feel obliged to spend their downtime maintaining the
ground proficiency. First, you must find an instructor venture and making sure it runs smoothly.
willing to teach you. The tutor must have proficiency At end of each month, a character rolls percentile
in the background you want to learn and usually asks dice and adds the number of downtime days spent on
for a fee. The exact cost must be worked out between this activity, then compares the total to the Running a
PC and tutor, but an average of 1 gp per day is not un- Business table to determine what happens. Notice the
common. character rolls even if she do not spend any downtime
After you spend 6 downtime months learning the day on that, letting the business runs for itself with aid
new background, you make a DC 10 Intelligence or of her employees.
Wisdom check, whichever is higher. If the check is suc-
cessful, the lessons have been learned and the charac-
ter gains the new background proficiency. If the check
If the character is required to pay a cost as a result of 2 days and a buyer for an uncommon item in 5 days,
rolling on this table but fails to do so, the business be- but fails to find a buyer for a rare item up for grabs, the
gins to fail. For each unpaid debt incurred in this man- entire search takes 10 days.
ner, the character takes a –10 penalty to subsequent For each item a character wishes to sell, the player
rolls made on this table. rolls percentile dice and consults the Selling a Magic
Running a Business Item table, applying a modifier based on the item’s rar-
d% Incarnation ity, as shown in the Salable Magical items table. The
01 or lower The business goes bankrupt.
character also makes a Persuasion check and adds that
check’s total to the roll. The subsequent total deter-
02–20 You must pay one and half times the busi-
ness’ maintenance cost. mines what a buyer offers to pay for the item.
21–30 You must pay the business’ full mainte-
The DM determines a buyer’s identity. Buyers some-
nance cost. times procure rare and very rare items through proxies
31–40 You must pay half the business’ mainte- to ensure that their identities remain unknown. If the
nance cost. buyer is shady, it is up to the DM whether the sale cre-
41–60 The business cover its own maintenance ates legal complications for the party later.
cost. A cursed item is considered one rarity step lower
61–80 The business cover its own maintenance to be sold — assuming the potential buyers know it is
cost and earns a profit of 1d6×5 gp. cursed.
81–90 The business cover its own maintenance Salable Magical Items
cost and earns a profit of 2d8×5 gp.
Rarity Base Price Days d100 modifier
91 or higher The business cover its own maintenance
cost and earns a profit of 3d10×5 gp. Common 1d6×25 gp 1d4 +10
Uncommon 1d6×100 gp 1d6 +0
Rare 2d4×1,000 gp 1d8 –10
Selling a Magical Item Very rare 2d6×10,000 gp 1d10 –20
Few people can afford to buy a magical item, and
fewer still know how to find one. Adventurers are ex- Selling a Magical Item
ceptional in this regard due to the nature of their pro- d% You find...
fession. A character who comes into possession of a
20 or lower A buyer offering a tenth of the base price.
common, uncommon, rare, or very rare magical item
21–30 A buyer offering a quarter of the base
that she wants to sell can spend downtime searching price.
for a buyer. This downtime activity can be performed 31–40 A shady buyer offering half the base price.
only in a city or another location where one can find
41–60 A buyer offering half the base price.
wealthy individuals interested in buying magical
61–80 A shady buyer offering the full base price.
items. Legendary magical items and priceless artifacts
81–90 A buyer offering the full base price.
cannot be sold during downtime. Finding someone to
91–94 A shady buyer offering one and a half
buy such an item can be the substance of an adventure
times the base price, no questions asked.
or quest.
95 or higher Roll 1d4 times in this table to get this
For each salable item, the character makes a DC 20 number of potential buyers.
Investigation check to find buyers. Another character
can use her downtime to assist with the search, making
the check favorable. On a failed check, no buyer for the Training a Level
item is found after a search that lasts 10 dowtime days. Even when a character has earned enough experi-
On a successful check, a buyer for the item is found ence to attain the next level, she is not allowed to im-
after a number of days based on the item’s rarity, as mediate advancement. It is required the character to
shown in the Salable Magical item table. receive training to advance. When training, a character
A character can attempt to find buyers for multiple studies her skills under a tutor, taking the raw knowl-
magical items at once. Although this requires multi- edge she has gained and honing it into measurable im-
ple Investigation checks, the searches are occurring provement. On the average, this takes a few days, and
simultaneously, and the results of multiple failures or it is done during the character’s downtime.
successes are not added together. For example, if the To train, a character must have a tutor or instructor.
character finds a buyer for a common magical item in This tutor must be of the same class being advanced
and higher level than the one the character is training
for. Thus, a PC wanting to go from a 7th level fighter For these reasons, this section lets players or the
to a 8th level fighter must be taught by a 9th level or Dungeon Master build a stronghold using a system
higher fighter. The tutor must also know the appro- that abstracts many of the details while leaving plenty
priate things. Fighters specialized in a given weapon of room for imagination in defining the stronghold’s
must fing a tutor also specialized in that weapon. A appearance, location, and composition.
weaponmaster cannot teach an eldritch knight feature. One price for all. A basic stronghold costs 50,000
Wizards seeking to study a particular spell must find a gp. If you purchase a second stronghold, you might use
tutor who knows that spell. it as a second base of operations or as an expansion of
Second, you must pay the tutor. There is no set am- the first stronghold (300 extra squares). You can also
mount for this. The tutor will charge what she thinks improve your stronghold by purchasing new strong-
to be a good deal, based on either greed or reputation. hold components as described below or extra square
The exact cost must be worked out between PC and tu- tiles at the cost of 200 gp per extra square.
tor, but an average of 10 gp per day is not uncommon. One size fits all. A stronghold is a castle, but it can
Finally, the PC must spend downtime in training. also be a cathedral, a monastery, an academy, a wizard’s
The amount of time is a number of days equal to the tower, an estate, a cave complex, an island, or anything
new total level. Just one new level can be trained each else you can imagine and justify to the DM.
time, even if you got sufficing experience points to ad- A stronghold is not a country. It is not a city, a room
vance three levels. At the end of this time, you make above an inn, a pocket dimension, or a closet in Grand-
a DC 10 Intelligence or Wisdom check, whichever is ma Adventure’s country house. It is generally not mo-
higher. If the class you are training is different from bile; that would be a ship, a flying citadel, or a colossus
the class you trained your last level, this check is unfa-
machine. (But those are great ideas. DMs should al-
vored. You automatically succeed on the check if this is ways give due consideration to player requests and re-
your favored class. main flexible. If you want both a ship and a stronghold,
If the check is successful, the lessons have been then you might purchase both separately — a ship and
learned and the character can advance in level. If the an island fortress, for example—or you could ask the
check is failed, you must expend another day in train- DM to let you combine the costs and buy a greatship
ing. At the end of this time, another check is made. The that doubles as a stronghold. It is all about options.) A
results are the same as above. stronghold is large enough to accommodate an entire
You can go without a tutor if you do not want to adventuring party plus the support staff (if any is need-
expend money or you do not find a suitable teacher ed) to maintain the facility.
for which you want. In this case, you train yourself for The space in a stronghold is measured in “squares”
one downtime week per total level to reach. If you fail (a short name for a 5-foot sized square). A basic
the learning check, you need to spend another week stronghold comprises 300 squares (7,500 square feet)
training before make another check. of floor space. You are encouraged to draw the floor
One obvious result of the training system is the de- plan of your stronghold. It is a fun and creative way
velopment of different academies that specialize in to spend some time, and it might prove useful — if a
training different character classes. Because of their floor plan exists, the DM probably will find a use for
importance in the adventuring community, these it. Use the squares to construct rooms, passages, and
academies can become quite powerful in the lives of whatever other interior spaces you want. You can build
the PCs. a one-story stronghold, stack floors on top of each oth-
er to create multistory buildings or towers, or excavate
Strongholds dungeon levels. It’s entirely up to you, as long as you
stick to your 300-square limit.
A stronghold is a base of operations, a headquarters, A secure site. Every stronghold is basically safe and
and a safe retreat for your adventurers. It is the place secure. Outside of extraordinary circumstances, you
where heroes go between expeditions and therefore is should not need to worry about being robbed or in-
not likely to figure prominently in any particular ad- vaded while tucked in bed at night, or about coming
venture (though it can if the DM creates the right con- home to find that your castle has been looted, occu-
ditions). Furthermore, many characters spend more pied, or whisked away in your absence.
time far afield and might find themselves advancing Do not be cavalier about security, though. Make the
several levels before getting a chance to kick up their wrong enemies, and the DM might send the villain
feet in front of the hearth at home. and his cronies to call on you the next time you are
recuperating between adventures.
Gaining a Stronghold pressive wooden structure, to 1d20+10 years to build a
Your character can gain a stronghold in three ways: stone castle or cathedral from scratch. Extra time can
you can buy it, take it, or build it. be tacked on for extremely difficult projects.
Luckily, spells such as construction crew can shave
Purchase years from your building project.
The easiest way to gain a stronghold is to buy it.
The difficulty is that the good ones are already owned Creating the Stronghold
by someone else, and that person might not be in the Few adventuring groups have more than one strong-
market to sell. Tracking down a seller could require hold at a time; thus, the process for creating the strong-
a skill challenge involving interaction (Socialization, hold is best when it is a collaborative one. Work with
Persuasion, Intimidate). You need to find a redoubt your fellow players and the Dungeon Master to decide
with a suitable location and architecture. the stronghold’s features.
For the DM. Characters can purchase a stronghold
Look and Feel
only if you provide them with a suitable property. If
they make the investment, work with the players to de- You decide the stronghold’s look and feel. It can be
vise a stronghold that best fits the game. a medieval castle, a mystical lodge formed from living
trees, an enormous wizard’s tower, or a mighty cathe-
Conquest dral built to honor your god. The cosmetic elements do
You can also pick up a stronghold as a reward. You not alter the stronghold’s base price.
might claim a wizard’s tower after expelling its previous
Location
occupants, or set up shop in a crumbling castle once
you dispatch the vampire hiding in the cellar. Taking a When creating a stronghold, first consider where
stronghold by force has some of the same limitations you intend to place it. For acquired strongholds, you
as purchasing one outright (location and architecture) do not have a lot of choice; the stronghold is where
with the added complication of the previous occupant’s you find it. If you are building a stronghold, you can
tastes and nature. One can never completely eliminate construct it wherever you like. Remote locations make
the smell from a necromancer’s tower, for example. On it harder to construct a stronghold if you are relying on
the other hand, if you find the perfect structure but its local labor. A really remote location such as a moun-
evil occupant turns down your reasonable offer to buy, taintop or deep wilderness doubles the price to 100,000
then kicking him out can get you the stronghold you gp. A fantastical location such as underwater, on an-
want and improve the neighborhood at the same time. other plane, or floating in the clouds can be achieved
For the DM. If players seize a stronghold by main only by powerful spells and costs 250,000 gp. Do not
force, then do not ask for 50,000 gp to “buy” it. The feel limited by these guidelines. Work with your DM to
stronghold might already be mapped, especially if the create something you are both happy with.
characters explored it as a dungeon in the process of Construction Squares
capturing it. You are likely to find these structures are
a bit larger than a stronghold normally allows. This is You have 300 construction squares with which to
OK, because the characters have paid for the overage build your stronghold. Use these squares to create
with blood. rooms and corridors. You need concern yourself with
floor space only; room heights do not count toward
Construction the total unless they become unreasonable. What’s rea-
If buying or seizing a stronghold does not fit with sonable is up to the DM to determine. In the worlds
your plans, you can build one from scratch. Doing so of Dungeons & Dragons fantasy, 25-foot ceilings are
does not cost any more than buying one. It does take relatively common.
time, though. Considering that a community might Rooms. A “room” might be a bedroom or a dining
spend decades building a cathedral or a castle, do not hall, but it can also be a barbican (made by creating
expect to move in right away. Even in a perfect scenar- two towers), a courtyard, or a dock. A room can be any
io, you need to rely on the availability of local mate- size you like. You could, for example, create one large
rials and labor. This situation gets worse if you make room 15 squares wide by 20 squares long or, for the
an artful decision and place the stronghold in a ridic- same amount of floor space, you could have four 5-by-
ulous spot, such as clinging to the side of a mountain 5 rooms and two 8-by-10 rooms linked by 100 feet of
or on a remote and barren island. Depending on what 10-foot-wide corridor.
you want, it could take 1d10+5 months to build an im-
Corridors. Corridors connect the rooms you create. Chapel (9+ squares; 1,000 gp). The price is the cost
Be sure to reserve construction squares to create these for convert this space on a holy ground.
passages. A corridor must be at least 1 square wide. Library (16+ squares; 50,000 gp). Books and scrolls
Walls. Walls frame every room you create. An in- stacked on shelves and tables are included on price.
terior wall is wooden, is 6 inches thick, and includes Choose a Skill. Using these texts make your knowl-
as many wooden doors as you wish. An exterior wall edge checks using the chosen skill favored. You can
usually is masonry (unless that is not a realistic option purchase this component several times for the same
for the location or is not what you want), 1 foot thick, room. Choose a different skill each time the compo-
and can have as many wooden doors and windows as nent is purchased.
you like. Prison (16+ squares; 1,000 gp). Manacles and heavy
Ceilings and floors. Floors and ceilings throughout iron bars ensure that your prisoners stay where you
are made from the same materials as the walls. Ceil- put them. Creatures placed inside this room cannot
ings are 10 feet high unless specified otherwise. You exit this room by nonmagical means until you release
can create levels above the ground floor by allocating them or until they succeed on a DC 20 Thievery check
construction squares for higher floors. If your strong- (Lockbreaker background required) to open the jail’s
hold has multiple levels, they are connected by a stone door and a DC 25 Acrobatics (escape artist option) to
or wooden staircase. exit manacles, if it is the case.
Throne room (16+ squares; 2,000 gp). The cost is to
Stocking the Rooms make this space very impressive with a throne seat and
You decide the purpose of any room you create. You trophies won from your successful expeditions.
can stock that room with basic furniture and decora- Torture chamber (16+ squares; 500 gp). Sinister
tions appropriate for the room’s function; such fur- implements and devices reveal this room’s terrible pur-
nishings are included in the stronghold’s cost. A bed- pose. Intimidation checks here are favored.
room has a bed, dresser, table, and so on, and a dining
hall has a table and chairs. You can go into as much or Defenses
as little detail as you like. You can add defenses to your stronghold by invest-
ing additional gold into its construction.
Special Rooms Arrow slits (1,000 gp). Narrow windows allow ar-
You can designate rooms to serve special functions. chers to fire from protected positions. Creatures fight-
You might make a dungeon, a throne room, or a mag- ing from an arrow slit have at least superior cover
ical laboratory. Such rooms require a minimum size against attacks made by enemies outside the strong-
and also incur greater expense. Some special rooms hold.
are described below. Defensive walls (5,000 gp). Defensive walls are
Unless otherwise specified, each of these must be stone, 10 feet high, and 10 feet thick. A creature must
their own room in the stronghold; special functions succeed on a DC 15 Athletics check to climb the wall.
are not combined under normal circumstances. The wall can have as many gates as you like. Creatures
The price for a special room do not buy extra “square on top of the wall have at least half cover against at-
tiles” to you use. You still need to spend some of your tacks made by creatures on the ground. You can pur-
300 squares to create a special room. The price is just to chase this component multiple times. Each time you
convert the alocated space in something special. purchase a defensive wall, you can add an extra wall or
Alchemical laboratory (4+ squares; 1,000 gp). See fortify an existing wall. When you fortify an existing
the Alchemist background for further details. wall, the wall’s height and width increase by 5 feet.
Auditorium (24+ squares; 500 gp). Acoustics in Good locks (700 gp). Doors in the stronghold are
this room are ideal to adress a large audience. equipped with good locks. To unlock a locked door
Armory (24+ squares; 3,000 gp). This room holds without a key requires a DC 20 Thievery check (Lock-
up to fifty mundane weapons and suits of armor, of breaker background required).
which you cannot have more than five of one type. You Guards (50 gp per month). You employ a troop of
can substitute one weapon for thirty arrows or twenty guards to protect your stronghold. When you purchase
bolts. Of course you can stock more than this (includ- this stronghold component, you gain ten 1st-level
ing magical weapons and armors you gained in adven- fighters and one 2nd-level fighter as sargeant. You can
tures), but the price of this room does not cover these purchase this component multiple times.
extras. Iron doors (800 gp). Doors in the stronghold are
made of iron insatead of wood.
Moat (600 gp). A moat surrounds your stronghold. surable improvement in the abilities of the character.
It is 15 feet deep and 30 feet wide. The moat includes a Just what areas improve all depend on the character’s
drawbridge. class.

Experience Group Experience Awards


Experience points are earned through the activities
After a player’s character has bravely set out and of the characters, which generally relate to their ad-
survived the first adventure, the player will have ex- venturing goals. Thus, all characters on an adventure
perienced the entertainment of roleplaying games. But receive some experience points for overcoming their
what will the character have gained? If the character enemies or obstacles. Since group cooperation is im-
never improves, she will never be able to survive, let portant, experience points for defeating foes are given
alone overcome the powerful dangers that fill the fan- to all members of the group, regardless of their actions.
tastic world. Who is to say that the wizard, standing ready with a
Fortunately, this is not the case. Every time a char- spell just in case things got ugly, might not have been
acter goes on an adventure she learns something. She necessary? Or that the bard who covered the party’s
may learn a little more about her physical limits, en- escape route was not doing something important? A
counter a creature she has never seen before, try a character who never hefts a sword may still have good
spell as yet unused, or discover a new peculiarity of advice or important suggestions on better tactics. Fur-
nature. Indeed, not all her learning experience need be thermore, the wizard and the bard can also learn from
positive. After blowing up half her party with a poor- the actions of others.
ly placed fireball, a sorcerer may (though there is no Group awards are divided equally among all mem-
guarantee) learn to pay more attention to ranges and bers of the adventuring party. For example, if a party
areas of effect. After charging a basilisk, a fighter may of five adventurers gains 100 XP, each member of the
learn that caution is a better tactic for dealing with the party gains 20 XP.
beast (provided the other characters can change her
from stone back to flesh). Regardless of the method, Defeating Monsters
the character has managed to learn something.
All characters in a combat earn experience for vic-
Some of the information and skills learned in the
tory over their foes. There are two important things
game can be applied directly in play. When a sorcerer
to bear in mind here. First, this reward applies only
toasts her friends with a badly cast fireball, the play-
to meaning foes — the monster or NPC must present
er learns to pay more attention to the area of effect of
a real threat. Characters never receive experience for
a fireball. Though the player made the mistake and
defeat non-hostile creatures (rabbits, cattle, deer) or
her character only carried out the actions, the play-
NPCs (innkeepers, beggars, peasants). Second, no ex-
er’s friends will also learn to keep their characters well
perience is earned for situations in which the PCs have
away from her. The reward for this type of learning is
an overwhelming advantage against their foes.
direct and immediate. The characters benefit because
A 7th total level character who needs just one more
each of the players has a better understanding of what
experience point to level cannot just gather her friends
to do or where to go.
together and hunt a single kobold. That kobold would
However, a character also improves by increasing
not stand a chance, so the PC was never at any par-
her power. Although you can improve your play, you
ticular risk. If the same PC had gone off on her own,
cannot arbitrarily give your character more hit points,
thus risking the ambush of a tribe of kobolds, the DM
more spells, or a better chance to hit with an attack.
could rule the character deserves the experience. The
These gains are made by earning experience points
DM must decide what constitutes a significant risk to
(XP).
the PCs.
An experience point is a concrete measure of a char-
The PCs must be victorious over the creature, which
acter’s improvement. It represents a host of abstract
is not necessarily synonymous with killing it. Victory
factors: increased confidence, physical exercise, in-
can take many forms. Slaying the enemy is obvious-
sight, and on-the-job training. When a character earns
ly victory; foes accepting surrender is victory; routing
enough experience points to advance to the next expe-
the enemy is victory; pressuring the enemy to leave a
rience level, these abstract factors translate into a mea-
particular neck of the woods because things are getting
too hot is a kind of victory.
A creature need not die for the PCs to score a victo- Common Individual Awards
ry. If the PCs ingeniously persuade the dragon to leave Situation XP
the village alone, this is as much — if not more — a Player has a clever idea 5/total level
victory as chopping the beast into dragonburgers! Player has an idea that saves the party 10/total level

Completing an Adventure
The other usual group award is that earned for the
completion of an adventure. This award is determined NPCs
by the DM, based on the adventure’s difficulty. There is
Player characters cannot fight, survive, wheel, deal,
no formula to determine the size of this award, since
plot, or scheme without interacting with nonplayer
too many variables can come in play. However, the fol-
characters (NPCs). Indeed, the very heart of the game
lowing guideline may help.
is the relationship between player characters and non-
The story award should give a particular character
player characters. How the player characters react to
no more than one-tenth the experience points she
and treat NPCs determines the type of game the group
needs to advance a level. This way, the character will
plays. Although many choices are possible, players
have to undertake several adventures before he can ad-
quickly find that consideration and good treatment of
vance to the next level.
NPCs is the most frequently successful route.
An NPC is any person, creature, or monster that is
Absent Characters controlled by the DM. Most NPCs are either people
Typically, adventurers earn experience only for en- (intelligent races that live in local society) or mon-
counters they participate in. If a player is absent for a sters (intelligent and unintelligent creatures that are
session, the player’s character misses out on the expe- not normally found in towns and villages). The term
rience points. “monster” is only a convenient label. It does not mean
Over time, the party might end up with a level gap the creature is automatically dangerous or hostile.
between the characters of players who never miss a ses- Likewise, NPCs who are people are not uniformly
sion and characters belonging to players who are more helpful and cooperative. As with all things, the range
sporadic in their attendance. Nothing is wrong with of possible reactions of NPCs to PCs covers the entire
that. XP is as a reward for participating in the game, spectrum.
and keeping up with the rest of the party is good incen- In the course of their adventures, PCs will be most
tive for players to attend as many sessions as possible. concerned with two groups of NPCs: hirelings and
henchmen. It is their aid that helps player characters
Individual Experience vanquish deadly monsters and accomplish mighty
deeds. As their names imply, these NPCs can be per-
Awards suaded in various ways to join the player characters in
their adventures. The most common methods of per-
A character can also earn experience for the player’s
suasion are money and loyalty.
actions, such as playing the game well. When you do a
good job creating and pretending to be your character,
the DM may give the character experience points for Hirelings
good roleplaying. If you are really involved and takes
The most frequently employed NPC is the hireling.
a major part in the game, the DM can give your char-
A hireling is a person who works for money. Most
acter extra experience points. If you use your head to
hirelings have fairly ordinary skills, while others are
come up with a really good idea, the DM can give the
masters of a craft or art, and a few are experts of spe-
character experience points for your contribution.
cialized adventuring skills.
Finally, a character can earn experience points for
Hirelings are always employed for a stated term of
successfully completing an adventure or achieving a
service or for the performance of a specific task. Thus,
goal the DM has set. Although you may have a pretty
a mercenary contracts to serve for one season. A thief
good idea of what your character is supposed to ac-
can be hired to steal a named item. A sage works to
complish, you will not know if you will be awarded
answer a single question. A blacksmith may indenture
experience points for it until your character actually
herself for a term of years. A sailor works for a single
receives them. However, there is no rule that the DM
voyage. Quite often these contracts can be renewed
must be consistent in these awards, or even that he
without difficulty, but the only thing that binds a hire-
must give a character anything at all.
ling to the player character is regular pay and good
treatment. Hirelings do not serve a PC out of any great Henchmen
loyalty.
Henchmen are much that hirelings are not. They are
Thus there are some things hirelings will not do.
adventurers who serve out of loyalty. They are willing
Most hirelings do not foolishly risk their lives. There
to risk their lives for those they respect. They are also
are soldiers willing to take their chances on the field
hard to find.
of battle, but even these courageous (or foolish) few
Henchmen are powerful allies to a player charac-
do not willingly undertake the greater hazards of ad-
ter. Unlike hirelings, they have the nerve and ability to
venturing. They man castle walls, guard caravans, col-
become powerful adventurers. Although they expect
lect taxes, and charge the massed foe well enough, but
their share of treasure, they do not usually join a play-
they often refuse to accompany a PC on an adventure.
er character for money. They are attracted to the PCs
Even a hireling who regularly undertakes dangerous
because of their reputation or other qualities they pos-
missions (a thief or an assassin, for example) normally
sess. As such, henchmen cannot be expected to flock
refuses to join player character parties. These hirelings
to the banner of a neophyte adventurer. You may gain
are loners. They contract to do a job and get it done in
yourself one or two companions, but others come only
their own way, without interference from anyone else.
when you have earned a greater reputation, met more
Hirelings are no more loyal than their nature al-
people, and proven youirself a true friend and ally to
lows. For the most part, if paid and treated well, with
these NPCs.
opportunities to realize their ambitions, working for
Henchmen can come from any source. Most often
a charismatic leader, hirelings can be relied on to do
they are at first mere hirelings who, through distinc-
their jobs faithfully. But poor pay, injustice, discrimi-
tive actions, come to the attention of the player char-
nation, threats, abuse, and humiliation at the hands of
acter. Some may be higher level, more skilled hirelings
their masters make them somewhat less than reliable.
who develop a bond to the player character through
A smart leader sees to the comfort and morale of his
long employment. Others may be followers who have
men before his own concerns. With less savory charac-
sound advice for the player character.
ters — those hired to perform dark deeds — you take
Henchmen are more than just loyal followers; they
even greater chances, especially given the questionable
are friends and allies. Naturally, they expect to be treat-
morals of such characters.
ed as such. They have little need for those who do not
Finding hirelings is not difficult. People need jobs.
trust them or treat them coldly. Abusiveness or taking
It is simply a matter of advertising. Under normal cir-
advantage of the friendship quickly ends the relation-
cumstances, applicants respond to ads. Only when try-
ship. Just as players must with their own friends, player
ing to employ vast numbers or hire those with unusu-
characters must be sensitive to the needs and feelings
al specialties (such as spies) does the process become
of their henchmen. Furthermore, henchmen often at-
complicated. Just what needs to be done in this situa-
tach themselves to a particular PC, not a party. Thus it
tion depends entirely upon the DM’s campaign. You
is only under the direst of circumstances that a hench-
may have to skulk through the unsavory bars of the
man accepts the orders of another PC.
waterfront, rely on questionable go-betweens, or pay a
Should her friend (the PC) fall, the henchman sees
visit to the thieves’ guild (if there is one). Just employ-
to her needs. She doesn’t abandon her and continue on
ing one of these characters can be a small adventure in
with the other player characters unless this is clearly
itself.
the only way to aid her friend.
Employment costs of hirelings vary from a few gold
Attracting a henchman is fairly difficult. One cannot
pieces a month to thousands of gold pieces for an es-
advertise for friends with any great success. They grow
pecially dangerous task. The skill and experience of a
and develop from other relationships. A henchman can
hireling has a great effect on his salary. A learned sage
be found by placing trust in a skilled hireling. Heroic
researching some obscure piece of lore can charge
deeds (saving the life of an NPC) can create a strong
hefty sums. Costs can also be affected by the condi-
and instant bond. Love certainly can form this bond.
tions of the campaign — the setting, the recent events
The player and the DM must trust their own judgment
of the world, and the reputations of the player charac-
to determine when an NPC becomes a henchman.
ters (if any). Most hirelings sign on for what they think
There is no clear line an NPC must cross to make
is fair. While few will turn down more money, most
the transition from hireling to henchman. Instead, it is
will drive the best bargain they can.
a slide from one status to the other. Once an NPC be-
comes a henchman, you gain a high degree of control
over the character. You should be responsible for the campaign. It is unreasonable to expect a mercenary to
record keeping for that character. It is almost, but not buy a new mount from her meager savings. Likewise,
quite, like having a new PC for you. If the DM allows other items of warcraft — weapons and armor — must
it, you can have all information regarding the abilities be replaced by you. All soldiers are expected to provide
of the henchman, although the DM may choose not to their own equipment when they are first employed, but
reveal this information. You are allowed to make near- you must replace all losses. Certainly you are expected
ly all decisions for the NPC, but the DM can overrule to pay the cost of special transport — securing passage
any action as being out of character. on ships and arranging wagons for baggage. Of the
There are certain things henchmen do not do. They grimmer duties, you are expected to pay for a decent
do not give away or loan out magical items. They do (though hardly lavish) interment.
not allow others free access to their spellbooks. They One of the more unusual obligations of you is to ran-
do not tolerate spell use that questions their loyalty som his men. This is especially true of men lost during
(detect lie or know alignment cast upon them). They a campaign. The greater number of soldiers lost in a
do not accept less than their due share. In general, battle are not slain but captured. Common practice
within these limits, henchmen do what is desired of of the medieval period was to officially ransom these
them. The DM can at any time dictate the actions of a prisoners for well-established prices. A common yeo-
henchman, since the character is still an NPC. man footman might ransom for 2 gp, a minor priest
If you are not attentive to the wishes and needs of for 80 gp, a knight’s squire for 200 gp, and a king’s man
your henchmen, or if you abuse and humiliate them, for 500 gp. These are paid for by the lord of the pris-
you can expect the worst. This is the stuff mutinies and oner. You (as a lord and master) is expected to do the
rebellions are made of. Should an abusive player char- same. Of course, you can pass much of this cost on
acter fall at the hands of a once-loyal henchman, she to your own subjects and the relatives of the prisoner.
has only herself to blame. Thus men might languish for long periods in the hands
On the other hand, not all henchmen are paragons of the enemy before their ransom was raised.
of loyalty. You must always be aware that henchmen are Furthermore, should you ransom a hireling or
sometimes not what they seem. They can be a means to henchman, you have every reason to expect loyal ser-
get at you. Throughout history, many a cruel and cun- vice from that man in the future. After all, you have
ning villain has posed as a true companion, waiting for demonstrated your willingness to save that NPC from
the chance to strike or spy on her friend. hardship and death.
In a fantasy world, you are also expected to bear the
Player Character cost of magical spells cast to the benefit of your men.
You may arrange to have your men blessed before bat-
Obligations tle or healed after it. You should not grumble about
the expense, because the spells also make good tacti-
Whenever you take on a hireling or henchman, you cal sense. The bless spell increases the success of your
have committed yourself to certain obligations and army in the field. Magical cures get your army back
customs that surround such agreements. Some of these on its feet quicker. All these things can make him very
are obvious, having been worked out between you and successful while also making you popular with your
the NPC in advance. Usually the wage and term of ser- hired men.
vice are settled upon before any agreement is reached. Finally, you are expected to make an effort to raise
For hirelings, this is a set amount of money each day, or restore slain henchmen. This is not a normal ex-
week, or month, or a fee for a specific task. Henchmen pectation of hirelings (although it can happen in ex-
commonly receive a portion of all treasure and magic treme cases). The effort should be honest and true. You
found on adventures. should not fool yourself into thinking no one will no-
Other obligations of you are varied. Some must al- tice if you do not do your utmost. The player character
ways be considered, while others almost never come who returns from an adventure minus her henchman
into effect. Your are expected to provide meals and is automatically under a cloud of suspicion, despite her
boarding (unless the NPC has a home nearby). This most vehement protests. You must take great care to
is the most common obligation and applies to NPCs maintain your reputation as a good and upright em-
of all walks of life. For those engaged in more danger- ployer.
ous pursuits, however, additional concessions must
be granted. Since horses are expensive, you should be
ready to cover the cost of mounts lost in combat or on
Combat
Combat Sequence Initiative
Before the first round of combat, you roll initiative.
A typical combat encounter is a clash between two Rolling initiative is a Reflex save and follows the nor-
sides. The game organizes the chaos of combat into a mal rules for a saving throw. The DM rolls initiative for
cycle of rounds and turns. your enemies.
The Actions in a combat encounter happen almost Throughout a battle, combatants act in order, from
simultaneously in the game world, but to make combat highest initiative result to lowest. The order in which
manageable, creatures take turns acting — like taking combatants take their turns is called the initiative or-
turns in a board game. If a character’s turn comes up der. The initiative order remains the same from round
before an enemy’s, that character’s Actions take place to round.
before the enemy’s Actions do. The order of turns is When combatants have the same initiative, they can
determined at the beginning of a combat encounter, roll a die or flip a coin to break the tie.
when everyone rolls initiative.
A combat encounter follows these steps.
• Determine surprise. The DM determines whether The Surprise Round
anyone involved in the combat encounter is sur- Some battles begin with a surprise round. A surprise
prised. If any creatures notice enemies without be- round occurs if any combatants are unaware of enemy
ing noticed in return, the aware creatures gain a combatants’ presence or hostile intentions. For exam-
surprise round. ple, if your passive Perception fails to notice concealed
• Roll initiative. Everyone involved in a combat en- enemies, you’re surprised. Or if supposed allies spring
counter rolls initiative, determining the order of an attack, you’re surprised.
combatents’ turns. Rolling initiative happens only When any combatants achieve surprise, they act in
at the beggining of a combat encounter. initiative order during the surprise round. Surprised
• Take surprise round Actions. If any creatures combatants do not act at all during the surprise round.
gained a surprise round, they act in initiative or- Not even to take Reactions. Also, enemies make fa-
der. Surprised creatures take no turn during the vored attack rolls against surprised opponents.
surprise round and cannot even take Reactions
until they act for the first time. Determining Surprise
• Take turns. In initiative order, every combatent
Determining surprise is usually straightforward. If
takes a turn, which includes a Quick and a Stan-
one side in a battle notices the other side without being
dard Action, and a move. Creatures can also take
noticed in return, it has the advantage of surprise.
certain Reactions on one another’s turns.
In many situations, surprise is extremely unlike-
• Begin the next round. When everyone involved in
ly. Two groups traveling an open road or blundering
the combat has had a turn, the round ends. Begin
through the woods notice each other, with no need for
the next round with whoever has the highest ini-
passive Perception. Neither group surprises the other.
tiative again.
Surprise can happen when creatures are actively
• End the encounter. Repeat the rounds and turns
hiding. Adventurers try to sneak past the giants guard-
until one side stops fighting — for instante, all the
ing the outskirts of the enemy encampment. Kobolds
monsters are captured, fleeing, unconscious, or
hide along a well-traveled road, hoping to ambush
dead.
travelers. A displacer beast stalks through the forest,
hunting for prey.
A group that is actively trying to avoid detection
might surprise its foes. In such a situation, the DM
typically has each group member make a Stealth check.
The DM compares the check results to the passive Per- Engagement
ception of any creatures that might notice the group. Engaged Unengaged
Creatures that fails to notice the group are surprised if You provoke opportunity You move freely
the group attacks. attacks if you move away
(even teleporting, but not

Movement and Position


by forced movement).
You can make melee at- You cannot make melee at-
tacks against enemies en- tacks.
gaged with you

Relative Positions Your ranged attacks against You make ranged attacks
targets engaged with you normally.
are unfavored.
Hall of Heroes admits that combat is fluid and dy-
You can disengage using You can engage enemies
namic. No miniature can really represents where the
the Disengage Action by moving to melee with
character “is” because everybody moves everytime them.
while battling. You cannot use the Inter- You can use the Intercept
A creature’s position in combat amounts to two cept Action Action, engaging with an
things: who it’s contending with in melee, and the enemy moving past you.
creature’s whereabouts. You are considered next You are not next to any en-
to any enemy you are en- emy. But you can be next to
Contending gaged and to your allies another unengaged ally.
engaged against the same
The combat system cares about movement and po- foe.
sition, but only in approximate terms. It emphasizes You are nearby other com- You are nearby other com-
where people are and who’s fighting whom. batents by default and can- batents by default, but you
not move away without dis- can move far away if you
Engaged engaging first. want.
Characters are engaged when they are locked in me-
lee with foes. Engaged creatures can use melee attacks
and touch spells against the creatures they engage.
Whereabouts
They can use ranged attacks but doing so turns their The whereabouts measure the creatures’ relative po-
attack rolls unfavorable. sition on the battlefield.
When an engaged creature attempt to move away Next
from the enemies it is engaged with, it draws opportu-
nity attacks from each engaged enemy. You are considered next to any creature against who
you are engaged. You are also next to any ally engaged
Unengaged to a same enemy than you.
Unengaged creatures can move freely without pro- If you need more tactical considerations, consider
voke opportunity attacks. However, they cannot make that creatures next to you are within 10 feet.
melee attacks or use touch spells against their enemies. Cluster: The set of all creatures next to each other is
The below table resumes the main differences be- called cluster by the rules.
tween to be engaged and unengaged. Near
Generally, all the heroes and their enemies in a bat-
tle are nearby. That means they can reach each other in
a single turn when moving.
If a range of a spell, martial attack, or any other ef-
fect specifies a nearby target, you can use this effect
against a target next to you.
If you need more tactical considerations, consider
that nearby creatures are within 60 feet. This distance
is useful sometimes to determine how long a creature
with near darkvision is able to see in a corridor.
Far Away Slippery Surfaces
Generally, the heroes and their enemies are nearby Slippery surfaces counts as difficult terrain. Every-
each other and you reach any of them in one turn (pro- time you move, the DM may ask for a DC 10 Acrobat-
vided no enemy intercepts you). If you want to be far ics check. If you are successful, your move brings you
away, you need to move away twice. This can be done to where you wanted. Failure means you fall prone.
in the same turn with a Dash Action or in two turns
moving away. Jumping
If a range of a spell, martial attack, or any other ef- If an obstacle in the way is low, you can attempt to
fect specifies a far away target, you can use this effect jump over it when move instead of detour. In this case,
against a target next to you or against a nearby target. make a DC 10 Acrobatics check. Failure means you hit
the obstacle and fall prone.
Behind Attempting to jump over pits or large fissures can set
If you are behind an unengaged ally, and an enemy a higher DC, as described under the Acrobatics skill.
moves past that ally to get to you, your ally can inter-
cept as Reaction. Climbing and Swimming
Intercepting. You intercept a creature when you You may try to climb a surface or swim as your
move to stop an enemy attempting to rush past you to move. These options are described under the Athletics
attack someone else. This uses the Intercept Reaction. skill.

Moving Your Turn


On your turn, you can move beyond taking your
When your turn comes up in the initiative order, it
Actions. This movement can include jumping, climb-
is time for you to act. Your turn has three parts: the
ing, and swimming. Some creatures can fly.
start of your turn, the Actions on your turn, and the
When you move in your turn, take one of following
end of your turn.
options:
• If you are unengaged, you can move next to any
creature nearby you. If this creature is an enemy, you The Start of Your Turn
are engaged with it at the end of the move. You are still
Before you act, you keep track of certain effects. The
nearby any creature you were nearby before the move.
start of your turn always takes place, even if you are
• If you are unengaged, you can move in the direc-
unconscious, and it takes no time in the game world.
tion of a far away creature from you. At the end of this
Ongoing damage. If you are suffering ongoing dam-
movement, you are near to that creature and anyone
age, you take the damage now.
else next to it. You are still nearby the creatures you
Regeneration. If you have regeneration, you regain
were nearby or next to before.
hit points now.
• If you are unengaged, you can move away and gain
Other effects. Deal with any other effects that occur
the removed condition. If you already are removed, if
at the start of your turn.
you move away, you are now far away from the other
End effects. Some effects end automatically at the
creatures in combat.
start of your turn.
• You can make any of the options above while en-
No actions. You cannot take any actions at the start
gaged, but you provoke opportunity attacks from the
of your turn.
creatures with you are engaged when you do that.

Hampered Movement Actions


Difficult terrain, obstacles, and poor visibility can A combat round is made up of Actions. Firing an
hamper movement. arrow, casting a spell, opening a door — each of these
Difficult Terrain activities, along with many others, is considered an
Action. You use different Action types to do different
If there are difficult terrain (as undergrowth) in the
things.
path of your movement, this usually confers to you the
In your turn, you can take a Standard Action and
slowed condition. If an already slowed creature is mov-
a Quick Action. You can take one of the Actions pre-
ing on difficult terrain, it takes a Standard Action to be
sented here, an Action you gained from your class or a
able to move.
special feature, or an Action that you improvise. Many makes to perform the task you are helping with, pro-
monsters have Action options of their own in their stat vided that it makes the check before the start of your
blocks. next turn.
When you describe an Action not detailed else- Alternatively, you can aid a friendly creature in at-
where in the roles, the DM tells you whether that Ac- tacking a creature next to you. You feint, distract the
tion is possible and what kind of roll you need to make, target, or in some other way team up to make your al-
if any, to determine success or failure. ly’s attack more effective. lf your ally attacks the target
You can take your actions in any desired order, and before your next turn, the first attack roll is favorable.
can even take a Quick Action during the course of a
Standard Action or otherwise. You can also move be- Martial Attack
fore, during and after your Actions. With this Action, you make one melee or ranged at-
tack. See the “Making an Attack” section for the rules
Standard Actions that govern attacks. Certain features, such as the Extra
Most of the common actions characters take, aside Attack feature of the fighter, allow you to make more
from movement, fall into the realm of standard ac- than one attack with this Action.
tions. Ready
On your turn, you can take a Quick Action instead
Sometimes you want to wait for a particular circum-
of a Standard Action. This allows you to use two Quick
stance before you act. To do so, you can take the Ready
Actions in the same turn.
Action on your turn so that you can act later in the
Activate a Magical Item round using your Reaction.
Many magical items do not need to be activated. First, you decide what perceivable circumstance will
Certain magical items, however, do need to be activat- trigger your reaction. Then, you choose the Action you
ed, especially scrolls, wands, rods, and staves. Unless will take in response to that trigger. Examples include
otherwise noted, activating a magical item is a Stan- “lf the cultist steps on the trapdoor, I’ll pull the lever
dard Action. that opens it,” and “If the goblin steps next to me, I
If an Action or command word is needed to deacti- disengage.”
vate the item, it is also a Standard Action. When the trigger occurs, you can either take your
Reaction right after the trigger finishes or ignore the
Dash trigger. Remember that you can take only one Reac-
When you take the Dash Action, you gain an extra tion per round.
move for the current turn. When you ready a spell, you cast it as using the nor-
mal Action, but hold its energy, which you release with
Disengage your Reaction when the trigger occurs. Holding onto
If you take the Disengage Action, you are not more the spell’s magic requires concentration. If your con-
engaged to any creature, becoming unengaged. At the centration is broken, the spell dissipates without tak-
end of this Action, every creature that was next to you ing effect.
is now nearby.
Use an Item
Dodge Moving or manipulating an item is usually a Stan-
When you take the Dodge Action, you focus entire- dard Action. This includes retrieving or putting away
ly on avoiding attacks. Until the start of your next turn, a stored item, picking up an item, moving a heavy ob-
any attack roll made against you is unfavorable if you ject, or drinking a potion.
can see the attacker, and you make favorable Reflex Some specific uses of an item (as activate a magi-
saves. cal item or attack with a weapon) are covered by other
You lose these benefits if you are incapacitated or types of Action. This is a catch-all category for uses of
stuck. an item not described by other rules.
Help Quick Actions
You can lend your aid to another creature in the A Quick Action consumes a very small amount
completion of a task. When you take the Help Action, of time. You can perform one Quick Action per turn
the creature you aid is favored on the next check it without affecting your ability to perform your Stan-
dard Action.
On your turn, you can take a Quick Action instead Intercept
of a Standard Action. This allows you to use two Quick When an enemy past you to approch a creature be-
Actions in the same turn. hind you, you can take the Intercept Reaction to en-
You also can take an extra Quick Action by spend- gage this oponent. The enemy must stop its move to
ing a Plot Point. engage with you. You can make a weapon melee attack
Draw/Sheathe against the enemy as part of your Intercept Reaction.
To be able to intercept a foe, you must be nearby
Drawing a weapon so that you can use it in combat, both the enemy and the creature behind you, unen-
or putting it away so that you have a free hand, requires gaged, and cannot be stuck or slowed.
a Quick Action. This Action also applies to weapon-like
objects carried in easy reach, such as wands in your Readied Action
belt or a bottle in the table next to you. If your weapon This Reaction is expended to take an Action you
or weapon-like object is stored in a pack or otherwise readied before with a Ready Action.
out of easy reach, treat this action as Use an Item.
Mount/Dismount
Miscelaneous Actions
Certain Actions do not necessarily are always same
Mounting or dismounting a steed requires a Quick
type (Standard, Quick, or Reaction). Some of them,
Action.
depending the circumstances or specifics, take differ-
Open/Close ent types of Action to be accomplished.
Opening or closing a unlocked door or container is Cast a Spell
a Quick Action.
Spellcasters have access to spells and can use them
Search to great effect. Each spell has a casting time, which
When you take the Search action, you devote your specifies the type of Action used to cast it.
attention to finding something. Make a Investigation Improvising an Action
Check. If your result is better than your passive Per-
Your character can do things not covered by the
ception, use the result as your passive Perception until
Actions in this chapter, such as breaking down doors,
the beggining of your next turn.
intimidating enemies, sensing weaknesses in magical
Stand Up defenses, or calling for a parley with a foe. The only
Standing up from a prone position requires a Quick limits to the Actions you can attempt are your imagi-
Action. You cannot stand up if you are stuck. nation and your character’s abilities.
When you describe an Action not detailed elsewhere
Reactions in the rules, the DM tells you whether that Action is
possible, which type of Action it is, and what kind of
Much like a Quick Action, a Reaction consumes a
roll you need to make, if any, to determine success ar
very small amount of time. However, unlike a Quick
failure.
Action, a Reaction can be performed at any time —
even if it is not your turn. Using a Skill, Feat, or Feature
A Reaction always requires a trigger. A trigger is an Certain skills, feats, or features let you take special
Action, an event, or an effect that allows you to use a Actions in combat. Other ones do not require Actions
Reaction in response to it. themselves, but they give you an edge when attempting
Using a Reaction on your turn is the same as using something you can already do.
a Quick Action and counts as your Quick Action for The individual skill, feat or feature descriptions tell
that turn, not as a Reaction. If you cannot take a Quick you what you need to know about them, including the
Action in your turn, you cannot use a Reaction while type of Action they require, if any.
it is your turn.
If you use a Reaction out of your turn, you cannot No Actions
use another Reaction before your next turn.
Some tasks requires no Actions to be done.
Concentration
Many effects tell you to keep the concentration on The End of Your Turn
them. If you lose the concentration, the effect ends. After you act, you keep track of any effects that stop
Maintain the concentration do not requires any Ac- at the end of your turn or that continue. The end of
tion. your turn always takes place, even if you are uncon-
Normal activity, such as moving and attacking, does scious, and it takes no time in the game world.
not interfere with concentration. The following factors End effects. Some effects end automatically at the
can break concentration: end of your turn.
Willing. You can end concentration at any time (no No actions. You cannot take any actions at the end
Action required). of your turn.
Concentrating in another effect. You lose concen-
tration on an effect if you start to keep another effect
that requires concentration. You cannot concentrate Making an Attack
on two effects at once.
Taking damage. Whenever you take damage while Whether you are striking with a melee weapon or
you are concentrating on an effect, you must make a firing a weapon at range, an attack has a simple struc-
Fortitude save to maintain your concentration. The ture.
DC equals 10 or the damage you take, whichever num- Choose a target within range. You cannot choose
ber is higher. If you take damage from multiple sourc- an unpositionated creature as target or one that is out
es, such as an arrow and a dragon’s breath, you make a the range.
separate saving throw for each source of damage. Determine conditions. The DM determines if the
Being incapacited or killed. You lose concentration attack roll is favored or unfavored, if there are modi-
on an effect if you are incapacited or if you die. fiers to it, if the target is under cover or obscured, and
Other situations. The DM might also decide that so on.
certain environmental phenomena, such as a wave Make the attack roll. On a hit, you roll damage (ex-
crashing over you while you are on a storm-tossed cept if that particular attack specifies otherwise). Some
ship, require you to succeed on a DC 10 Fortitude save attacks have special effects in the place or in addition
to maintain concentration on an effect. to damage. If you roll a natural 20, it is a critical hit and
the damage is improved. If you roll a natural 1, it is a
Legendary Actions fumble and your weapon can break.
Some naughty monsters have Legendary Actions. Breaking weapons. If a weapon attack was a fumble,
Certain spells or effects also can confer Legendary Ac- roll an unmodified d20. On a result of 1–5, the weapon
tions to a character. breaks. Some weapons are fragile and break on a great-
A Legendary Action is taken outside the turn of the er range of results. Some weapons are very resistant
creature using it. Only one Legendary Action option and break only in a narrower range.
can be used at a time and only at the end of anoth-
er creature’s turn. A creature regains spent Legendary
Actions at the start of its turn. It can forgo using them,
Attack Options
and it cannot use them while incapacitated or other-
wise unable to take Actions. If surprised, it cannot use Melee Attacks
them until after its first turn in the combat. A melee attack usually uses a weapon and targets
Some Legendary Action options requires the crea- one enemy with whom you are engaged. This requires
ture spend more than one of its Legendary Actions. an attack roll and usually takes the Martial Attack Ac-
For example, ancient dragons have 3 Legendary Ac- tion.
tions between its turns, but the option of make a wing Melee attacks target individuals. A melee attack
attack requires it spend two of these three Legendary against multiple enemies consists of separate attacks,
Actions at same time. each with its own attack roll and damage roll.
Ranged Attacks Grapple Attacks
A ranged attack is a strike against a distant target. When you want to grab a creature or wrestle with
A ranged attack usually targets one creature within its it, you can use the Martial Attack Action to make a
range. This requires an attack roll and takes the Martial special melee attack, a grapple. If you are able to make
Attack Action. multiple attacks with the Martial Attack action, this at-
Ranged attacks target individuals. A ranged attack tack replaces all of them.
against multiple enemies consists of separate attacks, The target of your grapple must be no more than one
each with its own attack roll and damage roll. size larger than you, and you must be engaged with it.
Range. A ranged attack can have the near or far away Using at least one free hand, you try to seize the target
range. Any ranged attack can target creatures next to by making a grapple check, a Athletics check contested
you, but the attack rolls against them are unfavorable. by the target’s Athletics or Acrobatics check (the target
Ranged attacks against nearby targets are unmodified chooses the skill to use). If you succeed, you subject
by range. Just weapons with a far away range can target the target to the grappled condition. The condition
far away creatures and, in this case, the attack roll is specifies the things that end it, and you can release the
unfavorable. target whenever you like (no Action required).
Escaping a grapple. A grappled creature can use its
Spell Attacks Standard Action to escape. To do so, it must succeed
Many spells attack one or more targets. However, on a Athletics or Acrobatics check contested by your
this is not considered a martial attack and does not re- Athletics check.
quire an attack roll. Moving a grappled creature. By definition, a grap-
pled creature is stuck, but you can drag or carry it with
Opportunity Attacks you when you move. If the creature is two or more
You can make an opportunity attack when a hostile sizes smaller than you, you do it without hindrances.
creature engaged to you moves out of your reach. To Otherwise, you are slowed while doing that.
make the opportunity attack, you use your Reaction to
make one melee attack against the provoking creature. Push Attacks
If you are unable to see your target (it is heavily ob- Using the Martial Attack action, you can make a spe-
scured or invisible), you cannot make an opportunity cial melee attack to shove a creature, either to knock
attack against it. it prone or move it away from you. If you are able to
A moving creature can avoid provoking an oppor- make multiple attacks with the Martial Attack Action,
tunity attack by taking the Disengage Action. Forced this attack replaces all of them.
movement (as being pushed or pulled) or teleporting The target of your push must be no more than one
out also do not provoke opportunity attacks. size larger than you, and it must be engaged with you.
The target make a Fortitude save with DC equal to
Two-Weapon Attacks your Strength score. If it fails, you either knock the tar-
As default, a creature can just make one attack per get prone or push it 5 feet away from you.
Martial Attack Action, even if it is wielding one weap- Shove aside. You can force a target to the side, rath-
on in each hand. However, if you have an light weap- er than away. The target make a favored Fortitude save
on in each hand, when you take a Standard Action to to avoid it. If that saving throw fails, you move the tar-
attack with the weapon in your main hand, you can get 5 feet to a different space within your reach.
also take a Quick Action to make an attack with the
weapon in your off hand, but this attack roll is unfa- Nonlethal Attacks
vorable and you do not add your ability modifier to the There are times when a character wants to defeat an-
damage (unless this modifier is negative). other being without killing it. A companion may have
If either weapon has the thrown property, you can been dominated into attacking her friends (and her
throw the weapon, instead of making a melee attack friends do not want to kill her to save themselves!); an
with it. enemy may have information the PCs can get only by
subduing her; characters may simply see the monetary
value of bringing back a real, living monster. Whatever
the case, sooner or later characters are going to try.
It is possible to make a weapon attack without caus- Obscurement
ing serious damage (striking with the flat of the blade, If you cannot get a good look at your target, it is ob-
for example). This is not as easy as it sounds, however. scured, which means your attack rolls are unfavorable.
The character must be using a weapon that enables her You might be fighting in an area of dim light, in an area
to control the damage she inflicts. This is impossible filled with smoke or mist, or among terrain features
with ranged attacks or spells. It is not even feasible that get in the way of your vision, such as foliage.
with a melee bludgeoning weapon. But it can be done Lightly obscured. Dim light, foliage, fog, smoke,
with melee piercing and slashing weapons, as long as heavy falling snow, or rain turn the target lightly ob-
the blade can be turned so it does not cut. scured. Ranged attack rolls against it are unfavored.
A nonlethal weapon attack is resolved as a normal Heavily obscured. Heavy fog, heavy smoke, or heavy
attack, but you make unfavored attack rolls, since han- foliage turn the target heavily obscured. Any attack roll
dling a weapon in this way is clumsier than usual. If against a heavily obscured target is unfavorable and a
you hit, all bludgeoning, piercing, and slashing dam- heavily obscured target does not triggers opportunity
age from this attack is considered nonlethal bludgeon- attacks from enemies when moves.
ing damage.
Just bludgeoning, piercing, and slashing damages
are turned nonlethal. If you have a flaming sword, the
flame damage it causes will be still lethal, even if the
Damage and Healing
rest of the damage becomes nonlethal.
Some weapons — such as your unarmed strikes
(considered “weapons” by the rules) — already deal Damage Rolls
nonlethal damage. You are not unfavored when mak- Each weapon. spell. and harmful monster ability
ing nonlethal attack rolls with these weapons. specifies the damage it deals. You roll the damage die
or dice, add any modifiers, and apply the damage to
Combat Modifiers your target.

Combat rarely consists of foes standing toe to toe Critical Hits


and bashing each other. When you score a critical hit, you improve the dam-
age you deal to your target. First, maximize the dam-
Cover age you deal and then roll all of the attack’s damage
Enemies behind a low wall, around a corner, or be- dice and add them (do not add modifiers again).
hind a tree enjoy some amount of cover; you cannot For example, if you usually causes 1d4+2 points of
hit them as easily as you normally could. damage with a dagger, when you score a critical hit,
Each type of cover gives a bonus that is applied to you cause 6 (your maximum damage) + 1d4 (the dag-
the target’s AC against an attack roll or to a Reflex save, ger damage die) points of damage.
if the target is dodging a spell or another effect. If the attack involves other damage dice, such as
Half cover (+2 bonus). The target is around a corner from the rogue’s sneak attack feature, you maximize
or protected by terrain. For example, the target might and roll them again as well.
be next to a small tree, behind a small pillar or a large
piece of furniture, or a low wall. Damage Types
Superior cover (+5 bonus). The target is protected Different attacks, spells, and other harmful effects
by a significant terrain advantage, such as when fight- deal different types of damage. Damage types have no
ing from behind a window, a portcullis, a grate, or an rules of their own, but other rules, such as resistance,
arrow slit. rely on the types.
Total cover (target cannot be reached). The target
cannot be reached by martial attacks or any area ef-
fects, including most spells.
Damage Types In exccess of maximum hp. If a creature’s nonlethal
Type Description damage is equal to its hit point maximum (not its cur-
Acid This is any type of corrosive liquid, gas, or rent hit points), all further nonlethal damage is treated
magical substance that eats away at flesh. as lethal damage.
Drops of it cause pain, and vats of the stuff Healing nonlethal damage. You heal nonlethal
might not leave a trace of you. damage at the rate of 1 hp per character level after the
Bludgeoning end of a quick rest. You heal all your nonlethal dam-
Cold age after finish a full rest. When a spell or ability cures
Fire hit point damage, it also removes an equal amount of
Force Magical energy in a relatively pure and nonlethal damage.
shimmering form. It is often accompanied
by a background hum. Loss of Hit point maximum
Ligtning It smells like ozone and makes fur stand
Some particularly nasty monsters and spells can re-
on end.
duce the maximum ammount of hit points a creature
Necrotic Putrefaction energy associated with death.
have. Sometimes, this effect is temporary. Sometimes,
Piercing
it is permanent.
Poison
The reduction of your maximum hp does not affect
Psychic Anything that messes with a creature’s your current hit points, except if you suddenly have
mind and causes mental distress (often
shown by nosebleeds and earbleeds).
more hit points than the new maximum. In this case,
Radiant Light energy granted by gods, both good
your hit points down to the new limit. If your maxi-
and evil. mum hp becomes 0 (or less), you die immediately.
Slashing If the loss of hit point maximum is temporary, when
Thunder A concussive burst of sound that shakes
the maximum backs to the normal value, you do not
windows. change your current hit points. These must be healed
as normal.

Ongoing Damage
Some effects deal extra damage on consecutive turns Resistance and Immunity
after the initial attack. An explosion might hit you with Some creatures and objects are exceedingly difficult
a burst of fire that sets you alight, dealing ongoing fire to hurt with certain types of damage. lf a creature or
damage. When a wyvern’s venom courses through an object has resistance to a damage type, damage of
your blood, it deals ongoing poison damage. that type is halved against it. Resistance is applied after
Start of the turn. A creature take the specified dam- all other modifiers and reductions to damage. Multi-
age at the start of its turn. ple instances of resistance that affect the same damage
Stop at minimum damage. If the ongoing damage type count as only one instance.
rolled is the minimum possible (for example, 1 on Immunity to a damage type means the creature or
1d6), the creature takes that minimum damage, but object is not harmed in any way for that damage type.
stop taking the ongoing damage after that. Against combined damage types. A creature’s re-
sistance or immunity is ineffective against combined
Nonlethal Damage damage types unless the creature’s has resistance or
Nonlethal damage represents harm to a character immunity to each of the damage types, and then only
that is not life-threatening. Unlike normal damage, the weakest of the protections applies.
nonlethal damage is healed quickly with rest. For example, if you have resistance to lightning
Do not deduct from your current hit points. When damage and immunity to thunder damage, you have
you take nonlethal damage, keep a running total of how only resistance against an attack that causes both thun-
much you have accumulated. Do not deduct the non- der and lightning damage. If you have resistance to
lethal damage number from your current hit points. psychic and no protection against radiant damage, you
It is not “real” damage. Instead, when your nonlethal take full damage from an attack that causes both radi-
damage equals your current hit points, you are inca- ant and psychic damage.
pacited, and when it exceeds your current hit points,
you fall unconscious.
Temporary Hit Points Healing
Some spells and special abilities confer temporary Once a character is wounded, her player will natu-
hit points to a creature. Temporary hit points are not rally want to get her healed. Characters can heal either
actual hit points: they are a buffer against damage, a by natural or magical means. Natural healing is slow,
pool of hit points that protect you from injury. but it is available to all characters, regardless of race
When you have temporary hit points and take dam- or class. Magical healing may or may not be available,
age, the temporary hit points are lost first, and any left- depending on the presence (or absence) of spellcasters
over damage carries over to your normal hit points. or magical devices.
Because temporary hit points are separate from your The only limit to the amount of damage a character
actual hit points, they can exceed your hit point max- can recover through healing is the hit point maximum
imum. A character can, therefore, be at full hit points the character has. Healing can never restore more hit
and receive temporary hit points. points to a character than his maximum hit point total.
Healing cannot restore temporary hit points, and A dead creature cannot be healed by magical or nat-
they cannot be added together. If you have temporary ural effects. But it can be ressurrected through power-
hit points and receive more of them, you decide wheth- ful spells.
er to keep the ones you have or to gain the new ones.
lf you have 0 hp or fewer, receiving temporary hit Natural Healing
points does not restore you to consciousness or stabi- Characters heal naturally at a rate of 1 hit point after
lize you, but they still absorb damage directed at you finishing a full rest. If a character has complete bed rest
while you are dying. (doing nothing for an entire day), she can regain 3 hp
Unless a feature that grants you temporary hit points after the full rest at the end of that day.
has a duration, they last until they are depleted or you In both cases above, the character is assumed to be
finish a full rest. getting adequate food, water, and sleep. If these are
lacking, the character does not regain any hit points
Death and Dying after a full rest.
First aid. After 1 minute of aid, you can make a DC
Down at 0 hp. When you drop to 0 hp or below, 10 Medicine check to administer first aid to a creature
you fall unconscious and cannot take any Actions. You next to you. This requires a healer’s kit and consumes
gain the dying condition. one of its uses. On a success, the target heals 1d6 hit
Dead at negative Constitution. Keep track of how points if you are not proficient in the Medicine skill or
far below 0 hp you go. You die when you reach nega- 2d4 hit points if you have proficiency. On a failure, the
tive hit points equal to your Constitution score. healer’s kit use is consumed without effect.
Lose hit points while down. At the start of your Once a creature receives first aid, it cannot take an-
turn, if you are dying, roll 1d6. You lose that much hit other one until it finishes a full rest. This is true even if
points. the first aid check on the creature fails.
Stabilizing a dying character. If you receive any
healing while dying, even if you still at 0 hp or below, Magical Healing
you stop dying and are considered stabilized. Healing spells, potions, and magical devices can
Another character next to you can stabilize you by speed the process of healing considerably. The specif-
taking a Standard Action to make a DC 15 Medicine ics of such magical healing methods are described in
check. Failure wastes the Standard Action, but at least the spell or magical item being used.
it does not hurt you. Success stabilizes you. By using these methods, wounds dose instantly and
A character that has been stabilized is not safe yet, vigor is restored. The effects are immediate.
nor is she up. A stabilized character is still uncon- Magical healing is particularly useful in the midst
scious, but stops to lose 1d6 hp at the start of her turn. of combat or in preparation for a grievous encounter.
Any damage a stabilized character receives makes Remember, however, that the characters’ opponents
she loses the stabilized condition and regain the dying are just as likely to have access to magical healing as
condition once more. the player characters — an evil high priest is likely to
Back to 1 hp or higher. If a dying or stabilized char- carry healing spells to bestow on his own followers and
acter heals sufficing to reach 1 hp or higher, she is not guards.
dying or stabilized anymore.
Remember that under no circumstances can a char- Method. The method is the way in which the poi-
acter be healed to a point greater than her maximum son must normally be used to have full effect. Inhaled,
hit point total. Any excess points are lost. injected and ingested have no effect on contact. Con-
tact poisons have full effect even if inhaled, swallowed
Sources of Damage or injected, since all are forms of contact. The saving
throw against inhaled, injected, or ingested poisons are
favored if administered in other manner except con-
Falling tact. An injected poison can be coated on a slashing
Player characters have a marvelous (and, to the DM, or piercing weapon, being delivered on a sucessful hit.
vastly amusing) tendency to fall off things, generally Onset. Most poisons require time to work their way
from great heights and almost always onto hard sur- through the system to reach the areas they affect. On-
faces. While the falling is harmless, the abrupt stop at set is the time that elapses before the poison’s effect is
the end tends to cause damage. felt. The effect of immediate poisons is felt at the in-
When a character falls, she suffers 1d10 points of stant the poison is applied.
damage for every 10 feet fallen, to a maximum of 20d10 Poisons
(which for game purposes can be considered terminal Name Method Onset Price
velocity). This method is simple and it provides all the Assassin’s blood Ingested 1 hour 150 gp
realism necessary in the game. Burnt othur fumes Inhaled Imediate 500 gp
Reduce falling damage. If you have proficiency Dreambliss Injected Imediate 700 gp
with the Acrobatics skill, when you start to fall, you Drow poison Injected Imediate 200 gp
can make an Acrobatics check as Reaction to reduce
Essence of ether Inhaled Imediate 300 gp
the amount of falling damage you take. Reduce the
Malice Inhaled Imediate 200 gp
amount of falling damage you take by one-half your
Midnight tears Ingested 1d4+4 hours 1,500 gp
check result.
You cannot use this option if you do not have profi- Oil of taggit Contact 1d6×10 min 400 gp
ciency in the Acrobatics skill. Pale tincture Ingested 24 hours 250 gp
Torpor Ingested 1d4 hours 600 gp
Poison Assassin’s blood. A creature subjected to this poi-
This is an all-too-frequent hazard faced by play- son must make a DC 10 Fortitude save. On a failed
er characters. Bites, stings, deadly potions, drugged save, it takes 1d12 poison damage and it is sickened for
wines, and bad food all await characters at the hands 24 hours. On a successful save, the creature takes half
of malevolent people. Spiders, snakes, scorpions, and damage and is not sickened.
wyverns all have poison deadly to other creatures. Burnt othur fumes. A creature subjected to this poi-
The strength of different poisons varies wildly and son must succeed on a DC 13 Fortitude save or takes
is often overestimated. The bite of the greatly feared 3d6 poison damage. Regardless success or failure on
black widow spider kills a victim once every other year. the saving throw, the creature suffers 1d6 ongoing poi-
Only 2% of all rattlesnake bites prove fatal. At the other son damage.
extreme, there are natural poisons of intense lethality. Dreambliss. This powerful narcotic is derived from
Fortunately, such poisons tend to be exotic and rare. the sticky white sap of a thick-leafed jungle or des-
Further, the effect of a poison depends on how it is ert plant. Dreambliss quickly sedates even the largest
delivered. Most frequently, it must be injected into the opponents. Victims struck by a coated weapon must
bloodstream by bite or sting. Other poisons are effec- succeed on a DC 15 Fortitude save to resist its potent
tive only if swallowed. Assassins favor these for doc- effect. If the victim fails the saving throw, it suffers
toring food. By far the most deadly variety, however, is 5d6 ongoing, nonlethal poison damage. This ongoing
contact poison, which need only touch the skin. damage stops when the creature falls unconscious. The
The Poison table rates poisons for three different creature wakes up if it takes damage or after 2d4 hours.
factors — method, onset, and price per dose. Those Upon waking from the poison-induced slumber,
poisons which commonly appear in the game through most victims remember happy, dreamlike visions that
a creature, such as that delivered by the sting of a they long to experience someday again.
wyvern, are given on these creatures’ description, not
below.
Dreambliss is sometimes used as a recreational drug Death by Poison
in rich circles, but the addictive poison quickly drains A character who dies as a result of poisoning still
its victims of all Wisdom (permanent loss of 1 point could have active venom in her system. Most poisons
per month of repeated use) and wealth before long. remain effective for 2d6 hours after death of the vic-
Drow poison. This poison is typically made only by tim. If the character is revivified or raised during this
the drow, and only in a place far removed from sun- time, some method must be found to neutralize the
light. A creature subjected to this poison must succeed poison before the character is restored to life. If this
on a DC 13 Fortitude save or suffer 1d10 ongoing, is not done, the poison takes effect again and kill the
nonlethal poison damage and be sickened for 1 hour. character seconds after it was ressurrected.
Essence of ether. A creature subjected to this poison
must succeed on a DC 15 Fortitude save or become Diseases
sickened for 8 hours. The sickened creature is uncon- A plague ravages the kingdom, setting the adven-
scious. The creature wakes up if it takes damage or if turers on a quest to find a cure. An adventurer emerg-
another creature takes a Standard Action to shake it es from an ancient tomb, unopened for centuries, and
awake. soon finds herself suffering from a wasting illness.
Malice. A creature subjected to this poison must A witch offends her infernal patron and contracts
succeed on a DC 15 Fortitude save or become sickened a strange affliction that spreads whenever she casts
for 1 hour. The sickened creature is blinded. spells.
Midnight tears. A creature that ingests this poison A simple outbreak might amount to little more than
must succeed on a DC 17 Fortitude save, taking 9d6 a small drain on party resources, curable by a cast-
poison damage on a failed save, or half as much dam- ing of cure disease. A more complicated outbreak can
age on a successful one. form the basis of one or more adventures as characters
Oil of taggit. A creature subjected to this poison search for a cure, stop the spread of the disease, and
must succeed on a DC 13 Fortitude save or become deal with the consequences.
sickened for 24 hours. The sickened creature is uncon- A disease that does more than infect a few par-
scious. The creature wakes up if it takes damage. ty members is primarily a plot device. The rules help
Pale tincture. A creature subjected to this poison describe the effects of the disease and how it can be
must succeed on a DC 16 Fortitude save or take 1d6 cured, but the specifics of how a disease works are not
poison damage (reducing the same ammount of its hit bound by a common set of rules. Diseases can affect
point maximum) and become sickened. The sickened any creature, and a given illness might or might not
creature must repeat the saving throw every 24 hours, pass from one race or kind of creature to another.
taking 1d6 poison damage and reducing its hit point A plague might affect only constructs or undead, or
maximum on a each failed save. Until this poison ends, sweep through a halfling neighborhood but leave oth-
the reduction of hit point maximum cannot be healed er races untouched. What matters is the story the DM
by natural means. After seven successful saving throws, wants to tell.
the effect ends and the creature can heal normally. Cackle fever. This disease targets humanoids, al-
Torpor. A creature subjected to this poison must though gnomes are immune. While in the grips of
succeed on a DC 15 Fortitude save or become sickened this disease, victims frequently succumb to fits of mad
for 4d6 hours. The sickened creature is incapacitated. laughter, giving the disease its common name and its
Delivering a Poison morbid nickname: “the shrieks.” Symptoms manifest
1d4 hours after infection and include fever and disori-
If you attempt to slip foreign substances (poison,
entation. The infected creature gains one step of the
sedative, etc.) into the food or drink of your targets
exhausted condition that cannot be removed until the
without notice, use the sleight of hands option from
disease is cured.
the Thievery skill.
Any event that causes the infected creature great
Any attempt to use a poison — coat a weapon with
stress — including entering combat, taking damage,
it, slip it into a drink, etc. — confers 10% chance of
experiencing fear, or having a nightmare — forces the
you poisoning yourself acidentally. Proficiency on the
creature to make a DC 13 Will save. On a failed save,
Poisoner background ignores this chance.
the creature takes 1d10 psychic damage and becomes
incapacitated with mad laughter. The creature can re-
peat the saving throw at the end of each of its turns,
ending the mad laughter and the incapacitated condi-
tion on a success.
Any humanoid creature that starts its turn next to Applied to the eyes before a full rest, one dose of it pre-
an infected creature in the throes of mad laughter must vents the disease from worsening after that rest. After
succeed on a DC 10 Endurance check or also become three doses, the ointment cures the disease entirely.
infected with the disease. If a creature succeeds on this

Saving Throws
check, it is immune to the mad laughter of that partic-
ular infected creature for 24 hours.
At the end of each full rest, an infected creature can
make a DC 13 Endurance check. On a success, the DC The saving throw is a test that gives a chance, how-
for this check and for the save to avoid an attack of ever slim, that the creature finds some way to save itself
mad laughter drops by 1d6. When the DC drops to 0, from certain effects (or at least lessen the damage of a
the creature recovers from the disease. Each time the successful attack).
creature fails one of these checks, its madness rating More often than not, the saving throw represents an
improves by 1. instinctive act on the part of the creature — diving to
Sewer plague. Sewer plague is a generic term for a the ground just as a fireball scorches the group, blank-
broad category of illnesses that incubate in sewers, re- ing the mind just as a mental battle begins, blocking
fuse heaps, and stagnant swamps, and which are some- the worst of an acid spray with a shield. The exact ac-
times transmitted by creatures that dwell in those ar- tion is not important — DMs and players can think of
eas, such as rats and otyughs. lively and colorful explanations of why a saving throw
When a humanoid creature is bitten by a creature succeeded or failed. Explanations tailored to the events
that carries the disease, or when it comes into contact of the moment enhance the excitement of the game.
with filth or offal contaminated by the disease, the Fortitude measures the inherent toughness, mass,
creature must succeed on a DC 11 Endurance check or strength, and resilience of your physique. It is the key
become infected. defense against attacks that include effects such as dis-
It takes 1d4 days for sewer plague’s symptoms to ease and poison.
manifest in an infected creature. Symptoms include Reflex measures your ability to predict attacks or to
fatigue and cramps. The infected creature improves its deflect or dodge an attack. It is useful against areas of
exhausted condition by one step, and it regains no hit effect such as dragon breath or a fireball spell.
points from finishing a full rest. At the end of each full Will is your defense against effects that daze, dis-
rest, an infected creature must make a DC 11 Endur- orient, confuse, or overpower your mind. It measures
ance check. On a failed save, the character improves your strength of will, self-discipline, and devotion.
its exhausted condition by one step. On a successful
check, the character’s exhausted condition decreases
by one step. If a successful check reduces the infected
creature’s level of exhaustion below 1, the creature re-
covers from the disease. Note that a cure disease spell
does not decreases the current exhausted condition of
a creature, just remove this disease.
Sight rot. This painful infection causes bleeding
from the eyes and eventually blinds the victim. A beast
or humanoid that drinks water tainted by sight rot
must succeed on a DC 15 Endurance check or become
infected. One day after infection, the creature’s vision
starts to become blurry. The creature takes a –1 penalty
to attack rolls and checks that rely on sight. At the end
of each full rest after the symptoms appear, the penalty
worsens by 1. When it reaches –5, the victim is blinded
until its sight is restored by magic such as heal. At this
point, cure disease or eyebright has no effect.
Sight rot can be cured using a rare flower called eye-
bright, which grows in some swamps. Given an hour, a
character who has proficiency with the Herbalist back-
ground can turn the flower into one dose of ointment.
Spellcasting
Whether a spell is arcane or divine, and whether a and litanies. Divine magic excels at healing, protec-
character prepares spells in advance or chooses them tion, and smiting the enemies of the gods. Clerics, dru-
on the spot, casting a spell works the same way. ids, and paladins use the divine source.

Combining Spell Effects


The Basics The effects of different spells add together while the
durations of those spells overlap. The effects of the
same spell cast multiple times do not combine, howev-
Spells er. Instead, the most potent effect — such as the high-
est bonus — from those castings applies while their
A spell is a one-time magical effect. If a spell creates
durations overlap.
one among multiple effects, you choose which effect
to use when you cast it. You do not have to known or
memorize a specific version of the spell. Spell Slots
Regardless of how many spells a caster knows or
Known and Memorized Spells memorizes, she can cast only a limited number of spells
Before a spellcaster can use a spell, she must have before resting. Manipulating the fabric of magic and
the spell fixed in mind, or must have access to the spell channeling its energy into even a simple spell is phys-
in a magical item. Some spellcasters select their spells ically and mentally taxing, and higher-level spells are
from a limited list of spells known, while others have even more so. Thus, each spellcasting class’s descrip-
access to a wide variety of options. Most spellcasters tion includes a table showing how many spell slots of
memorize spells in advance ­— whether from a spell- each spell level a character can use at each character
book or through prayers — while some cast spells level.
spontaneously without preparation. Despite these When a character casts a spell, she expends a slot
different ways characters use to learn or prepare their of that spell’s level or higher, effectively “filling” a slot
spells, when it comes to casting them, the spells are with the spell. Finishing a full rest restores any expend-
very much alike. ed spell slots.
Classes that memorize spells can select and cast just Some characters and monsters have special abilities
spells that they memorized earlier in the day. Classes that let them cast spells without using spell slots.
that have known spells can select any spells they know.
Augmentation
Sources of Magic When a spellcaster casts a spell using a slot that is
Every class relies on a particular source of energy of a higher level than the spell, the spell assumes the
for the “fuel” that enables members of that class to cast higher level for that casting. For some spells, this does
spells. not change anything, but other spells can be augment-
Arcane Spells ed — they have more powerful effects when cast at a
higher level, as detailed in a spell’s description.
Drawing on magical energy that permeates the cos-
Basic level. When you use an augmentable power
mos, the arcane source can be used for a wide variety
without augmenting it, the power is referred to be at
of effects. Bards, sorcerers, witches, and wizards use ar-
basic level for that use.
cane magic. Each class is the representative of a differ-
ent tradition of arcane study, and other traditions exist.
Divine Spells
Divine magic comes from the gods or from a dei-
ty-like force of cosmos (such as the nature). The gods
grant power to their devotees access through prayers
Cantrips and Orisons mean, and talking to your DM is a good way to prevent
0 level spells do not need any slot to be cast (except confusion.) After this, the DM will either accept or re-
if augmented). They can be cast at will and do not need ject your spell. This is her choice and not all DMs will
to be memorized in advance. In a certain way, 0 lev- have the same answer. Do not kick and complain; find
el spells are always known spells, even for classes that out what changes are needed to make the spell accept-
memorize spells. able. You can probably iron out the differences.
A 0 level arcane spell is called cantrip and a 0 level Once all these things are done, your character can
divine spell is called orizon. research the spell. Be ready for this to take some time.
Eventually she will succeed, although the spell may
Rituals not do quite what she expected. Your DM may revise
the spell, perhaps reducing the range or damage in-
Certain spells have the ritual tag in their descrip-
flicted. Finally, all you have to do is name your spell.
tion. A ritual spell still needs to be known or memo-
This should be something suitably pompous, such as
rized to the spellcaster use it, but they do not expend a
“Delsenora’s Malevolent Steamroller.” After all, you
spell slot, no matter their level. This also means that a
want something to impress the locals!
ritual spell cannot be augmented in any way.

Magical Research Spell Descriptions


The description of each spell is presented in a stan-
One oft-ignored asset of the spellcasters is magical
dard format. Each category of information is explained
research. While the spell lists offer a wide variety of
and defined below.
tools and effects, the clever player character can quick-
ly get an edge by researching her own spells. Where
other spellcasters may fall quickly into tired and pre- Name
dictable patterns (“Look, it’s a wizard! Get ready for
The first line of every spell description gives the
the fireball, guys!”), an enterprising character can de-
name by which the spell is generally known.
liver sudden (and nasty) surprises!
Although your DM has the rules for handling spell
research, there are some things you should know School
about how to proceed. First and foremost, research
Beneath the spell name is a line giving the school of
means that you and your DM will be working togeth-
magic to which the spell belongs. Every spell belongs
er to expand the game. This is not a job she does for
to one of eight schools of magic. A school of magic is a
you! Without your input, nothing happens. Second,
group of related spells that work in similar ways.
whatever your character researches, it cannot be more
This entry also gives the minimum slot level re-
powerful than the spells she is already able to cast. If
quired to cast the spell and important tags.
it is, you must wait until your character can cast spells
of an equal power. (Thus, as a 1st-level wizard, you The Eight Schools
cannot research a spell that is as powerful as a fireball.
You must wait until your character can cast a fireball.) Abjuration
Finally, you will have to be patient and willing to have
Abjurations are protective spells. They create physi-
your character spend some money. She will not create
cal or magical barriers, negate magical or physical abil-
the spell immediately, as research takes downtime. It
ities, harm trespassers, or even banish the subject of
also takes money, so you can expect your DM to use
the spell to another plane of existence.
this opportunity to relieve your character of some of
that excess cash. But, after all, how better for a spell- Conjuration
caster to spend her money? Conjurations transport creatures from another
Knowing these things, you should first write up a plane of existence to your plane; create objects or ef-
description of the spell you want to create. Be sure to fects on the spot; heal; bring manifestations of objects,
include information on components, saving throws, creatures, or forms of energy to you; or transport crea-
range, duration, and all the other details you find in tures or objects over great distances.
the normal spell listings. When you give your DM the
written description, tell her what you want the spell to
do. (Sometimes what you write is not really what you
A creature or object brought into being or trans- class features refer to spells by using tags. For example,
ported to your location by a conjuration spell cannot a feat that grant an effect to mind spells will affect each
appear inside another creature or object, nor can it ap- spell that have a mind tag.
pear floating in an empty space. It must arrive in an Most of these tags have no game effect by them-
open location on a surface capable of supporting it. selves, but they govern how the spell interacts with
The creature or object must appear within the spell’s other spells, with special abilities, with unusual crea-
range, but it does not have to remain within the range. tures, and so on. For example, a magic circle that for-
bids teleportation blocks any spell with the teleporta-
Divination tion tag.
Divination spells enable you to learn secrets long

Components
forgotten, predict the future, find hidden things, and
foil deceptive spells.
A spell’s components explain what you must do or
Enchantment
possess to cast the spell. The components entry in a
Enchantment spells affect the body or minds of oth- spell description includes abbreviations that tell you
ers, influencing or controlling their behavior. what type of components it requires. Usually you do
Evocation not need to worry about components, but when you
cannot use a component for some reason or when a
Evocation spells manipulate magical energy to pro-
material is expensive, then the components are im-
duce a desired end. In effect, an evocation draws upon
portant.
magic to create something out of nothing. Many of
these spells produce spectacular effects, and evocation
spells can deal large amounts of damage.
Verbal (V)
A verbal component is a spoken incantation. To
Illusion provide a verbal component, you must be able to speak
Illusion spells deceive the senses or minds of oth- in a strong voice, not just a mutter or whisper. A silence
ers. They cause people to see things that are not there, spell or a gag spoils the incantation (and thus the spell).
not see things that are there, hear noises, or remember The words themselves are not the source of the spell’s
things that never happened. power; rather, the particular combination of sounds,
with specific pitch and resonance, sets the threads of
Necromancy magic in motion.
Necromancy spells manipulate the power of death,
unlife, and the life force. Spells involving undead crea- Somatic (S)
tures make up a large part of this school. A somatic component is a measured and precise
movement of the hand. You must have free use of at
Transmutation
least one hand to provide a somatic component.
Transmutation spells change the properties of some
creature, thing, or condition. Material
A material component consists of one or more
Level physical substances or objects needed to cast the spell.
The spell’s level is a number between 0 and 9 that de- There are three types of material components: lesser,
fines the spell’s relative power and the minimum level expensive, and consumable.
of the slot required to cast this spell. You must have a hand free to access these compo-
nents, but it can be the same hand that you use to per-
Tags form somatic components.
Appearing on the same line as the school, when ap- Specifics for material components are given in pa-
plicable, there are tags that further categorizes the spell renthesis after the component entry of a spell.
in some way. Some spells have more than one tags.
A spell’s tags summarize important aspects of it. Lesser Material (LM)
These tags help in classifying the spell. For example, A reusable, non-expensive substance or object. A
spells with the healing tag are called healing spells. caster can replace any lesser material component for
Some rules in the game, such as those for feats and a spellcasting focus. Each spellcasting class defines the
type of focus to use instead of a lesser material com-
ponent.
Do not bother to keep track of lesser material com- If a spell targets a creature of your choice, you can
ponents. Assume you have all you need as long as you choose yourself, unless the creature must be hostile or
have your spell component pouch. specifically creature other than you.
If you prefer to use a spellcasting focus, you still Unless a spell has a perceptible effect, a creature
need a free hand to handle it, but it can be the same might not know it was targeted by a spell at all. An
hand that you use to perform somatic components. effect like crackling lightning is obvious, but a more
subtle effect, such as an attempt to read a creature’s
Expensive Material (EM) thoughts, typically goes unnoticed, unless a spell says
Although reusable, an expensive material compo- otherwise.
nent requires some cost to be acquired and cannot be
replaced by a spellcasting focus. The DM may want Range
to track how much of these material components you In the Target line of the spell’s description, usually is
have, since they are not easily replaced without money. included how far away from you a target must be. Usu-
Consumable Material (CM) ally, this refers to the combat relative positions: next to,
near or far away.
When a spell with a consumable material compo-
nent is cast, this material is annihilated by the magical Touch Spells
energies in the casting process. Once you cannot reuse A spell that requires you touch a target is a nearby
it, it is important to track the quantities you have. A target spell. You do not need to make any check or at-
consumable material component cannot be replaced tack roll to just touch a nearby target, but you must be
by a spellcasting focus. physically able to do that.
Some material components are both consumable
and expensive, but they are just referred as consum-
able by the rules. Duration
A spell’s duration is the length of time the spell per-
Casting Time sists.

Most spells have a casting time of 1 Standard Ac- Timed Durations


tion. Others take a Quick Action, a Reaction, or much
Many durations are measured in rounds, minutes,
more time to cast.
hours, or other increments. When the time is up, the
When you begin a spell that takes a time longer then
magic goes away and the spell ends.
1 Standard Action to cast, you must expend your Stan-
dard Action each turn casting the spell and you must
keep your concentration on it while you do so. This
Instantaneous
means that cast a longer time spell breaks your con- The spell energy comes and goes the instant the spell
centration on other effect. If you lose concentration is cast, though the consequences might be long-lasting.
before the casting is complete, you lose the spell.
You make all pertinent decisions about a spell Permanent
(range, target, area, effect, and so forth) when the spell The energy remains as long as the effect does. This
comes into effect. means the spell is vulnerable to dispel magic.

Concentration
Target Some spells require you to maintain concentration
Some spells have one or more targets. You cast these in order to keep their magic active. If you lose concen-
spells on creatures or objects, as defined by the spell tration, such a spell ends.
itself. You must be able to see the target, so you are If a spell must be maintained with concentration,
not able to target invisible, unpositioned creatures, or that fact appears in its Duration entry, and the spell
creatures behind total cover. You do not have to select specifics how long you can concentrate on it.
your target until you finish casting the spell.
You must specifically choose that target. For exam-
ple, you cannot target the “orc’s leader” if you do not Lists
know who among the orcs is the leader. This entry just tell you in which spellcaster’s class
lists the spell is.
Other Details
Many spells, in their descriptive text, give details
about areas of effect, saving throws, and more.

Areas of Effect
Some spells affect an area. A spell description spec-
ifies a specially defined area. Regardless of the shape
of the area, you select the point where the spell orig-
inates, but otherwise you do not control which crea-
tures or objects the spell affects.
A spell’s effect expands in straight lines from the
point of origin. If no unblocked straight line extends
from the point of origin to a location within the area of
effect, that location is not included in the spell’s area.
To block one of these imaginary lines, an obstruction
must provide total cover.
Usually an area of effect that includes a creature also
includes all creatures next to it. It is very difficult to
exclude particular creatures, except in exceptional cir-
cumstances.

Saving Throws
Many spells specify that a target can make a saving
throw to avoid some or all of a spell’s effects. The spell
specifies the save that the target uses and what happens
on a success or failure.
The DC to resist one of your spells equals 8 + your
spellcasting ability modifier + your trained bonus.

Aftereffect
Some spells include aftereffects that apply after you
the end of their initial effect. For example, a spell that
makes you fly can have a slow fall effect after the fly
power ends. An aftereffect does not begin until the
spell’s duration runs off.

Stress
Some spells require are very demanding from the
user physical, mental, and spiritual abilities, causing
aches, pain, fatigue, or other troubles when cast. If you
cast a spell with a Stress entry, you suffer the listed ef-
fects. However, if you cast the spell from an magical
item, you are not affected by what is described in the
Stress entry, once the item provides the magical ener-
gies to fuel the spell.
Spells
Spell Lists
Ventriloquism (illusion)
2nd Level Spells
Animal calling (conjuration)
Bard Arcane lock (abjuration)
Calm emotions (enchantment)
Cantrips (0 Level Spells) Detect invisibility (divination)
Alter instrument (transmutation) Detect object (divination)
Arcane mark (transmutation) Invisibility (illusion)
Audible glamer (illusion) Knock (transmutation)
Body reaction (enchantment) Magic mouth (illusion, ritual)
Dancing lights (evocation) Obscure object (abjuration, ritual)
Friends (enchantment) Past live (divination, ritual)
Guess (divination) Whispering wind (transmutation)
Hold portal (transmutation)
Jinx shot (enchantment) 3rd Level Spells
Light (evocation) Dispel magic (abjuration)
Mage hand (conjuration) Fool’s speech (enchantment, ritual)
Mending (transmutation) Hold creature (enchantment)
Message (transmutation) Instant audience (conjuration)
Prestidigitation (transmutation) Plant growth (transmutation)
Suggestion (enchantment)
1st Level Spells Wall of sound (evocation)
Alarm (abjuration, ritual)
Animal friendship (enchantment) 4th Level Spells
Cause fear (necromancy) Confusion (enchantment)
Change self (illusion) Conjure cabinet (conjuration, ritual)
Charm creature (enchantment) Hallucinatory terrain (illusion)
Comprehend languages (divination) Unluck (enchantment)
Copy (transmutation, ritual)
5th Level Spells
Cure wounds (conjuration)
Detect magic (divination, ritual) Feeblemind (enchantment)
Erase (transmutation) Sending (evocation)
Faerie Fire (conjuration) Teleport (conjuration)
Feather fall (transmutation) 6th Level Spells
Hypnotic gaze (enchantment)
Ensnarement (conjuration)
Identify (divination, ritual)
Locate animal or plant (divination, ritual) 8th Level Spells
Phantasmal force (illusion) Mind blank (abjuration)
Read magic (divination)
Remove fear (abjuration) Cleric
Sleep (enchantment)
Sound bubble (abjuration) Orisons (0 Level Spells)
Spook (illusion) Guess (divination)
Taunt (enchantment) Lance of faith (evocation)
Unseen servant (conjuration, ritual)
Light (evocation) 4th Level Spells
Magical stone (transmutation) Contagion (necromancy)
Mending (transmutation) Imbue with spell ability (transmutation)
Priest’s shield (abjuration) Polymorph other (transmutation)
Spare the dying (necromancy)
Thaumaturgy (transmutation) 5th Level Spells
Adaptation (transmutation, ritual)
1st Level Spells
Air walk (transmutation)
Bless (conjuration) Atonement (enchantment, ritual)
Cause fear (necromancy) Magic font (divination)
Change self (illusion) Plane shift (conjuration)
Charm creature (enchantment) Quest (enchantment, ritual)
Comprehend languages (divination) Raise dead (necromancy)
Create or destroy water (conjuration) Sending (evocation)
Cure wounds (conjuration) Slay living (necromancy)
Detect magic (divination, ritual)
Detect poison (divination, ritual) 6th Level Spells
Detect snares and pits (divination, ritual) Aerial servant (conjuration)
Detect undead (divination) Banishment (abjuration)
Doom (necromancy) Harm (necromancy)
Endure weather (abjuration) Heal (conjuration)
Inflict wounds (necromancy)
Invisibility to undead (illusion) 7th Level Spells
Protection from evil (abjuration) Energy drain (necromancy)
Purify food and drink (transmutation, ritual)
8th Level Spells
Read magic (divination)
Remove fear (abjuration) Preservation (abjuration)
Sanctuary (abjuration) 9th Level Spells
2nd Level Spells Undead plague (necromancy)
Aid (conjuration)
Augury (divination, ritual) Druid
Calm emotions (enchantment)
Orisons (0 Level Spells)
Chant (conjuration)
Detect object (divination) Druidcraft (transmutation)
Heat/chill metal (transmutation) Magical stone (transmutation)
Obscure object (abjuration, ritual) Shillelagh (transmutation)
Past live (divination, ritual) 1st Level Spells
Protection circle (abjuration)
Animal friendship (enchantment)
Resist elements (abjuration)
Charm creature (enchantment)
Restoration (abjuration)
Create or destroy water (conjuration)
Silence (abjuration)
Cure wounds (conjuration)
3rd Level Spells Detect magic (divination, ritual)
Animate dead (necromancy) Detect poison (divination, ritual)
Bestow curse (necromancy) Detect snares and pits (divination, ritual)
Create food & water (conjuration) Endure weather (abjuration)
Cure disease (conjuration) Entangle (transmutation)
Dispel magic (abjuration) Faerie Fire (conjuration)
Remove curse (abjuration) Invisibility to animals (illusion)
Revivify (necromancy) Jump (transmutation)
Water walk (transmutation, ritual) Locate animal or plant (divination, ritual)
Mount (conjuration)
Pass without trace (abjuration)
Purify food and drink (transmutation, ritual) Remove fear (abjuration)
Verdant touch (transmutation) Taunt (enchantment)
Wall of fog (conjuration) True strike (divination)
Unseen hand (transmutation)
2nd Level Spells
Animal calling (conjuration) 2nd Level Spells
Barkskin (transmutation) Aid (conjuration)
Heat/chill metal (transmutation) Silence (abjuration)
Resist elements (abjuration) Protection circle (abjuration)
Restoration (abjuration) Restoration (abjuration)
Whispering wind (transmutation)
3rd Level Spells
3rd Level Spells Dispel magic (abjuration)
Anti-vermin barrier (abjuration) Cure disease (conjuration)
Cure disease (conjuration) Remove curse (abjuration)
Darkvision (transmutation, ritual)
Meld into stone (transmutation) Sorcerer
Plant growth (transmutation)
Water breathing (transmutation, ritual) Cantrips (0 Level Spells)
Water walk (transmutation, ritual) Audible glamer (illusion)
Body reaction (enchantment)
4th Level Spells Dancing lights (evocation)
Hallucinatory terrain (illusion) Fire burst (transmutation)
Ice storm (evocation) Fist of stone (transmutation)
Polymorph other (transmutation) Friends (enchantment)
Polymorph self (transmutation) Guess (divination)
Stone shape (transmutation) Hold portal (transmutation)
Light (evocation)
5th Level Spells
Mage hand (conjuration)
Anti-plant shell (abjuration) Mending (transmutation)
Conjure elemental (conjuration) Message (transmutation)
Magic font (divination) Prestidigitation (transmutation)
Reincarnate (necromancy) Shocking grasp (evocation)
Transmute rock and mud (transmutation)
1st Level Spells
6th Level Spells
Burning hands (evocation)
8th Level Spells Change self (illusion)
Charm creature (enchantment)
Antypathy/sympathy (enchantment)
Chromatic orb (evocation)
9th Level Spells Color spray (illusion)
Abundance (transmutation) Comprehend languages (divination)
Detect magic (divination, ritual)
Paladin Enlarge/reduce (transmutation)
Feather fall (transmutation)
1st Level Spells Find familiar (conjuration)
Bless (conjuration) Gaze reflection (abjuration)
Cause fear (necromancy) Hypnotic gaze (enchantment)
Compelling duel (enchantment) Jump (transmutation)
Cure wounds (conjuration) Magical aura (illusion, ritual)
Detect undead (divination) Monster summoning (conjuration)
Invisibility to undead (illusion) Phantasmal force (illusion)
Protection from evil (abjuration) Read magic (divination)
Purify food and drink (transmutation, ritual) Reckless dweomer (conjuration)
Sleep (enchantment) Sending (evocation)
Spider climb (transmutation) Telekinesis (transmutation)
Taunt (enchantment) Teleport (conjuration)
Ventriloquism (illusion) Vortex (evocation)
Wall of fog (conjuration) Wildshield (abjuration)
Wildstrike (abjuration)
2nd Level Spells
Blur (illusion) 6th Level Spells
Chaos devotion (enchantment) Banishment (abjuration)
Chaos shield (abjuration)
Darkness (evocation) 7th Level Spells
Detect invisibility (divination) Spell shape (abjuration)
Detect object (divination) Spell turning (abjuration)
Fey step (conjuration)
8th Level Spells
Heat/chill metal (transmutation)
Ice knife (evocation) Random dispacher (conjuration)
Invisibility (illusion) Wildzone (transmutation)
Knock (transmutation) 9th Level
Levitate (transmutation)
Stabilize (abjuration)
Mirror image (illusion)
Wildfire (evocation)
Obscure object (abjuration, ritual)
Wildwind (evocation)
Resist elements (abjuration)
Whispering wind (transmutation)
Warlock/Witch
3rd Level Spells
Cantrips (0 Level Spells)
Blacklight (evocation)
Darkvision (transmutation, ritual) Audible glamer (illusion)
Dispel magic (abjuration) Dazzling sunray (evocation)
Fireball (evocation) Friends (enchantment)
Fly (transmutation) Frost bite (evocation)
Fool’s speech (enchantment, ritual) Jinx shot (enchantment)
Haste (transmutation) Lightning ring (evocation)
Hold creature (enchantment) Mage hand (conjuration)
Lightning bolt (evocation) Message (transmutation)
Slow (transmutation) Prestidigitation (transmutation)
Suggestion (enchantment) Shadow sever (necromancy)
Tiny hut (evocation, ritual) 1st Level Spells
Water breathing (transmutation, ritual)
Cause fear (necromancy)
Water walk (transmutation, ritual)
Charm creature (enchantment)
4th Level Spells Doom (necromancy)
Confusion (enchantment) Evil eye (necromancy)
Detect scrying (divination) Hypnotic gaze (enchantment)
Ice storm (evocation) Protection from evil (abjuration)
Polymorph other (transmutation) Ray of fadigue (necromancy)
Polymorph self (transmutation) Read magic (divination)
There/not there (transmutation) Spider climb (transmutation)
Unluck (enchantment) Spook (illusion)
Wall of fire (evocation) True strike (divination)
Wall of ice (evocation) Unseen hand (transmutation)
Unseen servant (conjuration, ritual)
5th Level Spells
2nd Level Spells
Cone of cold (evocation)
Creation (illusion) Darkness (evocation)
Fey step (conjuration) Charm creature (enchantment)
Invisibility (illusion) Color spray (illusion)
Mirror image (illusion) Comprehend languages (divination)
Protection circle (abjuration) Copy (transmutation, ritual)
Ray of enfeeblement (necromancy) Detect magic (divination, ritual)
Detect undead (divination)
3rd Level Spells Enlarge/reduce (transmutation)
Bestow curse (necromancy) Erase (transmutation)
Blacklight (evocation) Find familiar (conjuration)
Darkvision (transmutation, ritual) Floating disk (conjuration, ritual)
Dispel magic (abjuration) Gaze reflection (abjuration)
Fly (transmutation) Grease (conjuration)
Hold creature (enchantment) Hypnotic gaze (enchantment)
Remove curse (abjuration) Identify (divination, ritual)
Suggestion (enchantment) Jump (transmutation)
Mage armor (abjuration)
4th Level Spells
Magic missile (evocation)
Hallucinatory terrain (illusion) Magical aura (illusion, ritual)
Polymorph other (transmutation) Monster summoning (conjuration)
Unluck (enchantment) Mount (conjuration)
5th Level Spells Patternweave (divination, ritual)
Phantasmal force (illusion)
Cause insanity (necromancy)
Protection from evil (abjuration)
Feeblemind (enchantment)
Ray of fadigue (necromancy)
6th Level Spells Read magic (divination)
Banishment (abjuration) Shield (abjuration)
Flesh to stone (transmutation) Sleep (enchantment)
Spider climb (transmutation)
7th Level Spells Spook (illusion)
Energy drain (necromancy) Taunt (enchantment)
Unseen servant (conjuration, ritual)
Wizard Ventriloquism (illusion)
Wall of fog (conjuration)
Cantrips (0 Level Spells)
2nd Level Spells
Arcane mark (transmutation)
Audible glamer (illusion) Arcane lock (abjuration)
Body reaction (enchantment) Blur (illusion)
Chill touch (necromancy) Darkness (evocation)
Dancing lights (evocation) Detect invisibility (divination)
Friends (enchantment) Detect object (divination)
Guess (divination) Fey step (conjuration)
Hold portal (transmutation) Invisibility (illusion)
Light (evocation) Knock (transmutation)
Mage hand (conjuration) Levitate (transmutation)
Mending (transmutation) Magic mouth (illusion, ritual)
Message (transmutation) Mirror image (illusion)
Prestidigitation (transmutation) Obscure object (abjuration, ritual)
Shocking grasp (evocation) Protection circle (abjuration)
Ray of enfeeblement (necromancy)
1st Level Spells Scare (necromancy)
Alarm (abjuration, ritual) Whispering wind (transmutation)
Burning hands (evocation)
Change self (illusion)
3rd Level Spells Mind blank (abjuration)
Animate dead (necromancy) Trap the soul (necromancy)
Bestow curse (necromancy) 9th Level Spells
Darkvision (transmutation, ritual)
Dispel magic (abjuration) Move stronghold (conjuration)
Fireball (evocation) Wish (conjuration)
Fly (transmutation)
Fundamental breakdown (divination)
Haste (transmutation)
Spells Descriptions
Hold creature (enchantment) All spells are in alphabetic order.
Hold undead (necromancy)
Lightning bolt (evocation) Abundance
Remove curse (abjuration) School: 9th level transmutation
Slow (transmutation) Components: V, S
Suggestion (enchantment) Casting time: 10 minutes
Tiny hut (evocation, ritual) Duration: Instantaneous
Water breathing (transmutation, ritual) Lists: Druid
By casting an abundance spell, you quicken the rip-
4th Level Spells
ening of a harvest or the growth of woodland. Fields of
Confusion (enchantment) crops in the affected area will grow, ripen, and be ready
Detect scrying (divination) for harvest in a single day. Seed must be sown any time
Hallucinatory terrain (illusion) before the casting of the spell.
Ice storm (evocation) An area of woodland will grow as if it had grown for
Polymorph other (transmutation) 25 years in one day plus five years per day for another
Polymorph self (transmutation) three days. There must be soil capable of supporting
Secure shelter (conjuration, ritual) the woodland for the growth to remain healthy.
Stone shape (transmutation) You must stand anywhere within the area to be af-
Wall of fire (evocation) fected. You designate the exact size and shape of the
Wall of ice (evocation) area in the casting. but cannot be larger than 100
5th Level Spells square yards. This spell does not create effects such as
entanglement or enlargement of the flora within the
Cone of cold (evocation)
area of effect.
Conjure elemental (conjuration)
Creation (illusion) Adaptation
Feeblemind (enchantment) School: 5th level transmutation [ritual]
Magic jar (necromancy) Components: V, S, CM (holy water)
Passwall (transmutation) Casting time: 10 minutes
Sending (evocation) Target: Touched creature
Telekinesis (transmutation) Duration: 8 hours
Teleport (conjuration) Lists: Cleric
6th Level Spells This spell allows the recipient to ignore gases affect-
ing respiration (including poisoning gas), to breathe
Banishment (abjuration)
underwater, or even to exist in airless space for the du-
Ensnarement (conjuration)
ration of the spell.
Flesh to stone (transmutation)
Aerial Servant
7th Level Spells
School: 6th level conjuration [summoning]
Spell turning (abjuration)
Components: V, S
8th Level Spells Casting time: 10 minutes
Antypathy/sympathy (enchantment) Duration: 10 days
Construction crew (conjuration, ritual) Lists: Cleric
Horrid wilting (necromancy)
Maze (conjuration)
This spell summons an invisible aerial servant to Casting time: Standard Action
find and bring back an object or creature described to Targets: Touched creature
it by you. Unlike an elemental, an aerial servant cannot Duration: 10 minutes
be commanded to fight for you. Lists: Cleric, Paladin
As part of the casting, you use a warding circle to The recipient of this spell gains a +1 bonus to its at-
trap the aerial servant. Such circles may be temporary tack rolls and any saving throw rolls it makes against
(drawn by hand) or permanent (inlaid or carved). Any being frightened is favored. The target also receive 1d8
break in the circle spoils the efficacy of the spell and temporary hit points for the duration of the spell.
enables the creature to break free automatically. Even
a straw dropped across the line of a warding circle de- Air Walk
stroys its power. Fortunately, the aerial servant cannot School: 5th level transmutation
so much as place a straw upon any portion of the in- Components: V, S, LM (a bit of thistledown)
scribed ward, for the magic of the barrier absolutely Casting time: Standard Action
prevents it. If you do not draw the circle or it is broken Target: Touched creature
before you name the creature or object you want, the Duration: 1 hour
aerial servant attempts to slay you and then returns Lists: Cleric
from whence it came. You can name what you want in This spell enables a creature to tread upon air as if
any language. Even if the aerial servant does not un- it were walking on solid ground. Moving upward is
derstand that language, it will know what or who you similar to walking up a hill. A maximum upward or
want. downward angle of 45 degrees is possible. An air-walk-
The object or creature to be brought must be such as ing creature is in control of its movement, except when
to allow the aerial servant to physically bring it to you. a strong wind is blowing. In this case, the creature is
If prevented, for any reason, from completing the as- slowed when moving against the wind. Normal, not
signed duty, the aerial servant returns to its own plane strong winds, do not affect the movement. The crea-
whenever the spell lapses, its duty is fulfilled, it is dis- ture can, at the DM’s option, be subject to additional
pelled, you releases it or you are slain. penalties in exceptionally strong or turbulent winds,
such as loss of control of movement or suffering phys-
Aerial Servant
ical damage.
Unaligned, Large elemental humanoid (eternal, true)
The spell can be placed upon a trained mount, so it
Level 15 (900 XP)
AC 17 (natural) can be ridden through the air. Of course, a mount not
hp 98 (16d10+32) accustomed to such movement would certainly need
Damage resistance bludgeoning, slashing, piercing careful and lengthy training, the details for which are
Senses darkvision (near), Ins 11, Per 15 up to the DM.
Languages Auram
Stats Alarm
Str 23 (+5), Dex 17 (+2), Con 16 (+2), School: 1st level abjuration [ritual]
Int 4 (–2), Wis 13 (+1), Cha 11 (+0) Components: V, S, LM (a tiny bell and a piece of
Saving throws Fort +2, Ref +5, Will –2
Skills Athletics +11, Perception +5, Stealth +8
very fine silver wire)
Casting time: 1 minute
Special Traits
Duration: 6 hours
Fly. The aerial servant can fly.
Naturally invisible. The aerial servant is invisible except Lists: Bard, Wizard
if a magical effect make it visible. When an alarm spell is cast, you cause a selected
Standard Actions area within 10 feet (no greater than a 20-foot cube)
Slam [natural]: Melee +9. 1d6+5 bludgeoning. to react to the presence of any creature larger than a
Strangle [natural]: The aerial servant makes a grapple normal rat. The area of effect can be a portal, a section
attack against a Large-sized or smaller creature. If it suc- of floor, stairs, etc. As soon as any creature enters the
ceed, whenever the target starts its turn grappled, it fol- warded area, touches it, or otherwise contacts it with-
lows the rules for sufocation (under the Endurance skill).
out speaking a password established by you, the alarm
spell lets out aloud ringing that can be heard clearly
Aid within a 60-foot radius. (Reduce the radius by 10 feet
School: 2nd level conjuration for each interposing door and by 20 feet for each sub-
Components: V, S, LM (a tiny strip of white cloth stantial interposing wall.) The sound lasts for about 6
with a sticky substance, such as tree sap, on the ends) seconds and then ceases.
Ethereal or astrally projected creatures do not trig- You can teach the befriended animal three specific
ger an alarm, but flying or levitating creatures, invisi- tricks or tasks for each point of Intelligence it possess-
ble creatures, or incorporeal or gaseous creatures do. es. Typical tasks are those taught to a dog or similar
You can dismiss the alarm with a single word. pet (i.e., they cannot be complex). Training for each
If you cast a new alarm spell while another is still such trick must be done over a period of one down-
active, the former instance of this spell ends immedi- time week.
ately. If the creature is left alone for more than a week, the
spell ends and it will revert to its natural state and act
Alter Instrument accordingly. Also, if you or one of your companions
School: 0 level transmutation harms the target, the spell ends.
Components: V, S You cannot have more than one animal captivated by
Casting time: Standard Action means of this spell at a time. If you cast this spell again
Target: One touched musical instrument when the limit of captivated animals was reached, the
Duration: 1 hour older spell instances end.
Lists: Bard Augmentation: When you cast this spell using a
By using this spell, you can transform one musi- spell slot of 2nd level or higher, you can keep a number
cal instrument into another of similar size and equal of captivated animals simulteneously equal to the spell
or lesser value. Any hand-held instrument can be al- level.
tered into any other hand-held instrument. However,
in order to obtain a large instrument, such as a base Animal Calling
harp, organ, or any other instrument that is too large School: 2nd level conjuration
or heavy to be easily carried, you must start with an Components: V, S
equally large instrument. Casting time: Standard Action
In any event, the value of the new instrument is Targets: Natural beasts within 1-mile radius
identical to cheaper than the original. A golden re- Duration: Special
corder can generate a silver plated lute, a child’s drum Lists: Bard, Druid
will generate a non-functional lyre. By means of this spell, you name a natural beast with
Bards use this spell to save both money and equip- level 2 or lower. Up to eight animals of that type will
ment carried. It is a lot cheaper to buy a single instru- come to you, providing there are any within the spell
ment and alter it when another is needed than to buy radius. The DM must determine the chance of a called
every instrument that might be required. This also animal being within the range of the spell.
saves a lot of space in one’s backpack. The animals summoned are captivated by you until
If you cast this spell again, any previous instances of you or one of your perceived allies take a hostile action
it automatically ends. against them, or until you abuse them (DM’s discre-
tion). In these situations, the abused or attacked ani-
Animal Friendship mal will become immediately hostile towards you and
School: 1st level enchantment [mind] your allies. If none of these circumstances applies, an-
Components: V, S, LM (a piece of food liked by the imals will remain captivated until you start a full rest,
animal) going away peacefully after that.
Casting time: 1 minute Animals already hostile against you are not affected.
Target: Nearby beast with Intelligence 3 or lower. For example, if you are being attacked by a brown bear
Duration: Permanent and call for bears, other bears in the range will come
Lists: Bard, Druid to you. Called animals are not telepórted to your side.
By means of this spell, you are able to show any They will come to the place of calling by their own
beast that you desire friendship. If the animal does not means, avoiding dangers on the path. So, if you move
roll a successful Will save immediately when the spell after calling animals and before they arrive, it is possi-
is begun, it stands quietly while you finish the spell. ble they cannot reach you.
Thereafter, it becomes captivated by you. Augmentation: If you cast this spell on a spell slot
The spell functions only if you actually wish to be of 2nd level or higher, you can name any natural beast
the animal’s friend. If you have ulterior motives, the whose level is equal or lower the spell slot level you
animal always senses them (for example, you intend to spend.
eat the animal, send it ahead to set off traps, etc.).
Animate Dead the barrier, and continued pressure will break the spell.
School: 3rd level necromancy Normal creatures (a normally encountered troll rather
Components: V, S, LM (a drop of blood and a pinch than a conjured one, for instance) can enter the area,
of bone powder) as can normal missiles. Note that creatures on their
Casting time: Standard Action home plane are normal creatures there. Thus, on the
Targets: Nearby corpses and bones Elemental Plane of Fire, a randomly encountered fire
Duration: Instantaneous elemental cannot be kept at bay by this spell. Artifacts,
Lists: Cleric, Wizard relics, and creatures of demigod or higher status are
This spell creates the lowest of the undead monsters unaffected by mortal magic such as this.
— skeletons or zombies — usually from the bones or Targeted magical effects. Spells and other magical
bodies of dead humans, demihumans, or humanoids. effects that target a creature or an object inside the
The spell causes existing remains to become animated shell have no effect on that target.
and obey your simple verbal commands. Areas of magic. The area of another spell or magical
The skeletons or zombies can follow you, remain in effect cannot extend into the shell. If the shell overlaps
an area and attack any creature (or just a specific type an area of magic, the part of the area that is covered by
of creature) entering the place, etc. the sphere is suppressed. For example, the flames cre-
This spell assumes that the bodies or bones are avail- ated by a wall of fire are suppressed within the sphere,
able and are reasonably intact (those of skeletons or creating a gap in the wall if the overlap is large enough.
zombies destroyed in combat will not be!). Spells. Any active spell or other magical effect on a
A single casting of this spell raises up to 10 skeletons creature or an object in the shell is suppressed while
and 5 zombies. If there are a mix of bodies and bones the creature or object is in it.
nearby treat each zombie as two skeletons to calculate Magical items. The properties and powers of magi-
how many undead can raise. cal items are suppressed in the shell. Note that, while a
If you cast this spell lots of times to build an army of magical sword does not function magically within the
undead, you are just able to control a number of zom- area, it is still a sword and can harm.
bies and skeletons by means of this spell equal to your A magical item’s properties and powers are sup-
Charisma score. Any undead after this ammount is pressed if it is used against a target in the shell or
free from your command. You control always the new- wielded by a creature in the shell. If a magical item ful-
er undead over the older ones. ly leaves the shell (for example, if you fire a magical ar-
Augmentation: If you cast this spell on a spell slot of row at a target outside the shell), the magic of the item
4th level or higher, each level above the first allow you ceases to be suppressed as soon as it exits.
to raise five extra skeletons (or an equivalent number Magical travel. Teleportation and planar travel fail
of zombies). to work in the shell, whether the shell is the destination
or the departure point for such magical travel. A por-
Antimagic Shell tal to another location, world, or plane of existence, as
School: 6th level abjuration well as an opening to an extradimensional space (such
Components: V, S as that created by the rope trick spell) temporarily dos-
Casting time: Standard Action es while in the shell.
Target: You Creatures and objects. A creature or object sum-
Duration: Concentration, up to 1 minute moned or created by magic temporarily winks out of
Lists: Cleric, Sorcerer, Wizard existence in the shell. Such a creature instantly reap-
By means of this spell, you surround yourself with pears once the space the creature occupied is no longer
an invisible barrier that moves with you. The space within the shell.
within this barrier is totally impervious to all magic Dispelling. Spells and magical effects such as dispel
and magical spell effects, thus preventing the passage magic have no effect on the shell. Likewise, the spheres
of spells or their effects. Likewise, it prevents the func- created by different antimagic shell spells do not nullify
tioning of any magical items or spells within its con- each other.
fines. The shell range affects you and everything next
to you. Anti-Plant Shell
The antimagic shell also hedges out summoned School: 5th level abjuration
or conjured creatures. It cannot, however, be forced Components: V, S
against any creature that it would keep at bay; any at- Casting time: Standard Action
tempt to do so creates a discernible pressure against Target: You
Duration: Concentration, up to 1 hour Note that the particular type of creature to be af-
Lists: Druid fected must be named specifically — for example, red
The anti-plant shell spell creates an invisible, mobile dragons, hill giants, wererats, lammasu, catoblepas,
barrier around you that keeps all plant creatures out- vampires, etc. If this spell is cast upon an area, all near-
side. Plant creatures out the shell are not able to close by region is affected. If an object or item is enchanted,
next to you either voluntarily or forced (no saving only that single thing can be enchanted.
throw allowed). They feel the barrier as an impenetable Antipathy: This spell causes the affected creature to
field. Also, the field cuts off any external attack made feel an overpowering urge to leave the area or to not
against you or anything next to you. This includes even touch the affected item. If a Will save is successful,
area effects or magic generated by plants out the field. the creature can stay in the area or touch the item, but
The area is supressed around you. the creature will feel very uncomfortable, and a per-
Any plant creature next to you when the spell is cast sistent itching will cause it to make unfavored Dexter-
must make a Fortitude save to not be pushed out the ity-based checks. Failure forces the being to abandon
cluster; If it succeed, the plant is immune to the spell’s the area or item, shunning it permanently and never
effect for awhile. However, when these creatures exit willingly returning to it until the spell expires.
the area, they begin to be affected and cannot return. Sympathy: By casting the sympathy application of
the spell, you can cause a particular type of creature
Anti-Vermin Barrier to feel elated and pleased to be in an area or touching
School: 3rd level abjuration or possessing an object or item. The desire to stay in
Components: V, S, LM (a rodent’s whisker) the area or touch the object is overpowering. Unless
Casting time: Standard Action a Will save is successfully rolled, the creature will stay
Duration: 8 hours or refuse to release the object. If the saving throw is
Lists: Druid successful, the creature or character is released from
With this spell, you create an invisible force field on the enchantment.
a nearby place that repels any creature with the vermin
tag (insects, rodents, spiders, snakes, worms) of level 3 Arcane Lock
or lower. The spell has no effect on vermins that have School: 2nd level abjuration
level 4 or higher. Affected creatures cannot close next Components: V, S
to the place the barrier was created either voluntari- Casting time: Standard Action
ly or forced. The barrier is solid and impenetrable to Targets: One nearby item that can be locked
them. Duration: Permanent
Any affected vermin already next to the area when Lists: Bard, Wizard
the spell is cast is pushed out. A arcane lock spell cast upon a door, chest, or portal
Augmentation: If this spell is cast on a spell slot lev- magically locks it. You can open this lock by the nor-
el of 4th level or higher, it affects all vermin whose level mal means without being affected by the spell; other-
is equal or lower the spell’s level. wise, the arcane-locked object can be opened only by
breaking in, or by a dispel magic or knock spell. Note
Antypathy/Sympathy that the last two spells do not remove the arcane lock,
School: 8th level enchantment [mind] they only negate it for a brief duration — about one
Components: V, S, LM (a lump of alum soaked minute.
in vinegar for antypathy) or EM (1,000 gp worth of As a Quick Action, you can end any arcane lock spell
crushed pearls and a drop of honey for sympathy) you placed upon an item, even if not in the vicinity of
Casting time: Standard Action this item.
Target: Nearby object or place
Duration: 24 hours Arcane Mark
Lists: Druid, Wizard School: 0 level transmutation [glyph]
This spell allows you to set certain vibrations to em- Components: V, S, EM (a pinch of diamond dust —
anate from an object or location that tend to either re- about 100 gp worth — and a pigment or pigments for
pel or attract a specific type of intelligent creature. You the coloration of the mark)
must decide which effect is desired with regard to what Casting time: Standard Action
creature type before beginning the spellcasting, for the Target: Touched object or surface
components of each application differ. The spell can- Duration: Permanent
not be cast upon living creatures. Lists: Bard, Wizard
When this spell is cast, you are able to inscribe, vis- be virtually any type of sound, but the relative volume
ibly or invisibly, your personal rune or mark, as well must be commensurate with the maximum defined by
as up to six additional characters of smaller size. An the spell.
arcane mark spell enables you to etch the rune upon Augmentation: The maximum volume created is
stone, metal, or any softer substance without harm to equal to 2 raised to the power of the spell slot level.
the material upon which the mark is placed. If an in- For exemple, if you cast audible glamer with a 3rd level
visible mark is made, a detect magic spell will cause it spell slot, you can create the sound of eight men.
to glow and be visible (though not necessarily under- A horde of rats running and squeaking is about the
standable). Detect invisibility, true seeing, and such will same volume as eight men running and shouting. A
likewise expose an invisible arcane mark. A read magic roaring lion is equal to the noise volume of 16 men,
spell will reveal the maker’s words, if any, and identify while a roaring dragon is equal to the noise volume of
you by your mark (the name by which you are most no fewer than 32 men.
famous). The mark cannot be dispelled, but it can be
removed by you or by an erase spell. Augury
School: 2nd level divination [ritual]
Atonement Components: V, S, EM (a set of gem-inlaid sticks,
School: 5th level enchantment [ritual] dragon bones, or similar tokens of at least 1,000 gp val-
Components: V, S, LM (prayer beads and burning ue)
incense) Casting time: 10 minutes
Casting time: 1 minute Duration: Instantaneous
Target: One touched creature Lists: Cleric
Duration: Instantaneous You seek to divine whether an action in the immedi-
Lists: Cleric ate future (within one-half hour) will benefit or harm
This spell is used to remove the burden of unwilling the party. For example, if a party is considering the de-
or unknown deeds from the person who is the subject struction of a weird seal that closes a portal, an augury
of the atonement. The spell removes the effects of mag- spell can be used to find if weal or woe will be the im-
ical alignment change as well. The person seeking the mediate result. If the spell is successful, the DM yields
atonement spell must either be truly repentant or not some indication of the probable outcome, possibly a
have been in command of his own will when the acts cryptic puzzle or rhyme. The base chance for receiving
to be atoned for were committed. The DM will judge a meaningful reply is 75%. Your DM determines any
this spell in this regard, noting any past instances of its adjustments for the particular conditions of each au-
use upon the person. gury. If the d% roll fails, you receive no answer at all.
Deliberate misdeeds and acts of knowing and will- For example, if the question is “Will we do well if we
ful nature cannot be atoned for with this spell (see venture to the third floor?” and a terrible troll guarding
the quest spell). A character who refuses to accept an 1,000 gp and a magical shield lurks near the entrance
atonement is automatically considered to have com- to the floor (which the DM estimates the party could
mitted a willful misdeed. beat after a hard fight), the augury might be: “Great
risk brings great reward.” If the troll is too strong for
Audible Glamer the party, the augury might be: “Woe and destruction
School: 0 level illusion await!” Likewise, a party casting several auguries about
Components: S, LM (a bit of wool or a small lump the same action in quick succession might receive
of wax) identical answers, regardless of the dice rolls.
Casting time: Standard Action The spell does not take into account any possible
Duration: Concentration, up to 10 minutes circumstances that might change the outcome, such as
Lists: Bard, Sorcerer, Witch, Wizard the casting of additional spells or the loss or gain of a
When the audible glamer spell is cast, you cause a companion.
volume of sound to arise at whatever distance you de-
sire (within your hearing range), and seem to recede, Banishment
approach, or remain at a fixed place as desired. The School: 6th level abjuration [teleportation]
volume of sound created, however, is that of one man, Components: V, S, CM (holy water and some mate-
maximum. Thus, talking, singing, shouting, walking, rial inimical to the target)
marching, or running sounds can be created. The au- Casting time: Standard Action
ditory illusion created by an audible glamer spell can Target: A nearby extraplanar creature
Duration: Instantaneous • Open sores or skin blemishes.
Lists: Cleric, Paladin, Sorcerer, Witch, Wizard • Forked tongue.
This spell can send an extraplanar creature hack to • Hands turn black or grow an extra finger.
its own plane of existence. The spell fails against enti- • Gains a strange habit — bays at the moon, growls
ties of demigod status or greater, but their servants or when angry, always shredding something.
minions can be banished. The creature makes a Will • Voice stutters or hisses.
save to negate the effect. If the creature has a specific • Hungers for raw meat, bones, or blood.
(proper) name, and you know and use this name in If you augment the spell, however, more powerful
your verbal component, the target’s saving throw is curses can be cast on target.
unfavorable. Every curse must contain an “escape clause” — a
You have no control over where in the creature’s means by which the accursed character can free her-
plane the banished creature arrives. self from the effects of the curse. At the time the spell is
Augmentation: If you cast this spell in a slot of at cast, you must announce an appropriate condition that
least 7th level, you can banish all nearby extraplanar will allow the curse to be broken. In the case of lethal
creatures. curses like undeath, removing the curse may result in
the death of the accursed, but even this is a form of
Barkskin release. Most of the time, though, a curse should offer
School: 2nd level transmutation a more substantial chance of escape.
Components: V, S, LM (a handful of bark from an Escape clauses take one of two forms, avoidance or
oak) redemption. Avoidance clauses allow the accursed to
Casting time: Standard Action stop the curse from manifesting by avoiding the condi-
Target: Touched creature tions that trigger it. A fighter cursed to lose her strength
Duration: 1 minute whenever she wields a sword might switch to another
Lists: Druid weapon, for example. All curses with triggered effects
When you cast the barkskin spell upon a creature, include an avoidance clause by their very nature.
its skin becomes as tough as bark (AC 15 + Dexterity Redemption clauses offer a way for the accursed to
modifier). If the target wears an armor that gives lesser permanently break the curse. A character might be
protection than this, its AC improves by 1. If the armor cursed to never see her home again until she has come
gives a better protection, use that protection instead. to the aid of seven halflings; when she completes those
The target also gains a +1 bonus on its saving throws, seven good deeds, the curse is lifted.
except those against spells and magical effects. All the listed effects are examples. You may bestow a
curse of similar power that is appropriate for the target
Bestow Curse
and approved by the DM.
School: 3rd level necromancy [curse] Augmentation: If you cast this spell in a slot of at
Components: V, S least 4th level, you can bestow curses that interfere with
Casting time: Standard Action the accursed character’s everyday life. These curses can
Target: One nearby creature that can see you and create minor game effects.
understand your words. • –1 to checks based in a specific ability (such as
Duration: Permanent Charisma-based checks).
Lists: Cleric, Witch, Wizard • –1 to attack rolls.
You speak aloud a curse on one susceptible creature • –1 to saving throws.
(see below). That creature must make on a Will save. • Colorblindness.
If it fails, then the target is subject to one effect which • Significant physical change: face becomes bestial,
must be appropriate to the target (chosen by you at the fur or scales, hunchback, short tail, grow or shrink
time the spell is cast). If the target does not hear the up to 1 foot, and so on. This do not alter target’s
curse, the spell has no effect on it. game statistics in any way.
At basic level, you bestow only the least powerful • Voice sounds inhuman.
of curses, used to repay relatively harmless transgres- • Must eat a strange substance once a day: raw meat,
sions. They can inflict only minor physical or behav- blood, gold, soil, and so on. This substance is nor-
ioral changes and no effects on game mechanics. mally digested without deleterious effects on tar-
• Eyes turn a strange color or glow like embers. get. However, if the target does not eat them, it be-
• Minor spasms — facial tic or twitching fingers. comes to starve.
• Hair turns stark white or falls out.
With a slot of at least 5th level, you bestow a curse Blacklight
that dramatically alters the accursed character’s life- School: 3rd level evocation
style, though it cannot place the victim in mortal dan- Components: V, S, LM ()
ger. Such curses can create major physical changes or Casting time: Standard Action
even alter the personality of the accursed. Targets: A nearby object
• Make unfavored checks based in a specific ability Duration: Concentration, up to 1 minute
(such as unfavored Wisdom-based checks). Lists: Sorcerer, Witch
• Indefinite madness. You create an area of total darkness around an ob-
• Deafness. ject. Everything nearby that object is impenetrable to
• Haunted by a ghost. normal vision and darkvision. You can see normally if
• Major physical change: vestigial wings, hands be- you are within the blacklit area, but if you outside it,
come spindly and clawed or resemble paws, change you cannot see through it.
sex, face becomes monstrous. This do not alter target’s Neither normal nor magical light works within the
game statistics in any way. area of a blacklight spell unless a spell with light tag
• Personality change: gain an uncontrollable lust for of 3rd level or higher is used. In the former event, the
an object the curse prevents you from obtaining, or light spell illuminates normally the darkness, tempo-
ethical alignment change. rarily supressing it.
With a slot of at least 7th level, you bestow a curse
that drastically alter the accursed character’s lifestyle Bless
and can impose major physical and/or mental chang- School: 1st level conjuration
es. A curse of this severity can often make the accursed Components: V, S, CM (holy water)
character appear monstrous. Casting time: Standard Action
• Make unfavored checks based in two specific abil- Targets: Nearby, unengaged creatures of your choice
ities. Duration: Concentration, up to 1 minute
• Make unfavored saving throws to a specific save Lists: Cleric, Paladin
(such as unfavored Fortitude saves). Upon uttering the bless spell, you raise the morale
• Blindness. of friendly creatures and any saving throw rolls they
• Afflicted lycanthropy. make against being frightened is favored. Further-
• Can be nourished just by a strange substance: raw more, it raises their attack rolls by +1.
flesh, blood, bones, and so on. This substance is A second use of this spell is to bless a single item.
normally digested without deleterious effects on The weight of the item is limited to one pound and the
target. No other substance can nourish it. effect lasts permanently. This use has no special bene-
• Polymorphed into an animal: toad, snake, hawk, fits by itself, but some special situations (for example,
and so on. This works as a polymorph spell, but a blessed crossbow bolt for use against a rakshasa) re-
cannot be dispelled and target’s retains its full hit quires the spell on an item.
point maximum.
• Stalked by a monster. Blur
• Rise as an undead creature after die (vampire is the School: 2nd level illusion
most common choice). Components: V, S
With a slot of 9th level, you bestow a curse that can Casting time: Standard Action
shatter the afflicted character’s way of life — or even Target: You
cause her death. Lethal curses can create immediate, Duration: Concentration, up to 1 minute
drastic physical and mental changes. Lists: Sorcerer, Wizard
• All target’s checks are unfavorable. When a blur spell is cast, you cause the outline of
• Make unfavored attack rolls. your form to become blurred, shifting and wavering.
• All target’s saving throws are unfavorable. This distortion causes all attacks rolls against you to be
• Torturous death. made unfavored. Both blindsight and truesight ignore
• Immediate, permanent transformation into a mon- this effect.
ster: hag, undead, construct, and so on. The target
Body Reaction
retains his memories and personality, but loses all
its statistics and replaces them by the monster’s sta- School: 0 level enchantment
tistics. Components: S
• Must kill once a day or suffer cumulative penalties. Casting time: Standard Action
Target: A nearby living creature • Dominated condition
Duration: Instantaneous • Frightened condition
Lists: Bard, Sorcerer, Wizard • Short-term or long-term madness
This spell creates a small physical reaction in the • Berserk of a berserker fighter (providing the ber-
target’s body, which can not hurt it or affect its tests serker is not immune to mind effects yet while go-
anyway (however, the effect can be embarrassing). Ex- ing berserk.)
amples include: • Alternatively. you can make a target indifferent
• Make the target pums. about any creatures that it was hostile toward be-
• Make the target burps. fore. This indifference ends if the target is attacked
• Make the target’s belly makes noise. or harmed any way or if it witnesses any of its
• Make the target sneezes. friends being attacked or harmed. When the spell
• Give a little muscular spasm in the target’s face or ends. the creature becomes hostile again. unless
fingers. the DM rules otherwise.
• Create an itch somewhere in the target’s body (it
does not have to scratch if do not want, but the nag- Cause Fear
ging feeling will be there). School: 1st level necromancy
Components: V, S
Burning Hands Casting time: Standard Action
School: 1st level evocation Target: A nearby creature
Components: V, S Duration: Special
Casting time: Standard Action Lists: Bard, Cleric, Paladin, Witch
Targets: All creatures in the area of effect. If the spell target fails on a Wisdom save, it becomes
Duration: Instantaneous frightened by you. At the end of each one of its turns,
Lists: Sorcerer, Wizard the target can make a new saving throw. Just remember
When you casts this spell, a jet of searing flame that a frightened creature make unfavored Will saves.
shoots from your fingertips. Your hands must be
held so as to send forth a fanlike sheet of flames: your Cause Insanity
thumbs must touch each other and fingers must be School: 5th level necromancy
spread. The burning hands send out flame jets of 5-foot Components: V, S
length in a horizontal arc of about 120 degrees in your Casting time: Standard Action
front. Any creature in the area of the flames must make Target: A nearby creature
a Reflex save. Failure means that creature suffers 1d6 Duration: Instantaneous
points of fire damage, half damage if successful. Flam- Lists: Witch
mable materials touched by the fire bum (cloth, paper, If the target of this spell fails on a Will save, its mad-
parchment, thin wood, etc.). Such materials can be ex- ness rating increases to 3.
tinguished by a Standard Action.
Change Self
Calm Emotions School: 1st level illusion
School: 2nd level enchantment [mind] Components: V, S
Components: V, S Casting time: Standard Action
Casting time: Standard Action Target: You
Targets: All humanoids in a nearby cluster Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 minute Lists: Bard, Cleric, Sorcerer, Wizard
Lists: Bard, Cleric This spell enables you to alter the appearance of
You attempt to suppress strong emotions in a tar- your form — including clothing and equipment — to
get. Each target must make a Will save; a creature can appear one foot shorter or taller; thin, fat, or in be-
choose to fail this saving throw if it wishes. For each tween; any humanoid. You cannot duplicate a specific
creature that fails the saving throw, choose one of the individual. The spell does not provide the abilities or
afflictions below to be supressed by the spell’s dura- mannerisms of the chosen form. The spell does not
tion. When this spell ends, any suppressed afliction alter the perceived tactile propierties of you and your
resumes. provided that its duration has not expired in equipment, and the ruse can be discovered this way.
the meantime.
• Captivated condition
To determine how good the change becomes, see untarily cancel the protection once you have learned
the Impersonator background. This spell allows you to the nature of a wild surge; the chaos shield protects
get an automatic result of 20 on the disguise check. from both good and harmful effects.
Chant Charm Creature
School: 2nd level conjuration School: 1st level enchantment [mind]
Components: V, S Components: V, S
Casting time: Standard Action Casting time: Standard Action
Duration: Concentration, up to 1 minute Target: One far away humanoid
Lists: Cleric Duration: Special
By means of the chant spell, you bring special fa- Lists: Bard, Cleric, Druid, Sorcerer, Witch, Wizard
vor upon yourself and your party, and causes harm to You are a charmer that gives to the target the capti-
your enemies. While the chant spell lasts, all attack and vated condition. The target receives a Will save to avoid
damage rolls and saving throws made by you and allies the effect, making a favored saving throw if hostile to
next to you gain a +1 bonus, while those of your ene- you (for example, in combat).
mies suffer a –1 penalty. Some circumstances allow a new Will save to break
To concentrate in this spell, you must continue to the effect. Otherwise the spell lasts indefinetly, but can
chant the mystic syllables all the time. So a silence spell be dispelled. Each time you or one of your allies in your
or utter other words break your concentration. presence take a hostile reaction against the target —
such as attack it or cast an ofensive spell on it — the
Chaos Devotion target makes a new saving throw. The target also gain a
School: 2nd level enchantment new saving throw after finish a full rest.
Components: V, S Augmentation: Each slot level above the 1st permits
Casting time: Standard Action you affect an additional target, but all targets must be
Target: A nearby creature next one to another. Alternatively, if you cast this spell
Duration: Concentration, up to 1 minute with a 4th level slot or higher, you may chose affect just
Lists: Sorcerer one target, but this target can be any creature instead
When you cast this spell, roll 1d4. If the result is of just a humanoid.
odd, add that number as bonus on the target’s attack
rolls. If the result is even, add that result as bonus to itsChill Touch
AC. The bonus lasts until the beginning of your next School: 0 level necromancy [weakening]
turn. At the beginning of each one of your turns there- Components: V, S
after, roll the die again and apply the designated bonus. Casting time: Standard Action
If your concentration is broken, the bonus is lost im- Target: You
mediately. Duration: Instantaneous
Lists: Wizard
Chaos Shield When you cast this spell, a blue glow encompasses
School: 2nd level abjuration your hand. This energy attacks the life force of any liv-
Components: V, S ing creature upon which you touch. As part of the Cast
Casting time: Standard Action a Spell Action, make a unarmed melee attack against a
Target: You creature. If successful, instead the normal damage of
Duration: Concentration, up to 10 minutes the attack, the touched creature must make a Fortitude
Lists: Sorcerer save and, if it fails, suffer ld6 points of necrotic damage
This spell imbues you with special protection against and take a –1 penalty to Strength-based checks and to
the effects of wild surges. It protects only against wild attack rolls. If the save is successful, the creature re-
surges caused by the your own spells, not from the ef- mains unharmed. The penalty is cumulative up to –5.
fects of another spellcaster’s wild surges. All this penalty disappears after the ending of a quick
When a wild surge affects you, the surge on you are or full rest.
negated. The chaos shield protects only you and does This spell has a special effect on undead creatures.
not negate the effects of a wild surge for other charac- Undead touched by you suffer no damage or strength
ters who might be in the area of effect. You cannot vol- loss, but they must successfully make a Will save or be
turned (as per turn undead cleric’s feature).
Chromatic Orb With a spell slot of at least 4th level, you may create
School: 1st level evocation [projectile] a blue orb that causes cold damage. The target becomes
Components: V, S, EM (a gem of the appropriate paralyzed until the end of your next turn, coated in a
hue of the orb, costing at least 50 gp) thin sheet of ice.
Casting time: Standard Action With a spell slot of at least 5th level, you may create
Target: One nearby creature a violet orb that causes necrotic damage. The target is
Duration: 10 minutes slowed until the end of the encounter.
Lists: Sorcerer With a spell slot of at least 5th level, you may create
This spell causes a 4-inch-diameter sphere to appear a black orb that causes necrotic damage. If this attack
in the yout hand. Within the limits described below, kills the target, its soul is oblitered and the target can-
the sphere can appear in a variety of colors; each color not be ressurrected by any means.
indicates a different special power. As part of the cast-
Color Spray
ing you then hurl the sphere at the target, which makes
a Reflex save to avoid it. If suceessful, the orb misses its School: 1st level illusion
target and dissipates without effect. If the target crea- Components: V, S, LM (pinch each if powder or
ture fails, the orb causes damage and a special effect. sand that is colored red, yellow, and blue)
At the basic level, the orb is white and causes 2d6 Casting time: Standard Action
points of radiant damage to the target. Until the end Targets: Special
of your next turn, the target is surrounded by light to a Duration: Start of your next turn
radius of 20 feet and makes unfavored attack rolls and Lists: Sorcerer, Wizard
saving throws. Upon casting this spell, you cause a vivid, fan-
Augmenting the spell changes the orb color, its shaped spray of clashing colors spring forth from your
damage and damage type and its additional effects. hand. The spray is 20-foot length horizontal arc of
Augmentation: Each spell slot level higher than the about 90 degrees in your front. Roll 6d10; the total is
1st improves the orb damage by an extra 1d6. You may how many current hit points of creatures this spell can
just improve the damage of a lesser orb color or also affect. Creatures inside the spray, starting in ascending
change the orb color to cause different effects. Each order of current hit points are affected. Blinded or un-
color requires a minimum spell slot level. conscious creatures are not affected by the spell.
With a spell slot of at least 2nd level, you may create Starting with the creature that has the lowest current
a red orb that causes fire damage. Fire from the orb hit points, each creature affected by this spell makes a
ignites all combustible materials next to the target. Will save. If it succeeds, the creature is blinded by the
With a spell slot of at least 3rd level, you may create spell’s duration. If it fails, the creature is incapacited in
an yellow orb that causes radiant damage. The target addition to blinded. Subtract each creature’s hit points
becomes blinded by its light until the end of your next from the total before moving on to the creature with
turn. the next lowest hit points. A creature’s hit points must
With a spell slot of at least 3rd level, you may create be equal to or less than the remaining total for that
a turquoise orb that causes lightning damage. The spe- creature to be affected.
cial effect of this orb just affect a target wearing a met- Augmentation: When you cast this spell using a
alic armor. The target’s armor becomes magnetized, spell slot of 2nd level or higher, roll an additional 2d10
attracting iron objects next to it. The target’s weapons, for each slot level above 1st.
if metalic, will stuck on armor, preventing their use. Compelling Duel
Even metalic weapon attacks against the target will
School: 1st level enchantment [mind]
stuck the weapon against the armor once the weapon
Components: V
hit it. The magnetization lasts 1 hour or until a dispel
Casting time: Standard Action
magic is cast on the armor. Just then the stuck metalic
Target: A nearby creature
objects will be released.
Duration: Concentration, up to 1 minute
With a spell slot of at least 3rd level, you may create
Lists: Paladin
a green orb that causes poison damage. It explodes on
When you cast this spell, the recipient makes a Will
the target, creating a green cloud of fumes that persists
save. If it fails, the creature’s attack rolls against targets
5 minutes. Any creature inside the cloud is sickened,
other than you are unfavored and it cannot make op-
except if have resistance or immunity to poison dam-
age.
portunity attacks against targets other than you. If one Components: V, S, LM (a set of three nut shells)
of your companions attacks the target or affects it with Casting time: Standard Action
a spell, the spell ends. Target: Up to 10 chosen far away creatures
Duration: Concentration, up to 1 minute
Comprehend Languages Lists: Bard, Sorcerer, Wizard
School: 1st level divination This spell causes confusion in creatures, creating
Components: V, S, LM (a pinch of soot and a few indecision and the inability to take effective action.
grains of salt) These creatures are allowed Will saves. Those success-
Casting time: Standard Action fully saving are unaffected by the spell.
Target: You Confused creatures react as follows:
Duration: 10 minutes
d10 Action
Lists: Bard, Cleric, Sorcerer, Wizard
1 Wander away (unless prevented) incapacited by
When this spell is cast, you are able to understand the duration.
the spoken words of creatures or read an otherwise 2–6 Stand incapacited and without moving until the
incomprehensible written message (such as writing in beginning of your next turn, then roll again.
another language). Note that the ability to read does 7–9 Attack the nearest creature to it. Decide randomly
not necessarily impart understanding of the material, if there are more than one target. It remains at-
nor does the spell enable you to speak or write an un- tacking only this creature until the beginning of
known language. your next round. Then, roll again.
Magical writing cannot be read, other than to know 10 Act normally until the beginning of your next round.
it is magical, but the spell is often useful when deci- Then roll again.
phering treasure maps. This spell can be foiled by cer- Wandering creatures move as far from you as possi-
tain warding magics (for example, secret page and il- ble, according to their most typical mode of movement
lusionary script spells) and it does not reveal messages (walk, swim, fly, etc.). Any confused creature that is
concealed in otherwise normal text. attacked perceives the attacker as an enemy and acts
Augmentation: If you cast this spell in a slot of at according to its basic nature.
least 3rd level, you are also understood by all creatures If there are many creatures involved, the DM may
within hearing distance, no matter the actual language decide to assume average results. For example, if there
you use. Each creature hearing you understand your are 10 orcs affected, one wanders away, four attack the
words as spoken in its native tongue. However, this nearest creature, six stand incapacited, and the last acts
does not enable you to speak with animals. normally but must check next round. The next round,
Cone of Cold the base is 9 orcs, since one wandered off. Another one
wanders off, four stand incapacited, three attack, and
School: 5th level evocation
one acts normally.
Components: V, S, LM (a crystal or glass cone of
Augmentation: If you cast this spell on a spell slot of
very small size)
5th level or higher, for each slot level higher than 4th,
Casting time: Standard Action
you can affect two extra creatures on range.
Targets: All creatures within the area of effect
Duration: Instantaneous Conjure Cabinet
Lists: Sorcerer, Wizard School: 4th level conjuration [ritual, summoning]
When this spell is cast, it causes a cone-shaped area Components: V, S
of extreme cold, originating at your hand and extend- Casting time: 1 minute
ing outward in a cone long sufficing to hit nearby Target: One touched cabinet
creatures inside it. It drains heat and causes 9d4+10 Duration: 1 minute
points of cold damage to a creature failing a Fortitude Lists: Bard
save (half this ammount if the saving throw succeed). Before this spell can be used, you must have a special
A creature killed by this spell becomes a frozen statue cabinet made. It must be of the highest quality, worth
until it thaws. at least 1,000 gold pieces. It can be any size up to 4 feet
A cone of cold also dispels a heat effect from the heat wide by 4 feet deep by 8 feet high.
/chill metal spell.
Confusion
School: 4th level enchantment
Once the cabinet is made, this spell must be cast A veritable army of magical hands appears in the air
upon it and the cabinet must be named. At any later around you, each armed with tools appropriate to the
date, you can cast this spell and the cabinet temporar- task to which you set them, from carpentry to masonry.
ily teleports to your current location. The cabinet car- When you perform the spell, you describe the desired
ries with it any contents. construction in great detail. The hands start working
When the cabinet teleports to you, a percentile die as soon as they appear, assembling the structure from
must be rolled. On a 01-04, it appears 2d20 feet in the available material. They will quarry stone and cut it
air and falls, destroying itself (but its contents are re-to shape, fell trees and saw them into lumber, gather
coverable). On a roll of 99-00, it teleports shatered in reeds for thatch, and so on, but their range is limited
pieces and is destroyed together with its contents. Oth- to only a mile or so; they cannot erect a stone cathe-
erwise, it is safe. dral in a sandy desert. They can also repair a ruined
The cabinet remains for the duration of the spell or structure or use the material of a ruined structure to
until you speaks aloud the cabinet’s name. It then tele- build something new. The hands cannot make attacks
ports safely back to its previous location, along with or deal damage, and they are impervious to damage.
any carried items. You can use this spell to build a stronghold whose
You may have only one such cabinet at a time. constructed space does not exceed 300 squares. That
space can be divided and arranged any way you please
Conjure Elemental but must be contiguous. With the DM’s permission,
School: 5th level conjuration [summoning] you can use this ritual for other construction purposes
Components: V, S such as building a bridge, carving stairs up the side of
Casting time: Standard Action a mountain, and similar tasks.
Duration: Concerntration, up to 10 minutes If the construction crew is used to speed the build-
Lists: Druid, Wizard ing of a stronghold or similar structure, the time in
You are able to conjure a true elemental with this months or years required to build it is reduced by an
spell — assuming you have a material source for the ammount equal to your spellcasting ability modifier
particular elemental. (A considerable fire source must after the 24 hours of the spell duration.
be in range to conjure a fire elemental; a large amount
of water must be available to conjure a water elemen- Contagion
tal, and so on). The conjured elemental have a maxi- School: 4th level necromancy
mum of 10 levels. Components: V, S
The conjured elemental will be dominated by you Casting time: 1 minute
and acts on the initiative count of 0. If your concentra- Target: A nearby creature
tion is broken, there is always a 10% chance that the el- Duration: Special
emental turns on you instead off being summoned out. Lists: Cleric
The elemental must remain nearby to be controlled. This spell causes a major disease and weakness in a
If it goes farther than this limit, your control over it creature. The afflicted individual is immediately strick-
ends and the elemental is not summoned out, turning en with the symptoms of one of the diseases of your
against you. choice from the ones described below. At the start of
An elemental that is not summoned out remains each of the target’s turn, it makes a skill challenge us-
until its form on this plane is destroyed due to damage. ing its Endurance skill against your spell’s save DC.
Note that water elementals are destroyed if they are far If it gains three success before fails the challenge, it is
away from a large body of water. cured from the disease. If not, the effect persists un-
Augmentation: If this spell is cast in a slot of 6th til the character spends 1d4×5 dowtime days taking a
level or higher, the conjured elemental’s level can be up complete rest to recover.
to the double of the slot level. Since this spell induces a natural disease in its target,
any effect that removes a disease or otherwise amelio-
Construction Crew rates a disease’s effects apply to it.
School: 8th level conjuration [ritual, summoning] Blinding sickness. Pain grips the creature’s mind,
Components: V, S, CM (a gem of at least 5,000 gp) and its eyes turn milky white. The creature makes un-
Casting time: 30 minutes favored Will saves, and is blinded.
Duration: 24 hours
Lists: Wizard
Flesh rot. The creature’s flesh decays. The creature When you cast this spell, up to four gallons of water
makes unfavored Charisma-based checks (except for are generated nearby. The water is clean and drinkable
Intimidation) and suffers double damage from all (it is just like rain water) and can be used, spilled, evap-
sources. orated, etc.
Pain fever. A raging fever sweeps through the crea- If you use the spell to destroy water, it obliterates
ture’s body, causing muscular pain. The creature makes without trace (no vapor, mist, fog, or steam) a like
unfavored Strength-bases checks, and attack rolls that quantity of water nearby. Water can be created or de-
use Strength. stroyed in an area as small as will actually contain the
Seizure. The creature is overcome with shaking. The liquid, or in an area as large as 1 cubic yard.
creature makes unfavored Dexterity-based checks, Re- Water can neither be created nor destroyed within a
flex saves, and attack rolls that use Dexterity. creature. So, the spell has no effect on water elementals
Augmentation: If you cast this spell on a spell slot or similar creatures.
of at least 6th level, you can choose to make the dis- Augmentation: Each slot level above the 1st permits
ease spread from the initial target. Any creature that you create or destroy 10 additional gallons of water.
starts its turn next to the original target of the spell
must make the same skill challenge to do not become Create Food & Water
diseased. These creatures do not have any symptoms School: 1st level conjuration
or drawbacks except if they fail on the challenge. Also, Components: V, S
a creature that succeeds on the challenge become im- Casting time: Standard Action
mune to contract this disease from the target. Duration: Instantaneous
Lists: Cleric
Copy When this spell is cast, you cause food and water
School: 1st level transmutation [ritual] to appear next to you. The food thus created is highly
Components: V, S, CM (a drop of black ink) nourishing if rather bland. The food decays and be-
Casting time: 1 minute comes inedible within 24 hours, although it can be re-
Target: One touched object stored for another 24 hours by casting a purify food and
Duration: Instantaneous drink spell upon it. The spell creates 1d4+3 pounds of
Lists: Bard, Wizard food and 1d4+3 gallons of water.
Copy enables you to make a perfect copy of a map, Augmentation: Each slot level above the 3rd per-
letter, or any other written or drawn document. You mits you create 1d4 additional pounds of food and 1d4
must have a blank parchment or a book with blank additional gallons of water.
pages of sufficient size to hold the copy. You hold the
blank object over the object to be copied, then cast the Creation
spell; the copy immediately appears on the former- School: 5th level illusion
ly blank object. The copy is a perfect duplicate of the Components: V, S, LM (a tiny piece of matter of the
original. same type of item you plans to create)
A copyied magical inscription is non-magical. So, Casting time: 1 minute
you can copy the contents of a scroll, but this does not Duration: Special
duplicate the scroll. Also, you can copy the contents of Lists: Sorcerer, Wizard
another spellbook to your own spellbook, but this does This spell enables you to create a mundane item of
not allow you to memorize them — to you be able to nonliving nature — goods, rope, wood, etc. You actu-
memorize spells from a spellbook, the spells have must ally create an illusion of the item and pulls wisps of ma-
be copyied by the usual way instead by means of this terial of the Shadowfell, weaving them into the desired
spell. item to make it real for some time. The object created
must be no larger than 5 feet in a same dimension, and
Create or Destroy Water the object must be of a form and material that you have
School: 1st level conjuration seen before. The item remains in existence for only as
Components: V, S, LM (a drop of water, if creating; long as the spell’s duration.
or a pinch of dust, if destroying)
Casting time: Standard Action
Duration: Instantaneous
Lists: Cleric, Druid
Creation Spell Duration Components: V, S, LM (either a bit of phosphorous
Created material Spell Duration or wychwood, or a glowworm)
Vegetable matter 24 hours Casting time: Quick Action
Animal matter 12 hours
Duration: Special
Lists: Bard, Sorcerer, Wizard
Common stone or crystal 8 hours
When a dancing lights spell is cast, you create, at
Precious metals 1 hour
your option, from one to four lights that resemble ei-
Gems 15 minutes
ther torches or lanterns (and cast that amount of light),
Rare metals (mithral, adamantite) 1 minute
glowing spheres of light (such as evidenced by will-o-
If the created item has more than one material, use wisps), or one faintly glowing, vaguely man-like shape,
the lower spell duration between the created materials. somewhat similar to that of a creature from the Ele-
Augmentation. When you cast this spell using a mental Plane of Fire. The dancing lights move as the
spell slot of 6th levei or higher, the creation’s size in- you desire, forward or back, straight or turning cor-
creases by 5 feet for each slot leveI above 5th. ners, without concentration upon such movement by
you. You may send each one of the lights to a different
Cure Disease direction and, at the start of your turn, change the ap-
School: 3rd level conjuration [healing] pearance of one or more lights (no Action required).
Components: V, S The spell cannot be used to cause blindness, and a
Casting time: 1 minute light winks out if you send it out very far away from
Target: Touched creature you (at DM’s discretion). Otherwise, the spell lasts
Duration: Instantaneous until you start a full rest, become incapacited, cast a
This spell enables you to cure most diseases by plac- spell with the light tag, or you dismiss it (no Action
ing your hand upon the diseased creature. The afflic- required).
tion rapidly disappears thereafter, making the cured
Darkness
creature whole and well in from immediately to 10
days, depending on the type of disease and the state of School: 2nd level evocation
its advancement when the cure took place. (The DM Components: V, S, LM (a bit of bat fur and either a
must adjudicate these conditions). The spell is also ef- drop of pitch or a piece of coal)
fective against parasitic monsters such as green slime, Casting time: Standard Action
rot grubs, and others. Note that the spell does not pre- Duration: Concentration, up to 10 minutes
vent reoccurrence of a disease if the recipient is again Lists: Sorcerer, Witch, Wizard
exposed. Choose a nearby point. This spell causes total, im-
Augmentation: When cast on a spell slot of at least penetrable darkness nearby the chosen point. Darkvi-
6th level, this spell cures lycanthropy if cast within sion is useless. Neither normal nor magical light works
three days of the infection. unless a spell with light tag of 3rd level or higher is
used. In the former event, the light spell illuminates
Cure Wounds normally the darkness, temporarily supressing it.
School: 1st level conjuration [healing] Augmentation: If you cast this spell on a spell slot of
Components: V, S 3rd level or higher and manage to keep the concentra-
Casting time: Standard Action tion for full 10 minutes, the spell becomes permanent.
Target: Touched living creature
Darkvision
Duration: Instantaneous
Lists: Bard, Cleric, Druid, Paladin School: 3rd level transmutation [ritual]
When casting this spell and laying your hand upon Components: V, S, LM (a pinch of dried carrot or
a creature, you cause 1d8 points of damage to the crea- an agate)
ture’s body to be healed. This healing cannot affect crea- Casting time: 1 minute
tures without corporeal bodies, nor can it cure wounds Target: Touched creature
of creatures not living (as undead or constructs). Duration: 8 hours
Augmentation: Each slot level above 1st cures an Lists: Druid, Sorcerer, Witch, Wizard
additional 1d8 points of damage. By means of this spell, you enable the recipient to
gain darkvision (near).
Dancing Lights
School: 0 level evocation [light]
Dazzling Sunray Magical areas, multiple types of magic, or strong lo-
School: 0 level evocation [light, weapon] cal magical emanations may confuse or conceal weak-
Components: V, S er radiations.
Casting time: Reaction Special: You can use a slot of any level to cast detect
Duration: Until the start of your next turn magic as a Standard Action instead of a ritual.
Lists: Witch
Detect Poison
When you hit an enemy with a melee weapon, you
can cast this spell to create a reflection of the sun on School: 1st level divination [detection, ritual]
your glittering weapon. The next time the target of Components: V, S, LM (a strip of blessed vellum)
the triggering attack makes an attack roll, this roll is Casting time: 1 minute
unfavored. Blinded targets are immune to this spell. If Target: You
the target has the sunlight sensitivity trait, all its attack Duration: Concentration, up to 10 minutes
rolls are unfavored. Lists: Cleric, Druid
This spell enables you to determine if an object has
Detect Invisibility been poisoned or is poisonous. You can check one
School: 2nd level divination [detection] object, or one 5-foot cubic mass in your line of sight
Components: V, S, LM (talc and powdered silver) when you cast the spell. You can check a new object or
Casting time: Standard Action mass each one of your turns as Standard Action. You
Target: You determine the exact type of poison.
Duration: Concentration, up to 10 minutes Special: You can use a slot of any level to cast detect
Lists: Bard, Sorcerer, Wizard poison as a Standard Action instead of a ritual.
When you cast a detect invisibility spell, you are able
Detect Scrying
to see clearly any objects or beings that are invisible, as
well as any that are astral, ethereal, or out of phase. In School: 4th level divination [detection, ritual]
addition, it enables you to detect hidden or concealed Components: V, S, LM (a small piece of mirror)
creatures (e.g., thieves in shadows, halflings in under- Casting time: 1 minute
brush, and so on). It does not reveal the method of Target: You
concealment or invisibility, except in the case of astral Duration: 1 hour
travelers (where the silver cord can be seen). It does Lists: Sorcerer, Wizard
not reveal illusions or enable you to see through phys- By means of this spell, you becomes aware of any
ical objects. attempt to observe you through scry effects, provided
Detected creatures are visible to you as translucent you are within the area of the effect or you are its direct
shapes, allowing you easily to discern the difference target.
between them and visible creatures. When a scrying attempt is detected, roll a DC 15
Arcana check. If you succeed, the identity and general
Detect Magic location of the scryer immediately become known to
School: 1st level divination [detection, ritual] you. The general location is a direction and significant
Components: V, S landmark close to the scryer. Thus, you might learn,
Casting time: 1 minute “Sniggel spies on us from east, under the stairs,” or,
Target: You “You are watched by Asquil in the city of Samarquol.”
Duration: Concentration, up to 10 minutes Notice this spell does not prevent you of being
Lists: Bard, Cleric, Druid, Sorcerer, Wizard scryed. It just warns you that a scry is being done.
When the detect magic spell is cast, you detect nearby
Detect Snares and Pits
magical radiations inside your line of sight. The inten-
sity of the magic can be determined (dim, faint, mod- School: 1st level divination [detection, ritual]
erate, strong, overwhelming), and you have a chance Components: V, S
to recognize if a certain type of magic (alteration, con- Casting time: 1 minute
juration, etc.) is present. Make a DC 15 Arcana check Target: You
per magical effect, just one attempt being allowed. If Duration: Concentration, up to 10 minutes
successful, you determine the school or schools of that Lists: Cleric, Druid
effect. Upon casting this spell, you ra able to detect near-
by snares, pits, deadfalls and similar hazards in your
line of sight. Such hazards include simple pits, dead-
falls, snares of wilderness creatures (trapdoor spiders, the dispel magic spell. More powerful effects requires
giant sundews, ant lions, etc.), and traps based on pits, you succeed on a spellcasting ability check (DC 10 +
deadfalls and snares. You experience a feeling of dan- level of the effect).
ger from the direction of a detected hazard, which Target is a creature: If the target is a creature, the
increases as the danger is approached. You learn the dispel magic potentially can remove all active magical
general nature of the danger (pit, snare, or deadfall) effects on it. You cannot exclude specific effects from
but not its exact operation, nor how to disarm it. Close this.
examination as Standard Action, however, enables This use can negate effects that were created by a
you to sense what intended actions might trigger it. magical item, but nothing prevents the creature from
The spell detects certain natural hazards — quicksand activate this item again. If an item on a creature creates
(snare), sinkholes (pit), or unsafe walls of natural rock a continuous effect, this effect is negated until the start
(deadfall). Other hazards, such as a cavern that floods of your next turn, when it resumes to work.
during rain, an unsafe construction, or a naturally poi- Magical effects dispeled this way end as their normal
sonous plant, are not revealed. The spell does not de- duration finished. So, if the spell has some aftereffect,
tect magical traps (save those that operate by pit, dead- it is normally applied.
fall, or snaring; see the trip spell and the snare spell), Target is a non-magical object: If the target is a
nor those that have been rendered safe or inactive. non-magical object that is under a magical effect of
Special: You can use a slot of any level to cast detect same sort, the same rules that applies to a creature tar-
snares and pits as a Standard Action instead of a ritual. get are used.
Target is a magical item: If the target is an unat-
Detect Undead tended, permanent magical item, this item is automat-
School: 1st level divination [detection] ically rendered non-operational for 1 minute. If the
Components: V, S, LM (a bit of earth from a grave) item is being carried or worn by a creature, this crea-
Casting time: Standard Action tures makes a Will save to avoid the dispel magic spell.
Target: You A consumable magical item (such as a scroll or po-
Duration: Concentration, up 10 minutes tion) is destroyed if rendered non-operational this way.
Lists: Cleric, Paladin, Wizard Target is a magical zone: The dispel magic just
This spell enables you to detect all nearby undead works on the effects created by the zone, and not every
creatures. While the spell indicates direction, it does magical effect inside it. Depending of the nature of the
not give specific location or distance, except if you are zone, it can be gone forever or just suppress it for some
actually seeing it. In this case, you are sure that the time (usually 1 minute). If the zone is very large, the
seen creature is an undead. dispel magic just “clean” a 15-foot radius of it.
The spell detects undead through walls and obsta- Counterspelling: When a creature is casting a dis-
cles, but is blocked by one foot of stone, one inch of pelable spell or spell-like ability or activating a magical
solid metal, or a yard or more of solid wood or loose item, you can take a Reaction (instead of a Standard
earth. The spell does not indicate the type of undead Action) to counterspell it. A successful dispeled effect
detected, only that undead are present. is negated as the magic was never cast, but the creature
still expend its spell slot or item’s charge, if any.
Dispel Magic
Effects that cannot be dispeled: Not every magical
School: 3rd level abjuration effect can be negated or supressed by means of a dispel
Components: V, S magic spell. No spell with the curse tag can be dispelled
Casting time: Standard Action (you need a remove curse to that). Dispel magic also
Target: A far away creature, object, or magical zone does not affect instantaneous effects, except if counter-
Duration: Instantaneous spelling. Certain spells, as noted in their description,
Lists: Bard, Cleric, Druid, Sorcerer, Witch, Wizard cannot be dispelled or interact in a different way with
When you cast this spell, it has a chance to neutral- this spell.
ize or negate magic that comes in contact with. Each Augmentation: Higher the spell slot level you use to
magical effect is checked to determine if it is dispelled. cast dispel magic, higher are the spells and effects auto-
You can always dispel your own magic. Otherwise, matically dispelled without the need of checks.
you automatically succeed in dispel any magical effect
whose level is equal to or lower than the level you cast Doom
School: 1st level necromancy [curse]
Components: V, S, CM (holy water)
Casting time: Standard Action immediately cancelled if the recipient suffers any cold
Targets: Nearby creatures of your choice or fire damage, but the recipient of the spell is resistant
Duration: Concentration, up to 1 minute to cold and fire against this cancelling damage.
Lists: Cleric, Witch
Upon uttering the doom spell, you lower the morale Enlarge/Reduce
of your enemies and any saving throw rolls they make School: 1st level transmutation [shapechange]
against being frightened is unfavored. Furthermore, it Components: V, S, LM (pinch of powdered iron)
penalizes their attack rolls by –1. Casting time: Standard Action
Target: One nearby creature or object
Druidcraft Duration: Concentration, up to 1 minute
School: 0 level transmutation Lists: Sorcerer, Wizard
Components: V, S This spell causes instant change of size and weight
Casting time: Standard Action of a creature or object. It can be cast only upon a sin-
Duration: Varies gle creature or upon a single object that does not ex-
Lists: Druid ceed 10 feet in any dimension. All equipment worn or
This spell is a minor primal trick that call the power carried by a creature is altered by the spell. Unwilling
of the nature. You create one of the following magical victims and the possetions they carry are entitled to a
effects next to you: Fortitude save to negate the effect.
• You create an instantaneous, harmless sensory ef- Magical properties are not altered by this spell — a
fect, such as falling leaves, a puff of wind, the sound needle-sized wand is still capable of its normal func-
of a small animal, or the faint odor of skunk. The tions and retains all its charges, a giant-sized potion
effect must fit in a 5-foot cube. merely requires a greater fluid intake to make its mag-
• You light or snuff one candle, torch, or small camp- ical effects operate, etc.
fire. This effect is instantaneous. Enlarge. The target’s size doubles in all dimensions,
• You augment the illumination radius of one source and its weight is multiplied by eight. This growth in-
of fire by 5 feet for 10 minutes. creases its size by one category — from Medium to
• You chill, warm, or flavor up to 1 cubic foot of Large, for example. If insufficient room is available for
nonliving material for 1 hour. the desired growth, the target attains the maximum
• You draw a vine from the ground that is up to 50 possible size, and stops to grow, reverting to the nor-
feet in length. The vine functions as a silk rope and mal size. In other words, the spell cannot be used to
lasts 1 minute. crush a creature by growth and fails automatically if
• You make a flower blossom, a seed pod open, or a it is attempted. But weaker constraints (such as ropes)
leaf bud bloom. This effect is instantaneous. are just bursted when the target grows instead of im-
• Create a light gust of wind that can blow small, peding the spell to work.
unattended objects within 30 feet that weigh less If the target is a creature, it gains a +3 bonus to the
than 1 pound to any other location up 10 feet from Strength score. Enlarged weapons grant a +1 bonus to
where it was. its damage rolls.
lf you cast this spell multiple times, you can have up Reduce. The target’s size halves in all dimensions,
to three of its non-instantaneous effects active at a time and its weight is divided by eight. This reduction
and you can dismiss such an effect as a Quick Action. shortens its size by one category — from Medium to
Small, for example. If the target is a creature, it suffers
Endure Weather a –4 penalty to the Strength score (but never below
School: 1st level abjuration Strength 1). Reduced weapons have a –1 penalty to its
Components: V, S damage rolls.
Casting time: Standard Action
Target: Touched creature Entangle
Duration: 1 hour School: 1st level transmutation
Lists: Cleric, Druid Components: V, S
The creature receiving this spell is protected from Casting time: Standard Action
normal extremes of cold or heat. The creature can Target: All creatures in the same far away cluster
stand unprotected in temperatures as low as –30 ºF or Duration: Special
as high as 130 ºF with no ill effect. Temperatures be- Lists: Druid
yond these limits inflict normal damage. The spell is
By means of this spell, you are able to cause plants cannot so much as place a straw upon any portion of
in the area of effect to entangle creatures within the the inscribed ward, for the magic of the barrier abso-
area. The grasses, weeds, bushes, and even trees wrap, lutely prevents it.
twist, and entwine about the creatures, holding them Once safely ensnared, the creature can be kept for as
fast for the duration of the spell. Any creature entering long as you dare. (Remember the danger of something
the area is subject to this effect. breaking the ward!) The creature cannot leave the cir-
The first time a creature enters the area (including at cle, nor can any of its attacks or powers penetrate the
the moment the spell comes to effect) and each time a barrier. You can offer bribes, use promises, or make
creature starts its turn inside the area, it must make a threats in order to exact one service from the captive
Fortitude save to escape the area. It requires a Standard creature. This can be roleplayed or through Persuasion
Action to be able to move out. A failed save means the checks, Intimidation checks, or whatever the DM finds
creature is restrained until it makes a new saving throw appropriate.
(usually at the start of its next turn). Once the single service is completed, the creature
Exceptionally large (gargantuan) creatures suffer no need only so inform you to be instantly sent from
distress from this spell. The spell has no effect if there whence it came. The creature might later seek revenge.
is no vegetal life on the targeted cluster. Augmentation: If this spell is cast in a slot of 7th
level or higher, the invoked creature’s level can be up to
Ensnarement the double of the slot level.
School: 6th level conjuration [summoning]
Components: V, S, LM (chalk, coal or other material Erase
to draw a warding circle) School: 1st level transmutation
Casting time: 10 minutes Components: V, S
Target: One celestial, fiendish, fey, or elemental Casting time: Standard Action
creature having level up to 12. Target: One nearby nonmagical writing or one
Duration: Special touched magical writing.
Lists: Bard, Wizard Duration: Instantaneous
Casting this spell attempts a dangerous act: to lure Lists: Bard, Wizard
a powerful creature from another plane to a specially The erase spell removes writings of either magical or
prepared trap, where it will be held until it agrees to mundane nature from a scroll or from one to two pag-
perform one service in return for freedom from the es of paper, parchment, or similar surfaces. It removes
ensnarement spell. The specific, proper name of the any glyph spell regardless the spell level.
creature to be ensnared must be known and stated,
used in casting the spell. The spell causes a gate-like Evil Eye
opening on the plane of the creature to be ensnared. School: 1st level necromancy [curse]
The creature makes a Will save to ignore the spell-cre- Components: V, S
ated opening, and if successful the spell fails. If the sav- Casting time: Standard Action
ing throw fails, the creature is sucked by the opening Target: One nearby creature that can see you
and is ensnared. Duration: Special
As part of the casting, you use a warding circle to trap Lists: Witch
the summoned creature. Such circles may be tempo- The target must make a Will save (creatures warded
rary (drawn by hand) or permanent (inlaid or carved). by a protection from evil or magic circle spell cannot be
Even with such protection, the entrapped creature may targeted). If the creature fails, then at a stressful time
break free and wreak its vengeance upon you. chosen by the DM, that creature makes unfavored
When the circle is drawn the first time, the DM checks, attack rolls and saving throws for 1 minute (or
makes a secret Arcana check for you. The DC is the the duration of any activity that is represented by a sin-
target’s level or 10, whichever is higher. If you fail the gle roll). The effect cannot occur sooner than 24 hours
check, the creature breaks free the warding circle and after cast, and must occur no later than one week after
can attack you or simply go away. cast.
Any break in the circle spoils the efficacy of the spell
Elemental Bolt
and enables the creature to break free automatically.
Even a straw dropped across the line of a warding cir- School: 1st level evocation
cle destroys its power. Fortunately, the creature within Components: V, S
Casting time: Standard Action
Targets: One far away creature Lists: Bard, Druid
Duration: Instantaneous This spell enables you to outline all targets with a
Lists: None (elemental pact’s witch) pale glowing light. Outlined targets are visible in the
You shot a bolt of elemental energy against the tar- dark, and an outlining can render otherwise invisible
get, which makes a Reflex save. If it fails, it suffers 3d6 targets visible. However, this spell cannot outline non-
points of damage, half this ammount if it succeeds. corporeal, ethereal, or gaseous creatures. Nor does the
The damage type corresponds to your elemental boon light come anywhere close to sunlight. Therefore it has
choice. no special effect on undead or darkdwelling creatures.
Augmentation. Each spell slot above the 1st causes The faerie fire can be blue, green, or violet according
1d6 extra points of damage. to your decision at the time of casting. The faerie fire
does not cause any harm to the object or creature thus
Elemental Orb outlined.
School: 0 level evocation
Components: V, S Feather Fall
Casting time: Standard Action School: 1st level transmutation
Targets: Each creature on a nearby cluster Components: V
Duration: Instantaneous Casting time: Reaction
Lists: None (elemental pact’s witch) Target: One nearby falling creature or object,
You hurl a orb of elemental energy to a nearby clus- weighting no more than 200 pounds.
ter, where it explodes. Each target suffer an ammount Duration: Special
of damage equal to your spellcasting ability modifier Lists: Bard, Sorcerer, Wizard
(minimum of 1 point of damage). This damage type This spell is cast as a Reaction when the target is
corresponds to your elemental boon choice. falling. The creature or object affected immediately as-
sumes the mass of a piece of down. Rate of falling is
Energy Drain instantly changed to a mere 2 ft/s (12 feet per round),
School: 7th level necromancy [weakening] and no damage is incurred upon landing while the
Components: V, S spell is in effect. However, when the spell duration
Casting time: Standard Action ceases, normal rate of fall occurs. The spell ends on a
Target: Touched creature particular target when it falls more than 60 feet.
Duration: Permanent The spell works only upon free-falling, flying, or
Lists: Cleric, Witch propelled objects (such as missiles). It does not affect a
You draw away the life force of the target. Its hit sword blow or a charging creature. Note that the spell
point maximum are reduced to half the normal value can be effectively combined with gust of wind and sim-
or by 50, whichever is lower. ilar spells.
Augmentation: Each slot level above the 1st permits
Eyebite
you affect an additional target, but all targets must be
School: 0 level illusion next one to another. The total weight of all affected tar-
Components: S gets cannot exceed 200 pounds per slot level.
Casting time: Standard Action
Target: One nearby creature Feeblemind
Duration: Instantaneous School: 5th level enchantment [mind, weakening]
Lists: None (fey pact’s witch) Components: V, S, LM (handful of clay, crystal,
You glare at your enemy, and your eyes briefly gleam glass, or mineral spheres)
with brilliant colors. Your foe reels under your mental Casting time: Standard Action
assault, and you vanish from its senses. If the target Target: One nearby creature able to cast spells or
fails on a Will save, you become unpositioned regard- having spell-like abillities.
ing it until the end of your next turn. Duration: Concentration, up to 1 minute
Lists: Bard, Witch, Wizard
Faerie Fire
This spell is used solely against people or creatures
School: 1st level conjuration [light] who use spells. Feeblemind causes the subject’s intel-
Components: V, M (small piece of foxfire) lect to degenerate to that of a moronic child. The sub-
Casting time: Standard Action ject remains in this state until a heal spell is used to
Targets: Everything in a far away cluster cancel the effects.
Duration: 1 minute
If the target succeeds in a Will save, nothing hap- less otherwise noted. If it needs to make any check, it
pens. But failure means the target’s Intelligence, Wis- uses the same modifier you have to the relevant ability
dom, and Charisma scores are downgraded to 1. The or skill.
affected creature is unable to use Intelligence- or Cha- In your turn, your familiar can move and take a
risma-based skills, cast spells, activate magical items, Standard Action. A familiar has not a Quick Action
understand language, or communicate coherently. per se, but can trade its Standard Action for a Quick
Still, it knows who its friends are and can follow them Action as normal. If you want to order your familiar to
and even protect them. do something, you must take a Quick Action for that.
Augmentation: If this spell is cast in a slot of 8th A familiar cannot take Reactions, but if it is in your
level or higher, the duration becomes instantaneous, line of sight, you can use your own Reaction to give to
just removed with a heal spell. it a Reaction.
Your familiar have just 1 hit point maximum, but in
Fey Step a successful save for half damage, it takes no damage
School: 2nd level conjuration [teleportation] at all. If your familiar drops to 0 hp, it is destroyed.
Components: V After the end of your next full rest, it reappears near-
Casting time: Quick Action by you. If you die, your familiar dies with you. If you
Target: You are restored to life, your familiar reapers after the end
Duration: Instantaneous of your next full rest. A familiar away from its master
Lists: Sorcerer, Witch, Wizard more than one mile drops to 0 hp.
You teleport up to a nearby, unoccupied space you You and your familiar can speak to each other, but
can see. no one else understands what either of you is saying.
You also has an empathic link with the familiar and can
Find Familiar
issue it mental commands at a distance of up to one
School: 1st level conjuration [ritual, summoning] mile. Note that empathic responses from the familiar
Components: V, S, CM (1,000 gp worth of incenses are generally fairly basic — while able to communi-
and herbs) cate simple thoughts, these are often overwhelmed
Casting time: Reaction by instinctual responses. Thus a cat familiar spying
Duration: 2d12 hours on a band of orcs in the woods might lose its train of
Lists: Sorcerer, Wizard thought upon sighting a mouse. Certainly its commu-
This spell enables you to summon a familiar to act nications would be tinged with fear of the “big ones” it
as your aide and companion. When you decide to find was spying on! You cannot see through the familiar’s
a familiar, you must load a brass brazier with charcoal. eyes.
When this is burning well, you add the material com- Deliberate mistreatment, failure to care for the fa-
ponents. If you do not use material components for miliar, or continuous unreasonable demands have
this conjuration for some reason (as being a witch with adverse effects on the familiar’s relationship with its
the boon of the familiar), you do not need this brazier. master. Purposely arranging the death of one‘s own
Familiars are spirits that take the appearance of a familiar incurs great unfavor from certain powerful
small creature. The spirit you call will take the appear- entities, with dire results.
ance you choose to it and keep this apperance thereaf- Each familiar description below includes the bene-
ter. It can be affected by game effects in the same way fits a familiar provides.
as any other creature can be.
A spirit acting as a familiar can benefit the caster,
conversing with him, and serving as a guard/scout/spy
as well. You can have only one familiar at a time. If
you cast this spell a second time while already having
a familiar, the old spirit is freed and dismissed in favor
of the new one.
Once a familiar is a spirit, even taking the appear-
ance of a mundane creature, it does not need to breath,
eat, or sleep. It uses your saving throws and its AC is 15
+ your spellcasting ability modifier. A familiar cannot
pick or manipulate any object and cannot attack, un-
Albatross Owl
Tiny primal beast (eternal) Tiny primal beast (eternal)
Albatross’ eyes. As a Standard Action, you can see Senses darkvision (near)
through your familiar’s eyes while concentrating on it. Fly. A owl familiar can fly.
You determine if a target has cover from and is obscured Owl’s eyes. As a Standard Action, you can see through
to you as normal, but you might spot an enemy coming your familiar’s eyes while concentrating on it, gaining
around a corner or notice a foe hiding behind a wall. Your expertize in your Perception and Investigation checks.
own body is blinded while you are using this power. You determine if a target has cover from and is obscured
Death curse. If the albatross familiar is killed, you can to you as normal, but you might spot an enemy coming
take a Reaction to cast a 3rd-level bestow curse on the around a corner or notice a foe hiding behind a wall. Your
killer, no matter the distance. The killer knows about the own body is blinded while you are using this power.
curse, “hearing” it in its mind.
Fly. An albatross familiar can fly.
Seabound. An albatross familiar losses all its hit points if Rat
1 mile or further from the sea. Tiny primal beast (eternal)
Senses darkvision (near)
Rat’s cunning. A rat familiar can carry an object that
Bat
weighs up to 2 pounds, and it can manipulate objects well
Tiny primal beast (eternal) enough to make Thievery checks.
Senses blindsight (next)
Daysleeper. A bat familiar is unsettled and uncooperative
during the daylight hours. Raven
Fly. A bat familiar can fly. Tiny primal beast (eternal)
See the unseen. As a Quick Action, you cause enemies Senses darkvision (near)
next to your bat familiar to lose the benefits of being ob- Fly. A raven familiar can fly.
scured against you until the end of this turn. Raven’s speech. A raven familiar can speak any lan-
guage you know, and it can converse with other crea-
tures. When it speaks, you hear everything it says and
Cat
hear everything spoken to it. You can dictate its answers
Tiny primal beast (eternal) if you so choose.
Senses darkvision (near)
Curious and innocous. Within a week of living in any
village (or village-sized district of a town or city), a cat fa- Serpent
miliar can be assumed to know the habits and activities of Tiny primal beast (eternal)
its residents. The cat familiar will not know anything that a Condition immunities prone
resident takes extraordinary efforts to hide, or that would Senses darkvision (near)
be inaccessible to an ordinary cat, such as the contents Serpent’s startling. Once per rest, you can take a Quick
of a bank vault or the presence of a disguised assassin. Action to all creatures next to your serpent familiar cannot
Natural climber. A cat familiar makes favored checks to take Reactions until the end of your next turn.
climb.
Independent Spirit. A cat familiar has no range limit on
the distance it can exist away from you. Spider
Silent Predator. A cat familiar makes favored Stealth Tiny primal beast (eternal)
checks.
Spider’s climb. A spider familiar can move through verti-
cal surfaces or ceiling as easily it moves on ground. The
Falcon familiar can stand on such surfaces.
Web. A spider familiar can spin a web like the web spell in
Tiny primal beast (eternal)
about 5 minutes of work. The familiar can walk on webs
Fly. A falcon familiar can fly. without being restrained by them.
Hunting falcon. Once per rest, when casting a ranged Venomous. The spider familiar can spend 5 minutes to
arcane spell, you can determine its range from your fal- drink and absorb a poison dose you give to it without any
con instead of you. deleterious effect, effectively storing the dose inside its
body. Later, you can take a Martial Attack Action to your
familiar bite a creature next to it. The familiar has a +0
Ferret
bonus to its attack roll. If it hits, no damage is provoked,
Tiny primal beast (eternal) but the stored poison is injected on target. Regardless hit
Senses darkvision (near) or miss, the spider familiar loses the stored dose. The fa-
Healer’s spirit. A ferret familiar can use the Help Action miliar can just store one dose at time and just of a poison
to assist you with any Medicine check. you personally give to it.
Poison detection. A ferret familiar can detect non-magi-
cal poisons by smell.
Toad Components: V, S
Tiny primal beast (eternal) Casting time: Standard Action
Aquatic (amphibious). A toad familiar can swim calm
Target: You
water without the need of checks. In other conditions, it Duration: Instantaneous
makes favored checks. The toad also is able to breath Lists: Sorcerer
water as it breathes air. Upon completion of this spell, one of your hands
Toad’s venom. Whenever you cast a spell that causes (your choice) turns to stone. It is flexible and can be
poison damage to a target next to your toad familiar, this
target makes unfavorable saving throws against the poi-
used to punch, smash, or crush objects and opponents.
son spell. As part of this spell’s casting, you can either make a
favored unarmed attack roll against a target or crush
an object in your hand.
Fire Burst
If you hit with an attack, it causes 5 points of blud-
School: 0 level transmutation geoning damage and it is lethal damage. If you crush
Components: V, S an object, you make an Athletics check as normal, but
Casting time: Standard Action ignores a result lesser than 15, considering such results
Target: A nearby source of nonmagical fire (candle, as 15.
torch, bonfire)
Duration: Instantaneous Flesh to Stone
Lists: Sorcerer School: 6th level transmutation [curse]
When this spell is cast, it causes the target’s fire to Components: V, S, LM (lime, water, and earth)
flash and shoot arrows of flame. All creatures next Casting time: Standard Action
to the fire source suffer 1 point of fire damage or 1d6 Target: A nearby creature
points of fire damage, if the source has the size of a Duration: Concentration, up to 1 minute
bonfire or greater. Victims who roll a Reflex save suc- Lists: Witch, Wizard
cessfully suffer no damage. This spell confers the petrified condition to the tar-
get if it fails a Fortitude save. If a statue created by this
Fireball
spell is subjected to breakage or weathering, the being
School: 3rd level evocation (if ever returned to his original, fleshy state) will have
Components: V, S, LM (tiny ball of guano and sul- similar damage, deformities, etc.
phur) If you manage to keep your concentration on this
Casting time: Standard Action spell for a full minute, the spell duration changes to
Targets: Everything in a far away cluster permanent.
Duration: Instantaneous This spell can also be cast to restore life (and goods)
Lists: Sorcerer, Wizard to a formely petrified creature. This application is in-
A fireball is an explosive burst of flame, which det- stantaneous and not requires any concentration.
onates with a low roar and delivers 5d6 points of fire
damage to all its targets, half this ammount if a target is Floating Disk
successful in a Reflex save. Besides causing damage to School: 1st level conjuration [ritual]
creatures, the fireball ignites all combustible materials Components: V, S, LM (a drop of mercury)
within its burst, and the heat of the fireball melts soft Casting time: Standard Action
metals such as gold, copper, silver, etc. Exposed items Duration: 1 hour
in the possession of a creature that rolls a successful Lists: Wizard
saving throw are unaffected by the fireball. With this spell, you create a slightly concave, circu-
You point your finger in direction to the cluster lar plane of force. The disc is three feet in diameter and
you target and a streak flashes from the pointing dig- holds 100 pounds of weight. The disc floats at approx-
it, following a straigth line. Unless it impacts upon a imately three feet above the ground at all times and
material body or solid barrier prior to attaining the remains level. It floats along horizontally, always next
prescribed range, blossoms into the fireball (an early to you, and will accompany you wherever you go.
impact results in an early detonation). When the floating disc winks out of existence, what-
Augmentation: For each slot above the 3rd level, ever it was supporting crashes to the surface beneath
you cause extra 1d6 points of fire damage. it. If more than its maximum carrying capacity is load-
ed on it, the spell ends.
Fist of Stone
School: 0 level transmutation
Augmentation: For each spell slot above the 1st lev- Components: V, S
el, the floating disk supports more 200 pounds. Casting time: Reaction
Duration: Until the start of your next turn
Fly Lists: Witch
School: 3rd level transmutation When you hit an enemy with a melee weapon, you
Components: V, S, LM (a wing feather of any bird) can cast this spell to create make sparkling snow swirls
Casting time: Standard Action around your enemy, numbing its limbs and making it
Target: Touched creature struggle to move. If the target of the triggering attack
Duration: Concentration, up to 10 minutes has not resistance or immunity to cold, it is slowed.
Lists: Sorcerer, Witch, Wizard
This spell enables you to bestow the power of mag- Fundamental Breakdown
ical flight. The creature affected is able to move verti- School: 3rd level divination
cally and horizontally at the same speed of walking. Components: V, S, LM (a wand cut from a 100-year-
When the spell duration ceases, normal rate of fall oc- old oak tree)
curs. Casting time: 10 minutes
Target: Touched item
Fool’s Speech Duration: Concentration, up to 10 minutes
School: 3rd level enchantment [ritual] Lists: Wizard
Components: V, S, LM (a small whistle made of By casting this spell, you learn what is the recipe
bone) to create a nonmagical mixture or a magical item you
Casting time: 1 minute touch. The information instantly appears in your mind
Target: You and chosen creatures nearby you but may be lost if you cannot comprehend it. You must
Duration: 1 hour roll a DC 15 Intelligence check; if successful, you un-
Lists: Bard, Sorcerer derstand the recipe and retains it in your memory. If
With this spell, you empower yourself and others of the roll is missed, you cannot comprehend what you
your choosing with the ability to speak a secret lan- have learned and the information is immediately for-
guage incomprehensible to others. Once cast, the char- gotten.
acters can choose to speak normally or in their secret Without augmentation, you are just able to learn
tongue. They can speak and understand this mysteri- the quantity of ingredients and the preparation pro-
ous language fluently. cess required to produce a non-magical mixture. For
Fool’s speech is not recognizable as any known lan- example, you could learn how to produce Greek fire
guage, nor does it remotely sound like any language. A or gunpowder, or could learn the recipe for something
comprehend languages spell will not translate it. simple, like chocolate cake.
In all cases, simply knowing the proper recipe does
Friends
not mean you can successfully create the maigcal item
School: 0 level enchantment or chemical mixture. The construction of magical
Components: V, S, LM (chalk or white flour, lamp- items is a time-consuming and expensive undertaking.
black or soot, and vermilion applied to the face) This spell has detrimental effects on the magical
Casting time: Standard Action item analyzed. Single-use items (potions, oils, etc.) are
Target: You automatically destroyed; the spell consumes the item
Duration: Concentration, up to 10 minutes in the process of analyzing it. Reusable magical items
Lists: Bard, Sorcerer, Witch, Wizard must make a saving throw against your spellcasting
A friends spell causes you to temporarily be favored DC. The modifier the item uses to this saving throw is
in all Charisma-based checks. This usually creates a given below. If the saving throw is failed, fundamental
good disposition of other people towards you. Offi- breakdown releases the magic of the item in an explo-
cious bureaucrats might decide to become helpful; sur- sive blast, destroing it. Any nearby creature suffers 4d8
ly gate guards might wax informative; attacking orcs points of force damage from the explosion, half that
night spare your life, taking him captive instead. When amount on a successful DC 10 Reflex save.
the spell wears off, the creatures realize that they have Augmentation: If you cast this spell on a spell slot of
been influenced, and their reactions are determined by at least 4th level, you are able to learn the recipe for a
the DM. common magical item. A spell slot of at least 5th level
Frost Bite allows you to learn the recipe for a uncommon magical
item. With a spell slot of at least 6th level, you learn
School: 0 level evocation [weapon]
the recipe for a rare magical item. And a spell slot of at Guess
least 7th level allows you to learn the recipe for a very School: 0 level divination
rare magical item. Components: V
Magical Item’s Saving Throw Modifier Casting time: Standard Action
Rarity Modifier Duration: Instantaneous
Common +0 Lists: Bard, Cleric, Sorcerer, Wizard
Uncommon +2 The spell provides you with an instant and highly
Rare +5 accurate estimate of the number of persons or objects
Very rare +7
in a group. The spell’s area of effect is one group of a
general class of objects. All objects of the group must
be within your line of sight and the group as a whole
Gaze Reflection must be visible to you. You need not see every indi-
School: 1st level abjuration vidual in the group, merely the general limits of the
Components: V, S group’s size and area. For example, a wizard on a hill
Casting time: Standard Action could look down on a forest and estimate the number
Target: You of trees in all or part of it. She could not get an estimate
Duration: Concentration, up to 10 minutes of the number of goblins within the forest, however,
Lists: Sorcerer, Wizard since the group as a whole (the goblins) is concealed
The gaze reflection spell creates a shimmering, mir- from sight.
ror-like area in your face. You are able to see through The estimate generated is accurate to the largest fac-
it normally, but everyone look at your face see just a tor of ten (rounded up). For example, if guess were cast
reflection. Any active gaze attack (such as that of a bas- on a group of 439 horsemen, the estimate would be 400.
ilisk, a vampire’s gaze, the eyebite spell, and so on), is If there were 2,670 horsemen, the spell would estimate
reflected back upon the gazer. Such creatures receive a 3,000. If there were 37 horsemen, the answer would be
saving throw against their own gaze effect. 40. Clearly, using the spell on small groups (especially
those with fewer than 10 members) is pointless.
Grease
Guess can be used to quickly estimate the size of
School: 1st level conjuration treasure hoards and army units. It is particularly pop-
Components: V, S, LM (a bit of pork rind or butter) ular with moneylenders and generals.
Casting time: Standard Action
Duration: 1 minute Hallucinatory Terrain
Lists: Wizard School: 4th level illusion
A grease spell covers a material surface with a slip- Components: V, S, LM (a stone, a twig, and a bit of
pery layer of a fatty, greasy nature. If put on ground, green plant)
it affects a cluster. Any creature entering the area or Casting time: 1 minute
starting its turn in it must make a Reflex save or slip, Duration: 8 hours
skid, and fall. Those who successfully save can reach Lists: Bard, Druid, Witch, Wizard
the nearest nongreased surface by the end of the round By means of this spell, you create an illusion that
if they move out. hides the all actual terrain up to a 100-foot radius.
The DM should adjust saving throws by circum- Thus, open fields or a road can be made to look like
stance; for example, a creature charging down an in- a swamp, hill, crevasse, or some other difficult or im-
cline that is suddenly greased has little chance to avoid passable terrain. A pond can be made to look like a
the effect (unfavored save), but its ability to exit the grassy meadow, a precipice like a gentle slope, or a
affected area is almost assured. rock-strewn gully like a wide and smooth road.
The spell can also be used to create a greasy coating If the illusion involves only a subtle change, such as
on an item — a rope, ladder rungs, weapon handle, causing an open wood to appear thick and dark, or in-
etc. Material objects not in use are always affected by creasing the slope of a hill, the effect may be unnoticed
this spell, while creatures wielding or employing items even by those in the midst of it. If the change is ex-
receive a Reflex save to avoid the effect. If the initial treme (for example, a grassy plain covering a seething
saving throw is failed, the creature immediately drops field of volcanic mudpots), the illusion will no doubt
the item. A saving throw must be made each turn the be noticed the instant one person falls prey to it.
creature attempts to use the greased item.
Harm The very potent heal spell enables you to wipe away
School: 6th level necromancy madness, disease and injury in the target. It complete-
Components: V, S ly cures all diseases, any madness (reseting the mad-
Casting time: Standard Action ness rating to 0) and the following conditions: blinded,
Target: One touched, living creature deafened, and sickened. The spell also heals 70 points
Duration: Instantaneous of damage and dispels a feeblemind spell.
Lists: Cleric Augmentation: When you cast this spell using a
This spell infects the target with a vicious disease. spell slot of 7th level or higher, the amount of healing
The disease diminishes the hit point maximum of the increases by 10 for each slot level above 6th.
target by 10d6, half this ammount if the target suc-
Heat/Chill Metal
ceeds in a Fortitude save. But this loss never reduces
the creature to 0 hit point maximum. It always keep at School: 2nd level transmutation
least 1 maximum hit point. Components: V, S
Any effect that removes a disease also remove this Casting time: Standard Action
loss of hit point maximum. The victim makes a new Target: One nearby metal item
Fortitude save to be naturally healed from this disease Duration: Concentration, up to 1 minute
at the end of each full rest. Lists: Cleric, Druid, Sorcerer
Augmentation: When you cast this spell using a By means of this spell, you are able to make a metalic
spell slot of 7th level or higher, the amount of hit point item (including an armor) extremely hot or cold. You
maximum lost increases by 1d6 for each slot level choose which effect will occurs (heat or chill) when
above 6th. you cast the spell and cannot change the choice in this
same instance of the spell.
Haste Immediately afeter the spell is cast, the metal mere-
School: 3rd level transmutation ly becomes very warm or cold and uncomfortable to
Components: V, S, LM (a shaving of licorice root) touch (this is also the effect a bit of time after the spell’s
Casting time: Standard Action duration). After this, at the start of each one of your
Target: A nearby creature turns, heat causes blisters and cold causes freezing.
Duration: Concentration, up to 10 minutes Any creature in contact with the metal at this point
Lists: Sorcerer, Wizard or later suffers 2d4 points of cold or fire damage per
When this spell is cast, the affected creature func- round.
tions at double its normal movement and attack rates. A heat metal effect will dispel and counteract a chill
A hasted creature gains a Legendary Action between metal effect and vice-versa.
its turns. If the target already have Legendary Actions,
Hellish Rebuke
it gains an extra one.
The creature gains three options to use with these School: 0 level evocation
Legendary Actions — or gain these extra options if it Components: V, S
already have Legendary Action options. Casting time: Standard Action
1) Use any of its feature that requires usually a Quick Target: One nearby creature
Action. Duration: Instantaneous
2) Take the Dash Action. Lists: None (infernal pact’s witch)
3) Make a single weapon attack. Target suffers 1d6 points of fire damage.
This spell negates the effects of a slow spell. Hold Creature
Aftereffect: This spell improves the target’s exhaust-
School: 3rd level enchantment
ed condition by one step, because of sped-up metabol-
Components: V, S, LM (one hard metal bar or rod
ic processes.
that can be as small as a three-penny nail.)
Heal Casting time: Standard Action
School: 6th level conjuration [healing] Target: One nearby humanoid
Components: V, S Duration: Concentration, up to 1 minute
Casting time: Standard Action Lists: Bard, Sorcerer, Witch, Wizard
Target: One touched, living creature
Duration: Instantaneous
Lists: Cleric
This spell paralyzes the target if it fails a Fortitude Hypnotic Gaze
save. If the target suffers damage or make a saving School: 1st level enchantment [gaze, mind]
throw, it immediately gains a new Fortitude save to Components: V, S
shake off the effect. Casting time: Standard Action
Augmentation: When you cast this spell using a Target: All creatures next to you
spell slot of 5th level or higher, the target can be any Duration: Until the end of your next turn
creature, not just a humanoid. Lists: Bard, Sorcerer, Witch, Wizard
Hold Portal When you cast this spell, all elegible targets makes a
Will save. Those creatures hostile to you are favored on
School: 0 level transmutation this saving throw. A creature that fails its saving throw
Components: V, S is dominated by you.
Casting time: Standard Action
Target: One nearby door, gate, or valve Ice Knife
Duration: Instantaneous School: 2nd level evocation
Lists: Bard, Sorcerer, Wizard Components: V, S, LM (a drop of water from melted
This spell bars an entrance the usual way. The door snow and a tiny silver dagger)
is closed and locked in a physical way. Any attempt to Casting time: Standard Action
lockpicking it must succeed both the usual DC for the Target: One nearby creature
attempt. Duration: Instantaneous
Hold Undead Lists: Sorcerer
This spell fires a dagger of ice at the target. When an
School: 3rd level necromancy ice knife strikes a solid object or a creature, the knife
Components: V, S, LM (a pinch of sulphur and pow- shatters, releasing a wave of numbing cold. As part of
dered garlic) this spell’s casting, make a ranged attack roll against
Casting time: Standard Action the target. You have proficiency with this attack. If
Target: All nearby undead you hit, the target and all creatures in the same cluster
Duration: Concentration, up to 1 minute than the target receives 3d4 points of cold damage and
Lists: Wizard must roll a Fortitude save. On a failure, that creature is
This spell paralyzes undead creatures in the range. slowed until the start of your next turn. Proximity to
Mindless undead (such as zombies and skeletons) are major sources of heat, such as a roaring bonfire, makes
automatically affected. Other undead can roll a Forti- the Fortitude save favorable.
tude save to shake off the effect. Undead whose level is An ice knife that misses or is lost cannot be picked
higher than the double of the spell’s level are immune up by anyone and thrown again. It just shatter without
to this effect. causing any effect, smelting in a little pool of water re-
If a target suffers damage or make a saving throw, it gardless the environmental temperature.
immediately is free from the spell’s effect. Augmentation: When you cast this spell using a
Augmentation: When you cast this spell using a spell slot of 3rd level or higher, the amount of damage-
spell slot of 4th level or higher, more powerful undead increases by 1d4 for each slot level above 3rd.
can be affected.
Ice Storm
Horrid Wilting
School: 4th level evocation
School: 8th level necromancy Components: V, S, LM (a pinch of dust and a few
Components: V, S, LM (a bit of sponge) drops of water)
Casting time: Standard Action Casting time: Standard Action
Target: All nearby creatures, except you Targets: All creatures within the area of effect
Duration: Instantaneous Duration: Special
List: Wizard Lists: Druid, Sorcerer, Wizard
This spell evaporates the moisture from the bodies When you cast this spell, choose a point you can see.
of every target, inflicting 10d8+20 points of necrotic The area of effect of the ice storm is everything nearby
damage if the target fails in a Fortitude save, half of the chosen point.
that in a successful save. Plant creatures and creatures This spell can have one of two effects, at your option:
with the water tag make unfavored saving throws. Either great hail stones pound down until the end of
your next turn and inflict 3d10 points of damage to
any creatures inside the area of effect or move from Only memorized spells can be transferred. You can-
outside to inside it for the first time, or driving sleet not transfer known spells or 0 level spells (such as or-
falls for 1 minute. The sleet heavily obscures the area isons and cantrips you know). You can transfer a spell
and causes the ground in the area to be icy, turning it up to 3rd level to the target along one of your non-
difficult terrain. Any creature attempting to move on it spent spell slots of the proper level. The transferred
must succeed on a DC 10 Acrobatics check to do not spell’s variable characteristics function according to
slips and falls. The sleet also extinguishes torches and the level of the slot you transfered to the target. You
small fires. are unable to recover the slot you transfered until the
Any use of this spell will negate the heat effect from target casts the imbued spell. You also unmemorize the
a heat/chill metal spell inside the area of effect. transfered spell, but can memorize it again later with
you wish.
Identify The target still needs to provide any components to
School: 1st level divination [ritual] the spell, including a material (once it probably has not
Components: V, S, CM (must drink a crushed pearl a spellcasting focus feature).
of at least 100 gp and an owl feather steeped in wine). Augmentation: If you cast this spell with a spell slot
Casting time: 10 minutes of 5th level or higher, the transfered spell can have a
Target: One touched magical item level up to one less than the slot you use. For example,
Duration: Instantaneous with a 7th level spell slot, you can imbue up to a 6th
Lists: Bard, Wizard level spell.
When an identify spell is cast, you must not just
touch a magical item, but also handle it. Any conse- Inflict Wounds
quences of this handling fall fully upon you and may School: 1st level necromancy
end the spell, although you are allowed any applicable Components: V, S
saving throw. Casting time: Standard Action
You learn what the magical item does. But some Target: Touched creature
special items, such as some magical tomes, cannot be Duration: Instantaneous
identified with this spell. If the item has charges, only a Lists: Cleric
general indication of the number of remaining charges When casting this spell and laying your hand upon
is learned: almost full (more than 2/3 of the total pos- a creature, you cause 2d8 points of necrotic damage to
sible charges), somewhat used (between 1/3 and 2/3), the creature’s body. The target makes a Fortitude save
or almost empty (less than 1/3). for half damage.
If a magical item is cursed, identify does not tell you Augmentation: Each slot level above 1st inflicts an
that. Some particular cursed items are identified as additional 1d8 points of damage.
other items, as noted in their individual description.
Identify also does not tell you which magical prop- Instant Audience
erties have areas, zones, creatures and other things that School: 3rd level conjuration
are not exactly items. Components: V, S, CM (a gold coin tossed into a bag
Stress: Casting this spell increases your exhausted that contains at least one live mouse. The mouse is not
condition by one step. destroyed, but vanishes during the spell to reappear
somewhere in the room after the spell ends)
Imbue with Spell Ability Casting time: Standard Action
School: 4th level transmutation Duration: One perfomance (up to 4 hours)
Components: V, S Lists: Bard
Casting time: 1 minute When this spell is cast, audience members are mag-
Target: Touched nonspellcaster creature ically created. Beginning at the start of your next turn,
Duration: Until the target casts the imbued spell 1d4 people enter the room or area in a normal man-
Lists: Cleric ner each round. (They actually appear just outside the
By the use of this spell, you can transfer one of your room when no one is looking.) This continues for five
currently memorized spells, and the ability to cast rounds. The audience contains a combination of races,
them, to another creature. Only nonspellcasters can gender, and social class appropriate to the occasion.
receive this bestowal; the imbue with spell ability does Instant audience members act in every way like any
not function for those having spellcasting abilities, nor other members of the audience. They walk around
for unintelligent monsters. during intermission, talk, eat snacks, and so on. How-
ever, they always evade questions about their past, Invisibility to Undead
their history, or current events, as they have no past, School: 1st level illusion
no history, and have no idea as to what is going on in Components: V, S
the world outside of the room. Casting time: Standard Action
Instant audience members are strictly noncombative Target: Touched creature
and never attack or cast spells (although they can be Duration: Concentration, up to 10 minutes
bullies or braggarts if that is appropriate). If one suffers Lists: Cleric, Paladin
even a single point of damage, she instantly vanishes This spell causes affected undead to lose track of
along with all of her items (including items no longer and ignore the warded creature for the duration of
on his body, such as clothes that she hung in the linen the spell — the target is considered unpositioned by
closet). undead and automatically succeeds on Stealth checks
If the audience is treated in an inappropriate way (as to remain unpositioned this way. Undead of level 2 or
determined by the DM), the spell instantly ends. For lower are automatically affected, but those with greater
example, an audience could be summoned to watch a level receive a Will save to avoid the effect.
combat, but if the audience is used as a human shield, The spell ends immediately if the recipient makes
it vanishes. any attack, or cast any spells.
Aftereffect: Once the performance ends, instant au- Augmentation: If an spell slot of 2nd level or higher
dience members leave in an appropriate manner and is used to cast this spell, you affect automatically un-
vanish as soon as they are out of view. dead with level up to the double the slot you spend.
Invisibility Jinx Shot
School: 2nd level illusion School: 0 level enchantment [curse, weapon]
Components: V, S, LM (an eyelash and a bit of gum, Components: V, S
the former encased in the latter) Casting time: Standard Action
Casting time: Standard Action Targets: One creature
Target: Touched creature Duration: Start of your next turn
Duration: Concentration, up to 1 hour Lists: Bard, Witch
Lists: Bard, Sorcerer, Witch, Wizard As part of the casting of this spell, make a ranged
This spell causes the target to acquire the invisible attack against the target. If you hit, in addition to the
condition. Of course, the invisible creature is not mag- normal effects of the attack (such as damage), you
ically silenced, and it is still easily detectable. If the tar- curse the target with clumsiness. The first time the tar-
get make an attack or cast any spell, the effect of invis- get misses an attack roll within this spell’s duration, it
ibility on it ends. falls prone.
Augmentation: If an spell slot of 4th level or higher
is used to cast this spell, it does not end when the target Jump
attacks or cast any spell. School: 0 level transmutation
Components: V, S, LM (a grasshopper’s hind leg)
Invisibility to Animals
Casting time: Standard Action
School: 1st level illusion Target: Touched creature
Components: V, S, LM (holly rubbed in the target) Duration: Concentration, up to 1 minute
Casting time: Standard Action Lists: Druid, Sorcerer, Wizard
Target: Touched creature The individual touched when this spell is cast is em-
Duration: Concentration, up to 1 hour powered to use a Quick Action to leap up to 30 feet
Lists: Druid forward or straight upward or 10 feet backward. Hori-
This spell causes the target to acquire the invisible zontal leaps forward or backward have only a slight arc
condition against all beasts of Intelligence 3 or lower. — about two feet per 10 feet of distance traveled. The
These creatures also are unable to detect the target by jump spell does not ensure safety in landing or grasp-
smell. But the target is not magically silenced. If the ing at the end of the leap.
target make an attack or cast any spell, the effect of this
spell on it (and only on it) ends. Knock
Augmentation: If an spell slot of 2nd level or higher School: 2nd level transmutation
is used to cast this spell, you can target an additional Components: V
touched creature for each slot level higher than 1st. Casting time: Standard Action
Targets: Chosen objects within a far away cluster This spell does not empower horizontal movement,
Duration: Instantaneous but the recipient could push along the face of a cliff, for
Lists: Bard, Sorcerer, Wizard example, to move laterally. If the subject of the spell is
The knock spell opens stuck, barred, locked, held, unwilling, or the object is in the possession of a crea-
or arcane locked doors. It opens secret doors, as well as ture, a Fortitude save is allowed to determine if the lev-
locked or trick-opening boxes or chests. It also loos- itate spell affects it. Even if the saving throw fails, you
ens welds, shackles, or chains. If used to open a wiz- cannot levitate an unwilling creature more than 10 feet
ard-locked object, the knock spell does not remove the from the ground.
former spell, but simply suspends its functioning until A levitating creature attempting to use a missile
the beginning of your next turn. weapon finds itself unstable. All ranged attacks are
An opened target can be closed and locked again unfavored and if the creature makes one even so, it
later. The spell does not raise barred gates or similar makes all attack rolls, Dexterity-based checks, and Re-
impediments (such as a portcullis), nor does it affect flex saves unfavored until it takes a Standard Action
ropes, vines, and the like. Each instance of this spell to stabilizing itself. Also, the lack of leverage makes it
can undo up to all means of preventing opening. Thus impossible to cock a medium or heavy crossbow.
if a door is locked, barred, and held, or triple locked,
opening it requires just one knock spell. Light
The location of the item must be known — the spell School: 0 level evocation [light]
cannot be used against a wall in hopes of discovering Components: V, LM (a firefly or a piece of phospho-
a secret door. rescent moss)
This spell is not subtle. The items slam open with a Casting time: Quick Action
very loud sound. Most times, the sound will be louder Target: Touched object
than normally the opened item would allow. Duration: Special
Lists: Bard, Cleric, Sorcerer, Wizard
Lance of Faith This spell creates a luminous glow, equal to torch-
School: 0 level evocation [projectile] light around an object. You can end the spell at any
Components: V, S time by uttering a single word (no Action required).
Casting time: Standard Action Otherwise, the spell lasts until you cast it again.
Target: One nearby creature
Duration: Instantaneous Lightning Bolt
Lists: Cleric School: 3rd level evocation
You throw a brillant ray of light on your foe. If the Components: V, S, LM (a bit of fur and an amber,
target fails on a Reflex save, it takes 1d6 points of radi- crystal or glass rod)
ant damage. Casting time: Standard Action
Targets: Everything in a straight line starting on you
Levitate and extending far away.
School: 2nd level transmutation Duration: Instantaneous
Components: V, S, LM (either a small leather loop Lists: Sorcerer, Wizard
or a piece of golden wire bent into a cup shape with a Upon casting this spell, you release a powerful stroke
long shank on one end) of electrical energy that inflicts 5d6 points of lightning
Casting time: Standard Action damage to each target within its area of effect. A suc-
Target: A nearby creature or object cessful Reflex save reduces this damage to half.
Duration: Concentration, up to 10 minutes The lightning bolt may set fire to combustibles, sun-
Lists: Sorcerer, Wizard der wooden doors, splinter up to 6-inch thickness of
When a levitate spell is cast, you can place it upon stone, and melt metals with a low melting point (lead,
yourself, an object, or a single creature, subject to a gold, copper, silver, bronze). Items in the possession of
maximum weight limit of 300 pounds. If the spell is a creature that rolls a successful saving throw are unaf-
cast upon you, you can move vertically up or down fected by the lightning bolt.
about 5 feet as part of your move. If cast upon an ob- If the damage caused to an interposing barrier shat-
ject or another creature, you can levitate it at the same ters or breaks through it, the bolt continues. A bolt can
speed, according to your command when you cast this breach 1 foot of wood or 6 inches of stone. If a bolt can-
spell and with every Standard Action you spend to this not reach its full length, because of an unyielding bar-
end while concentrating. rier (such as a stone wall), the lightning bolt rebounds
from the surface at an angle equal to the angle of inci- the distance until the intended object or the quantity
dence (like light off a mirror). A creature crossed more of it. Locate object just tells if you are facing at least one
than once by the bolt must roll a saving throw for every exemplar of the intended object.
time it is crossed, but it still suffers either full damage The spell can locate such objects as apparel, jewelry,
(if one saving throw fails) or half damage (if all saving furniture, tools, weapons, or even a ladder or stairway.
throws are successful). Note that attempting to find a specific item, such as
Augmentation: For each slot above the 3rd level, jewelry or a crown, requires an accurate mental im-
you cause extra 1d6 points of lightning damage. age; if the image is not close enough to the actual, the
spell does not work. Desired but unique objects cannot
Lightning Ring be located by this spell unless they are known by you.
School: 0 level evocation [weapon] Creatures cannot be found by this spell.
Components: V, S
Casting time: Reaction Mage Armor
Duration: Until the start of your next turn School: 1st level abjuration
Lists: Witch Components: V, S, LM (finely cured leather that has
When you hit an enemy with a melee weapon, you been blessed)
can cast this spell to create a static charge between you Casting time: Standard Action
and it. If the target of the triggering attack moves to be Target: One touched, unarmored creature
not next to you, this energy discharges on it and causes Duration: Special
1d4 points of lightning damage. Lists: Wizard
By means of this spell, you create a visible scale ar-
Locate Animal or Plant mor (AC 14 + Dexterity modifier) of force that fits on
School: 1st level divination [detection, ritual] target. The armor created by this spell does not hinder
Components: V, S movement, and adds no weight or encumbrance. The
Casting time: 1 minute target is considered proficient with the mage armor it
Target: You is wearing.
Duration: Concentration, up to 10 minutes The spell lasts until the target suffers a critical hit,
Lists: Bard, Druid wears any other armor or begins a full rest.
You can find the direction and distance of any one
type of animal or plant you desire. When you cast this Mage Hand
spell, you think of the beast or plant and then knows School: 0 level conjuration
if any such beast or plant is within a 500-foot radius. Components: V, S
If so, the direction, distance and approximate number Casting time: Standard Action
present is learned. Duration: Concentration
During each round of the spell’s duration, you can Lists: Bard, Sorcerer, Witch, Wizard
take a Standard Action to change the beast or plant you You conjure a spectral, floating hand nearby you.
are searching for. You just can name a species — you The hand picks up, moves, or manipulates an adjacent
may search for horses, but not warhorses, red horses, object weighing 20 pounds or less and carries it up to
or Bucefalus, the king’s horse. any position nearby you.
As a Standard Action, you can move the hand to
Locate Object other point nearby you. No Action is required to cause
School: 2nd level divination [detection] the hand to drop an object it is holding. Also, as a Stan-
Components: V, S, LM (a forked twig) dard Action, you can cause the hand to pick up or ma-
Casting time: Standard Action nipulate a different object.
Target: You
Duration: Concentration, up to 10 minutes Magic Font
Lists: Bard, Cleric, Sorcerer, Wizard School: 5th level divination [scry]
This spell aids in locating a known or familiar ob- Components: V, S
ject. You cast the spell and sense when you are facing Casting time: 10 minutes
in the direction of the object to be located, provided Target: A water font next to you
the object is within 100 yards. The spell does not reveal Duration: Concentration, up to 1 hour
Lists: Cleric, Druid
The spell causes a water font to serve as a scrying An attempt to take over a nearby host body requires
device to everyone looking on it. It reproduces im- a Standard Action. It is blocked by a protection from
ages and sounds, but does not create line of sight to evil spell or similar ward. It is successful only if the
spellcasting. The basin of water is able to see over vir- subject fails a Will save. If the target’s level is greater
tually any distance or into other planes of existence. than yours, it makes a favored saving throw.
You must know the subject to be viewed. Knowledge, If the saving throw fails, your life force occupies
rather than distance, is the key to how successful the the host body and the host’s life force is confined in
scrying will be. the magic jar receptacle. The host body gains the pos-
Subject Is... Chance of Locating* sessed condition and you are the possessor.
Personally well known 100% As Standard Action, you can shift from the host to
Personally known slightly 85%
the receptacle if nearby. The spell ends when you shift
from the jar to your own body.
Pictured 50%
A successful dispel magic spell cast on the host can
Part of in your possession 50%
drive you back into the receptacle and prevent you-
Garment in possession 25%
from making any attacks for the rest of the encounter.
Well informed of 25%
A successful dispel magic cast against the receptacle
Slightly informed of 20% forces the occupant back into its own body. If you are
On another plane –25% forced back into your own body, the spell ends.
*Unless masked by magic. If the host body is slain, you return to the receptacle,
if nearby, and the life force of the host departs (it is
If the percentile roll result in failure, the spell is
dead). If the host body is slain beyond the range, both
wasted with no effect.
the host and you die. Any life force with nowhere to
Scrying someone this way creates an invisible sensor
go is treated as slain unless recalled by a raise dead or
in the vicinity of the creature, object, or place. Those
similar spell.
able to see invisible things notice a floating sphere sim-
If your body is slain, your life force survives if it is in
ilar in size to a clenched fist.
either the receptacle or the host. If the receptacle is de-
Magic Jar stroyed while your life force occupies it, you are slain.
School: 5th level necromancy Magic Missile
Components: V, S
School: 1st level evocation [projectile]
Casting time: 1 minute
Components: V, S
Target: Touched gem or large crystal of at least 100
Casting time: Standard Action
gp.
Target: Nearby or far away creatures
Duration: Special
Duration: Instantaneous
Lists: Wizard
Lists: Wizard
The magic jar spell enables you to shift your life force
You create up three missiles of force energy that dart
into a special receptacle (a gem or large crystal). From
from your fingertips and unerringly strike their target.
there you can force an exchange of life forces between
Each target must be seen or otherwise detected to be
you and another creature, thus enabling you to take
hit. However, a target under total cover, even if detect-
over and control the body of another creature, while
ed, cannot be hit. Specific parts of a target cannot be
the life force of the host is confined in the receptacle.
singled out. Innanimate objects are not harmed in any-
While in the magic jar, your own body falls coma-
way by this spell. Against creatures, each missile caus-
tose and you cannot take any Actions or Reactions but
es 1d4+1 points of force damage. You can direct the
the Standard Action used to possess someone (see be-
missiles against the same target or divide them among
low). You can sense and attack any life force nearby
targets as fit to you.
on the same plane; however, the exact creature types
Augmentation: For each slot above the 1st level, you
and relative physical positions cannot be determined.
shot an extra missile.
In a group of life forces, you can sense the current hit
points of each one, but not exactly what each creature Magic Mouth
is. You cannot sense or attack constructs, but you are School: 2nd level illusion [ritual]
able to sense and attack undead (perceiving their “life” Components: V, S, LM (a small bit of honeycomb)
force as being “unliving”). Casting time: 10 minutes
Target: A nearby object
Duration: Special Magical Stone
Lists: Bard, Wizard School: 0 level transmutation
When this spell is cast, you imbue the chosen object Components: V, S
with an enchanted mouth that suddenly appears and Casting time: Standard Action
speaks its message when a specified event occurs. The Target: A nearby creature
message, which must be of 5 seconds or shorter, can be Duration: Instantaneous
in any language known by you and is spoke with your Lists: Cleric, druid
voice. The mouth cannot speak spells or use command By using this spell, you can temporarily enchant a
words. It does, however, move to the words articulated small pebble, no larger than a sling bullet. The magi-
— if it is placed upon a statue, the mouth of the statue cal stone can then be hurled or slung at an opponent.
would actually move and appear to speak. Of course, Make a ranged attack as part of this spell’s casting. The
the magic mouth can be placed upon a tree, rock, door, stone has a near range and causes 1d4 + your Strength
or any other object, excluding creatures. modifier bludgeoning damage — 2d4 + your Strength
The spell functions when specific conditions are modifier against undead. You are considered proficient
fulfilled, according to your command. Some examples with this attack. The stones are considered magical to
are to speak “to the first creature that touches you,” or overcome resistance and imunities of some creatures.
“to the first creature that passes within 30 feet.” Com- The pebble to be hurled is not created by this spell
mands can be as general or as detailed as desired, al- and must be taken from ground or another place. Any
though only visual and audible triggers can be used, peeble unworked by tools or magic of any type can be
such as the following: “Speak only when a venerable fe- used by this spell.
male human carrying a sack of groat clusters sits cross-
legged within 1 foot.” Such visual triggers can react to Maze
a character using a disguise ability. Command range is School: 8th level conjuration [teleportation]
nearby to the target object. Components: V, S
The spell lasts until the speak command can be Casting time: Standard Action
fulfilled; thus, the spell duration is variable. A magic Target: One nearby creature
mouth cannot distinguish invisible or unpositioned Duration: Special
creatures, level, Hit Dice, or class, except by external Lists: Wizard
garb. If desired, the effect can be keyed to a specific An extradimensional space is brought into being
noise or spoken word. upon the utterance of a maze spell. The subject van-
ishes into the shifting labyrinth of force planes for a
Magical Aura
period of time that is dependent upon its Intelligence.
School: 1st level illusion [ritual] (Minotaurs are not affected by this spell.)
Components: V, S, LM (a small square of silk, which
Intelligence Time Trapped
must be passed over the object that receives the aura)
Less than 3 1d4 hours
Casting time: Standard Action
3–5 1d4×10 minutes
Target: Touched object (no more than 5 pounds)
Duration: 24 hours 6–8 5d4 minutes
Lists: Sorcerer, Wizard 9–11 4d4 minutes
By means of this spell, any item can be given an 12–14 3d4 minutes
aura that is noticed by someone using magic detec- 15–17 2d4 minutes
tion. Furthermore, you can specify the type of magical 18 or more 1d4 minutes
aura that is detected (transmutation, conjuration, etc.),
Note that teleport and dimension door spells will not
changing the actual item’s aura, if it is already magi-
help a character escape a maze spell, although a plane
cal. Alternatively, you can choose to mask the item’s
shifting spell will.
actual aura, rendering it “non-magical” for the effects
of detect magic or similar spells. If the object bearing Meld into Stone
magical aura has an identify spell cast on it or is sim- School: 3rd level transmutation
ilarly examined, the examiner must succeed on a DC Components: V, S
15 Arcana check for recognizing that the aura has been Casting time: Standard Action
placed to mislead the unwary. Otherwise, the aura is Target: You
believed and no amount of testing reveals what the Duration: 1 hour
true magic is. Lists: Druid
This spell enables you to meld your body and pos- Duration: Instantaneous
sessions into a single block of stone. The stone must be Lists: Bard, Sorcerer, Witch, Wizard
large enough to accommodate your body in all three When this spell is cast, you secretly or openly points
dimensions. When the casting is complete, you and your finger at each creature to be included in the spell
not more than 100 pounds of nonliving gear you are effect as part of the somatic component. Then you
wearing and carrying merge with the stone. If either mentally whisper a short message (no more than three
condition is violated, the spell fails and is wasted. seconds). The creatures who receive the message hear
While in the stone, you remain in contact, howev- it inside their mind with your voice (you cannot mimic
er tenuous, with the face of the stone through which another voice).
you melded. You remain aware of the passage of time. The message must be in a language you speak; this
Nothing that goes on outside the stone can be seen spell does not by itself confer understanding upon the
or heard, however. Minor physical damage to the recipients.
stone does not harm you, but its partial destruction,
if enough so that you no longer fits, expels you with Mind Blank
4d8 points of untyped damage. The stone’s destruction School: 8th level abjuration
expels you and you must succeed on a DC 15 Fortitude Components: V, S
save to do not be slayed. Casting time: Standard Action
At any time before the duration expires, you can step Target: Touched creature
out of the stone through the stone surface you entered. Duration: Until target finishes a full rest or 24 hours,
The following spells harm you if cast upon the stone whichever happens first.
that you are occupying: flesh to stone expels you and Lists: Bard, Wizard
inflicts 4d8 points of untyped damage; stone shape Until the spell ends, the recipient is immune to psy-
causes 4d4 points of untyped damage, but does not ex- chic damage, any effect lhat would sense its emotions
pel you; transmute rock to mud expels and slay you in- or read its thoughts, divination spells, and the capti-
stantly unless you succeed on a DC 15 Fortitude save; vated and dominated conditions. The spell even foils
and passwall expels you without damage. wish spells and spells or effects used to affect the tar-
get’s mind or to gain information about the target. Of
Mending course, exceedingly powerful deities can penetrate the
School: 0 level transmutation spell’s barrier.
Components: V, S, LM (two small magnets of any
type, as lodestone) Mirror Image
Casting time: Standard Action School: 2nd level illusion
Target: One nearby or far away object Components: V, S
Duration: Instantaneous Casting time: Standard Action
Lists: Bard, Wizard Target: You
This spell repairs small breaks or tears in objects. It Duration: 1 minute
will weld a broken ring, chain link, medallion, or slen- Lists: Sorcerer, Witch, Wizard
der dagger, providing but one break exists. Ceramic or When a mirror image spell is invoked, you cause
wooden objects with multiple breaks can be invisibly from 1d4+1 exact duplicates of yourself to come into
rejoined to be as strong as new. A hole in a leather sack being around you. These images do exactly what you
or wineskin is completely healed over by a mending do. Since the spell causes a blurring and slight distor-
spell. Other uses incluede to repair a leaky boat, a torn tion when it is cast, it is impossible for opponents to
document, a broken wagon axle, or a cut rope (but it be certain which are the illusions and which are you.
will not link the ends of two different ropes to make a When an image (AC 10) is struck by a melee or mis-
single rope). This spell does not by itself, repair magi- sile attack, magical or otherwise, it disappears, but any
cal items of any type. The maximum volume of materi- other existing images remain intact until struck. The
al the caster can mend is one cubic foot. images seem to shift from round to round, so that if
you are struck during one round, you cannot be picked
Message out from among your images the next. At the end of
School: 0 level transmutation the spell duration, all surviving images wink out.
Components: S Everytime an attack is made against you, the attack-
Casting time: Standard Action er determines randomly if it hit an image or hit you.
Target: Nearby creatures of your choice For example, if there are you and four images (so five
targets), it can roll 1d6, rerolling a 6 result. On a 1, he Attacks with the moon blade causes 1d8 points of
strikes the actual 1. On a 2–5, one of the images, that radiant damage to targets. Its stikes cause no visi-
wink out. Notice that an area attack that causes at least ble wounds, except on undead. Their substance boils
1 point of damage make all images wink out at the away from its touch, and they take 2d8 points of radi-
same time. The images have none of your resistanc- ant damage per hit. The blade is immaterial, and your
es or imunities. They are just that — images — and Strength modifier does not apply to the damage.
if your opponent is able to tell the difference between A successful moon blade strike temporarily scram-
them and you (blindsight, truesight, tremorsense), it bles magic. If a hit target attempts to cast a spell or use
can always attack the actual you, a spell-like ability before the beginning of your next
Augmentation: Each spell slot level above the 2nd turn, it must succeed on a spellcasting ability check to
creates an extra image. use that spell or spell-like ability. The DC is your usual
save DC. On a failure, it cannot use the spell or spell-
Monster Summoning like ability, but do not expend any use, slot, or material
School: 1st level conjuration [summoning] components for it.
Components: V, S, LM (a tiny bag and a small can-
dle not necessarily lit) Mount
Casting time: Standard Action School: 1st level conjuration [summoning]
Duration: Concentration, up to 1 minute Components: V, S, LM (a bit of hair from the type of
Lists: Sorcerer, Wizard animal to be conjured)
When you cast this spell, you magically conjure a Casting time: Standard Action
1st-level monster (selected by the DM). Just a creature Duration: 3 hours
that is supported by the current environment is sum- Lists: Druid, Wizard
moned. The monster appears nearby you in an unoc- By means of this spell, you conjure a natural beast
cuped space of your choice. The monster is dominated of your choice to serve you as a mount, teleporting it
by you and acts on an initiative order of 0. The monster from somewhere in the same plane. You do not choose
vanishes when slain or when the duration of this spell a specific creature (such as “the horse of King Eili-
ceases. lood”), nor from where the creature will be brought.
If a summoned monster moves far away from you, You just name the generic creature you want (mule,
the spell automatically ends. If a summoned monster war horse, etc.) The natural beast must be one that can
is able to summon or otherwise conjure another crea- be used as mount by you and whose level is lower or
ture, these extra creatures are not dominated by you equal to this spell level.
and they are not automatically friendly to you. The animal serves willingly and well, but at the ex-
Augmentation: If you use a spell slot higher than piration of the spell duration it disappears, returning
1st level, the summoned creature has a level equal than to its own place. The mount disintegrates if slain while
the double of the spell slot level minus 1. For example, the spell is still under effect.
casting this spell on a 5th-level slot conjures a 9th-level The mount does not come with any riding gear. The
monster. statistics of the animal gained are typical of all crea-
tures of the same class.
Moon Blade Augmentation: Higher the spell slot you use, higher
School: 3rd level evocation the level of the mount you can conjure. Also, if you
Components: V, S conjure this spell with a spell slot of 6th level or higher,
Casting time: Standard Action you can conjure magical beasts too.
Duration: 1 minute
Lists: None (cleric’s Moon sphere) Move Stronghold
You create a 3-foot-long, blazing beam of moonlight School: 9th level conjuration [teleportation]
that springs forth from your hand. You can wield it as Components: V, S, CM (at least 25,000 gp in pow-
you are proficient with this weapon, and you can use dered gems)
it as a longsword to gain the benefit of any special fea- Casting time: 12 hours
ture you might have regarding longswords. You cannot Duration: Instantaneous
be disarmed while the moon blade lasts, but you also Lists: Wizard
cannot handle anything else with the hand the blade You warp reality to draw a specially prepared strong-
was created. You can dismiss this spell with a Quick hold from one location to another. To this spell works,
Action. it needs to be cast two times (each one consuming
the material component). First, you need to cast it on Lists: Wizard
the stronghold you will move, sprinkling the material A passwall spell enables you to open a passage
components across all rooms, corridors, and such. The through wooden, plaster, or stone walls, but not oth-
second time, the spell is cast to prepare a clear area of er materials. You and other creatures can simply walk
the stronghold’s size or larger (if not, the spell fails and through. The spell causes a 5-foot wide, 8-foot high
the components are wasted.) When the spell is cast and 10-foot deep opening. Several of these spells can
this way for a second time, the stronghold is teleport- form a continuing passage so that very thick walls can
ed with everything inside it to the new location. If the be pierced. When the passwall closes away, it ejects
second instance of the spell is not cast within one week those in the passage to the nearer exit.
from the first, both instances will fail.
This spell is not limited by planar boundaries, thus Past Live
allowing you to transfer the stronghold from the natu- School: 2nd level divination [ritual]
ral world to another plane if you want. Components: V, S
Casting time: 1 minute
Obscure Object Target: Touched remains of a dead creature
School: 2nd level abjuration [ritual] Duration: Instantaneous
Components: V, S, LM (a chamaleon skin) Lists: Bard, Cleric
Casting time: 1 minute By touching the remains of a dead creature, this spell
Target: Touched object allows you to gain a mental image of the deceased’s
Duration: 8 hours former appearance. The remains can be of any age and
Lists: Bard, Cleric, Sorcerer, Wizard only a tiny fragment is required, such as a bone splin-
This spells hides an object from location or determi- ter or a strand of hair.
nation by a spell with the detection tag. So, detect mag- Augmentation: If you cast this spell using a spell
ic, detect poison, locate object, and many similar spells slot of at least 4th level, a personal possession (a ring,
do not work regarding the object. a favorite walking stick, etc.) may be substituted for
bodily remains.
Pass Without Trace
School: 1st level abjuration Patternweave
Components: V, S, LM (a sprig of pine or evergreen) School: 1st level divination [ritual]
Casting time: Standard Action Components: V, S, LM (a small hand lens)
Target: Nearby creature Casting time: 10 minutes
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 hour
Lists: Druid Lists: Wizard
When this spell is cast, the recipient can move Patternweave allows you to make sense of apparent
through any type of terrain — mud, snow, dust, etc. chaos. You can see such things as pottery shards re-
— and leave neither footprints or scent. The area that formed into a whole pot, shreds of paper formed into a
is passed over radiates magic for some minutes after page, scattered parts as a working machine, or specific
the affected creature passes. Thus, tracking a person trails appearing out of overlapping footprints.
or other creature covered by this spell is impossible After casting the spell, you study nearby seeming-
by normal means. Of course, intelligent tracking tech- ly random elements — broken bits of glass, shreds of
niques, such as using a spiral search pattern, can result paper, intermingled trails, etc. The items to be stud-
in the trackers picking up the trail at a point where the ied must be tangible — coded flashing lights, garbled
spell has worn off. speech, or thoughts of any kind cannot be studied.
Augmentation: If you use a spell slot of 2nd level or You see in your mind the pattern these objects form.
higher, you can target three extra creatures per level If the items studied are truly random, no information
above 1st. is gained.
After you have visualized the pattern, you can at-
Passwall tempt to reassemble the parts into their original form.
School: 5th level transmutation This requires a DC 15 Intelligence check to determine
Components: V, S, LM (a pinch of sesame seeds) whether you remember sufficient details to accomplish
Casting time: 1 minute the task. The amount of time required and the quality
Target: A nearby wooden, plaster, or stone wall of restoration vary according to the complexity of the
Duration: One hour pattern. Reassembling a shredded map may be easy;
reassembling a broken clock is significantly more dif- by some like means. If several voluntary creatures link
ficult; rebuilding a shattered mosaic is extremely diffi- hands in a circle, up to eight can be affected by the
cult. In any case, you can make only a reasonable copy plane shift at the same time. An unwilling target can
of the item. You can use this spell to restore works of make a Will save to avoid the effect of this spell.
art, but they will be worth only a small percentage of The size and metal type of the material component
their original value. of this spell dictates to which plane of existence, in-
cluding layers and alternate dimensions, the spell
Phantasmal Force sends the affected creatures. The DM will determine
School: 1st level illusion specifics regarding how and what planes are reached.
Components: V, S, LM (a bit of fleece) Note that pinpoint accuracy is not achieved; targets
Casting time: Standard Action arrive all together at a random place of the intended
Duration: Concentration plane. But this location it is environmentally safe, at
Lists: Bard, Sorcerer, Wizard least on that moment — targets do not appear inside a
This spell creates the illusion of any object, creature, lava pool in the Elemental Plane of Fire, for example.
or force, as long as it is within the boundaries of a near-
by 5-foot radius circle. This area of effect is unmovable, Plant Growth
even if the illusion can move inside it. When you cre- School: 3rd level transmutation
ate the illusion, you can specify a pattern of movement Components: V, S
— such as a farmer plowing the ground or a lion lick- Casting time: Standard Action
ing itself. Duration: Permanent
The illusion is visual and affects all creatures that Lists: Bard, Druid
view it. It does not create sound, smell, or temperature. When a plant growth spell is cast, you cause normal
Effects that depend on these senses usually fail. As a vegetation to grow, entwine, and entangle to form a
Reaction, you cause the illusion to react appropriately thicket or jungle that creatures must hack or force a
to an attack or event. way through. Creatures inside are considered slowed
In your turn, as Standard Action, you can move the in difficult terrain.
effect within the limits of the area of effect or change The area must contain brush and trees for this spell
the illusion’s current pattern of movement. The DM to work. Briars, bushes, creepers, lianas, roots, sap-
has to rule on the effectiveness of this spell. lings, thistles, thorn, trees, vines, and weeds become
Augmentation: When you cast this spell on a 2nd thick and overgrown so as to form a barrier. Choose a
level spell slot or higher, the area of effect’s radius in- far away point within a such place. The area of effect is
creases by 10 feet per slot level above 1st. everything nearby the chosen point. Individual plant
If you cast it on a 3rd level spell slot or higher, more girth and height is generally affected less than thick-
than just increase the radius, you can also include ness of brush, branch, and undergrowth.
sounds, smells, and thermal sensations to the illusion.
If you cast it on a 5th level spell slot or higher, add- Polymorph Other
ing to the above improvements, while you concentrate School: 4th level transmutation [shapechange]
on the illusion, you can “control” it anyway you want Components: V, S, M (a caterpillar cocoon)
(not just a repeatable pattern of moving) without take Casting time: Standard Action
Actions to it. You still need to see your own illusion to Target: A nearby creature
make that. Duration: Permanent
Lists: Cleric, Druid, Sorcerer, Witch, Wizard
Plane Shjft The polymorph other spell is a magic that completely
School: 5th level conjuration [teleportation] alters the form and ability, and possibly the personality
Components: V, S, EM (a small, forked metal rod) and mentality, of the recipient. If the spell is cast on
Casting time: Standard Action an unwilling target, it gains the curse tag. The chosen
Target: Touched creature form must be a creature whose level do not exceed the
Duration: Instantaneous target’s total level. Naturally insubstantial forms can-
Lists: Cleric not be assumed.
When the plane shift spell is cast, you move yourself First, the target must fail on a Fortitude save to the
or some other creature to another plane of existence spell works on it. If it is polymorphed, then the crea-
different of the current plane where it is. The recipient ture must succeed on a Will save to see if it retains its
of the spell remains in the new plane until sent forth personality (see following). The polymorphed creature
acquires almost all the abilities of the new form — it ked when the change takes place. You do not gain any
never gains Legendary Actions from that creature. If benefits of the equipment you wear. You just are able
the target is humanoid and the choosen form is also to cast spells if your new form allows it — you need to
humanoid, the target just changes its race, but retains talk verbal components and have a humanoid’s hand
all its former features (except by former racial ones). to perform somatic components.
If the target is not humanoid, but becomes one, it as- You temporarily assume the hit points of your new
sumes the stats for a common, “basic” member of that form. If you receive sufficing damage to these hit points
race, and not for a dwarf warrior or elf spellcaster, for drop to 0 or less, the spell ends and the exceding dam-
example. age affects your normal form.
If the creature retains its personality, it keeps its In- A caster not used to a new form might be penal-
telligence, Wisdom, and Charisma scores, the modifi- ized at the DMs option until he practices sufficiently
ers of skills based on these abilities, and all its proficien- to master it (about a downtime week). The penalty is
cies. If it fails the Will save, even these stats becomes to be unfavored on attack rolls, Reflex saves, and all
the equivalent of the new form and all memory is lost. Dexterity-based checks.
The creature is a typical specimen of its new shape. If you use this spell to assume humanoid shapes,
If target is reduced to 0 hp, it reverts to its original you can just assume the “basic” form. For example, you
form, incapacited until the beginning of its next turn. can assume the form of a common elf, but it is not able
If the target finished at least one full rest after being to assume the form of an elf spellcaster or an elf rogue.
polymorphed, it returns with all its hit points. If not, Afterefect: All your worn equipment is back.
it has the same hit points it had at the moment of its Augmentation: Higher the spell slot you use, higher
shapeshange. In both circumstances, any excess dam- the level of the shapes you can assume.
age to the required to reduce polymorphed form to 0
hp is carried as damage to the target’s normal shape. Preservation
When the polymorph occurs, the creature’s worn School: 8th level abjuration
equipment, if any, melds into the new form, except if Components: V, S
can be worn in the new shape. Casting time: 10 minutes
Afterefect: All target’s worn equipment previously Target: One structure you are inside
melt in its new shape is back. Duration: 30 days
Lists: Cleric
Polymorph Self This spell creates a powerful set of protective wards
School: 4th level transmutation [shapechange] that operate on a single fortified building, temple com-
Components: V plex, tower, or similar structure. These wards protect
Casting time: Standard Action the physical integrity of the structure and prevent
Target: You magical access.
Duration: Concentration, up to 10 minutes A building protected by preservation gains resis-
Lists: Druid, Sorcerer, Wizard tance to structural damage from any sources (such as
When this spell is cast, you are able to assume the siege engines or earthquakes). Spells which directly
form of any Small, Medium, or Large creature, save affect the physical integrity of the structure (passwall,
those that are naturally insubstantial. The creature stone shape, transmute rock and mud) simply fail when
must have a level up the level this spell is cast. cast on the protected building.
You can change your form as often as desired for Preservation creates a permanent protection circle
the duration of the spell, each change requiring a Stan- spell on the affected building. Every surface of the
dard Action. Once you assume a creature’s form, you building benefits from the effects of the spell.
use the statistics for that form, except by your Intel- Magical spells allowing access to the building fail.
ligence, Wisdom, and Charisma scores, modifiers to Thus, creatures attempting to teleport or fly into the
the skills based on these abilities, and any proficiencies building are stopped. Birds and creatures with natural
you have. You also keep your own Will save, but uses flight may enter the building normally.
the Fortitude and Reflex from the creature’s form. You The preservation spell expires if the building is de-
also cannot use the Legendary Actions of that creature, stroyed.
if any.
Your worn equipment becomes part of your new Prestidigitation
form, but you drop anything you are holding. Even if School: 0 level transmutation
you change to other humanoid form, you will be na- Components: V, S
Casting time: Standard Action fail the check, the spell cannot be cast on this circle.
Duration: Varies Any break in the circle design spoils the efficacy of the
Lists: Bard, Sorcerer, Witch, Wizard spell.
This spell is a minor magical trick that novice spell- The following creatures are affected by the circle:
casters use for practice. You create one of the following captivated, dominated, extraplanar, fiend, summoned,
magical effects nexto to you: or undead. They cannot cross the boundaries of circle
• You create an instantaneous, harmless sensory and, if forced to do that (as such being pushed against
effect, such as a shower of sparks, a puff of wind, it), they suffer 1d6 points of damage when cross the
faint musical tones, or an odd odor. The effect must line. This damage cannot be prevented anyway. The
fit in a 5-foot cube. circle forbides that a warded creature inside it teleport
• You light or snuff one candle, torch, or small camp- out or vice-versa.
fire. This effect is instantaneous. If a warded creature attacks a target beyond the cir-
• You augment the illumination radius of one source cle’s boundaries, its attempts are difficult. Attack rolls
of fire by 5 feet for 10 minutes. are unfavored and saving throws against its features
• As an instanteneous effect, you clean or soil an ob- are favored. The creature has no difficulties on attack
ject no larger than 1 cubic foot. someone on the same side of circle than it.
• You chill, warm, or flavor up to 1 cubic foot of
nonliving material for 1 hour. Psychic Pressure
• You make a color, small mark or symbol appear on School: 0 level enchantment
an object or a surface for 1 hour. Components: S
• You create a nonmagical trinket that can fit in your Casting time: Standard Action
hand and that lasts until the end of your next turn, Target: One nearby creature
such as a coin or flower. The created object cannot Duration: Instantaneous
be used as material component or to harm a crea- Lists: None (aberrant pact’s witch)
ture in any way. You create a field of psychic ressonance that causes a
lf you cast this spell multiple times, you can have up headache on your foe. When it moves, it can feel more
to three of its non-instantaneous effects active at a time pressure inside its brain if it closes to you. When you
and you can dismiss such an effect as a Quick Action. cast this spell, the recipient takes 1d6 psychic damage.
The first time it moves nearer to you before the start
Priest’s Shield of your next turn, it takes an additional 1d6 psychic
School: 0 level abjuration damage.
Components: V, S
Casting time: Standard Action Protection from Evil
Target: One nearby creature School: 1st level abjuration
Duration: Until the start of your next turn Components: V, S, LM (burning incense)
Lists: Cleric Casting time: Standard Action
You utter a defensive prayer that confers a +1 bonus Target: One touched creature
to the target’s AC. Duration: Concentration, up to 10 minutes
Lists: Cleric, Paladin, Witch, Wizard
Protection Circle When this spell is cast, it creates a magical barrier
School: 2nd level abjuration around the recipient that wards against the following
Components: V, S, LM (chalk, coal or other material creatures: captivated, dominated, extraplanar, fiend,
to draw a warding circle) summoned, or undead. The barrier moves with the re-
Casting time: 10 minutes cipient and has two major effects:
Duration: 8 hours First, all attacks rolls made by repelled creatures
Lists: Cleric, Paladin, Witch, Wizard against the target are unfavored. If a repelled crea-
As part of the casting, you must draw a mystical cir- ture casts a spell on the target, it makes favored saving
cle no greater than 5-foot radius. Such circles may be throws against that spell.
temporary (drawn by hand) or permanent (inlaid or Second, any attempt to exercise mind effects over
carved). When the circle is drawn the first time, the the warded recipient is blocked, regardless the nature
DM makes a secret DC 10 Arcana check for you. If you of the creature or magic that attempted that. The pro-
tection suprimes such effects by the spell’s duration, if
some mind effects are already on target. Likewise, an
existing possession is merely kept without control the properly pursued or you cancel it. (There are certain
target’s body and would not be expelled if in place be- circumstances that will temporarily suspend a quest,
fore the protection was cast. and others that will discharge or cancel it. These spe-
This spell ends if the warded character makes a mar- cial circumstances do not affect the target’s hit point
tial attack against a repelled creature. maximum, to the DM’s discretion).
A quest cannot be dispelled but can be removed by a
Psychic Pressure priest of the same religion casting this spell on the tar-
School: 0 level enchantment get. Some artifacts and relics might negate the spell, as
Components: S can direct intervention by a deity. Likewise, an unjust
Casting time: Standard Action or undeserved quest automatically fail to be cast.
Target: One nearby creature
Duration: Instantaneous Raise Dead
Lists: None (aberrant pact’s witch) School: 5th level necromancy
You create a field of psychic ressonance that causes a Components: V, S, CM (diamond powder of at least
headache on your foe. When it moves, it can feel more 500 gp value)
pressure inside its brain if it closes to you. When you Casting time: 1 minute
cast this spell, the recipient takes 1d6 psychic damage. Target: Touched corpse
The first time it moves nearer to you before the start Duration: Instantaneous
of your next turn, it takes an additional 1d6 psychic Lists: Cleric
damage. When you cast a raise dead spell, you restore life to
a natural humanoid. You can raise persons dead only
Purify Food and Drink up to a limit of 10 days. Note that the body of the per-
School: 1st level transmutation [ritual] son must be whole, or otherwise missing parts are
Components: V, S, LM (holy symbol) still missing when the person is brought back to life.
Casting time: 1 minute Likewise, other ills, such as poison and disease, are not
Target: Up to 1 cubic foot of nearby food and drink negated. The raised person must make a DC 10 En-
Duration: Instantaneous durance check to survive the ordeal. If it fails, it cannot
Lists: Cleric, Druid, Paladin be raised by means of this spell anymore. The raised
When cast, this spell makes spoiled, rotten, poison- person also is bring back to life with just 1 hp and on
ous, or otherwise contaminated food and water pure the fifth step of the exhausted condition.
and suitable for eating and drinking. This spell does If the target’s soul is not free or willing to do so, the
not prevent subsequent natural decay or spoilage. The spell fails. Also, it is impossible to ressurrect someone
spell has no effect on creatures of any type nor upon that died from old age. These limitations applies even
magical potions. if you augment the spell.
Dealing with the soul and the power of life and death
Quest
is not previsible. The resurrection affects the character.
School: 5th level enchantment [ritual] Roll once on the table below to determine the specific
Components: V, S, LM (holy symbol) effect.
Casting time: 1 minute
Target: One touched, voluntary creature
Duration: Instantaneous
Lists: Cleric
The quest spell enables you to require the affected
creature to perform a service and return to you with
proof that the deed was accomplished. The quest can,
for example, require that the creature locate and return
some important or valuable object, rescue a notable
person, release some creature, capture a stronghold,
slay a person, deliver some item, and so forth. If the
quest is not properly followed, due to disregard, delay,
or perversion, the creature affected by the spell loses
1d6 of its hit point maximum for each day of such ac-
tion. This reduction is not removed until the quest is
Back from the Death type or origin. Slain undead are restored as they were
d20 Effect while living. Creatures with ths soulless tag or eternal
1 Severing the link. Target’s soul loses the link tag cannot be raised. The diamond powder used as ma-
it has with the body. Raise dead does not work terial component rises to 5,000 gp.
and the target cannot be ressurrected again by If you cast raise dead in a 9th-level slot, all the con-
means of this spell. siderations from cast it in a 7th-level slot still applies,
2 A life for another. Target is resurrected, but except you do not need even a part of the corpse and
someone else drops dead. Sometimes it is one the person can be dead for any spam of time. However
of the
people attending at the resurrection. Sometimes
you need to know exactly who you are calling back to
is someone absent, but related to the victim (rel- the life.
ative, friend, adventuring party mate) .
Random Dispacher
3 Monstruous return. Target returns as a hostile
wight and immediately attacks. After being slain School: 8th level conjuration [teleportation]
(again), the target can be raised again as normal. Components: V
4 Withered flesh. Target hit point maximum drop Casting time: Standard Action
by 5, but it gains necrotic resistance. Target’s Target: A nearby creature
body becomes somewhat pale.
Duration: Instantaneous
5 Walking dead. Target retains some rigor mortis Lists: Sorcerer
stiffness. It has always the slowed condition, but
stabilizes automatically when dying.
With the utterance of a few words, this spell can hurl
a creature to a random plane and leave it there. The
6 Not quite all there. Target’s soul are not fully
conected with its body. Its initiative rolls are un- target, if unwilling, is allowed a Will save. If successful,
favorable, but it makes favorable saving throws the spell fails. If unsuccessful, the victim and all items
against being charmed. carried by it are sent to a random plane.
7 Furious spirit. Target’s soul becomes mentally You have no control over the destination of the
unstable. When it fumbles an attack roll, it re- target. The conditions at the destination may kill the
rolls the attack against a random ally at range, if target (for example, arriving in the elemental plane of
any. However, it makes favorable saving throws
against being frightned. fire) or merely make life difficult. This determination
8 Ressurrection shock. Target’s body ages 1d10
is left to the DM.
years, bringing it closer to die from old age.
Ray of Enfeeblement
9 Wrong mind. The ressurrection brings the wrong
soul to the body. Target keeps all its stats and School: 2nd level necromancy [weakening]
features, but have completely different memories Components: V, S
about its past. Casting time: Standard Action
10 Undead affinity. Undead avoid to attack the tar- Target: A nearby creature
get when possible, except if it is the only target or Duration: Concentration, up to 1 minute
if it attacks the undead first. Lists: Witch, Wizard
11–20 No additional collateral effect. The ressurrec- By means of a ray of enfeeblement, you weaken an
tion is perfect. The only collateral effects on tar-
get are that described for the spell out this table.
opponent, reducing its Strength and thereby the at-
tacks that rely upon it. If the target fails on a Fortitude
The effects of the Back from the Death table on tar- save, it causes just half damage with weapon attacks
get last until noted or until the target dies again. that rely on its Strength.
Stress: If you augment this spell to a 7th-level slot
or higher, you improves your exhausted condition by Ray of Fadigue
four steps. School: 1st level necromancy [weakening]
Augmentation: If you cast this spell using a 7th-lev- Components: V, S
el slot or higher, your limit of time to raise a creature is Casting time: Standard Action
150 years. You do not need more the body of the dead Target: A nearby creature
person, just a part of it (as a bone finger). Any other re- Duration: Concentration, up to 1 minute
mains of the corpse that are not present if the creature Lists: Witch, Wizard
backs to life are destroyed to nothing. The raised per- This nefarious spell affects the victim’s life energies,
son backs with full hit points and no exhaustion, but increasing its exhausted condition by one step if it fails
still needs to succeed the Endurance check. The spell on a Fortitude save.
brings back any creature that has a soul, regardless
If you manage to keep your concentration for 1 min- If you cast this spell using a spell slot of at least 3rd
ute, the effect of this spell becomes instantaneous. level, you can attempt to emulate a spell three levels
lower from any other list. So, using a reckless dweomer
Read Magic in a 7th-level slot allows you to emulate a 4th-level or
School: 1st level divination lower cleric spell.
Components: V, S, LM (a clear crystal or mineral
prism) Reincarnate
Casting time: Standard Action School: 5th level necromancy
Target: You Components: V, S
Duration: Concentration Casting time: 1 minute
Lists: Bard, Cleric, Sorcerer, Witch, Wizard Target: Touched corpse
The read magic spell enables you to read, but not Duration: Instantaneous
write or speak, any writing that is magical. It does not Lists: Druid
matter what language it is written in or who wrote it, With this spell, you can bring back a dead person
only that it is magical. Once read, you can read it again in a body of a natural creature, if death occurred no
at any later time without the use of the spell. more than one week before the casting of the spell. The
This deciphering does not normally invoke the mag- corpse is touched, and a new incarnation of the person
ic contained in the writing, although it may do so in appears out nothing in the area in 1d6 minutes. If the
the case of a cursed scroll. If the writing is not magical, target’s soul is not free or willing to do so, the spell fails.
this spell has absolutely no effect. The new incarnation is determined on the following
table or by DM choice. Roll also 1d6: on a 1–4 result,
Reckless Dweomer the target keeps its former gender. On a 5–6 result, it
School: 1st level conjuration takes the opposite gender in this new incarnation. A
Components: V, S safe wish spell can restore a reincarnated character to
Casting time: Standard Action its original form and status. If the original form is not
Duration: Special restored, the actual form is considered the “true” form
Lists: Sorcerer of the target to all intends and purposes, including
This spell is the ultimate last-resort spell. When cast, to the raise dead spell (the old body is not anymore
you releases a sudden flood of wild magical energy in conected with the soul to be a valid target to ressur-
the hope of seizing and shaping that energy into a de- rection).
sired spell effect. The attempt usually fails, but some-
Reincarnation
thing almost always occurs in the process.
d% Incarnation
Before casting the spell, you announce the spell ef-
01–15 A natural beast of DM’s choice (usually one ap-
fect you are trying to create. It must be a cantrip or a propriate to the region)
1st level spell from the sorcerer list. You do not need to
16 Bugbear
know the spell. After announcing the spell (along with
17–29 Dwarf
the target and any other conditions required by the
30 Gnoll
spell), you then cast reckless dweomer. A burst of mag-
31–34 Goblin
ical energy is released, which you try to manipulate
into the desired form. The actual effect of the spell is 35–47 Half-elf
rolled randomly on Wild Surge Results table (Chapter 48–53 Half-orc
Adventuring). If the result indicates something about 54–67 Halfling
the spell, it will refer to the spell you were attempting 68–69 Hobgoblin
to cast. More often than not, the effect is completely 70–85 Human
unexpected. The result may be beneficial or it may be 86 Kobold
completely disastrous; this is the risk you take in cast- 87 Lizardman
ing the reckless dweomer. 88–93 Orc
Augmentation: Higher the spell slot you use, higher 94 Troglodyte
the spell you can attempt to emulate. For example, if 95–00 Other (DM’s choice among any natural human-
you use a spell slot of 3rd level, you can attempt to cast oid or beast)
any 3rd-level or lower sorcerer spell.
If the new incarnation is an animal, the target gets You instill courage in the spell recipient. The target
the typical stats for the new form, including the Intel- becomes imune to the frightened condition and this
ligence score. The animal is hostile to the former en- condition ends immediately if the target is already suf-
emies and shows affection for people it cared in the fering it.
previous life. Augmentation: When you cast this spell using a
If the new incarnation is a rational being (such as spell slot of 2nd level or higher, choose an additional
an elf or human), the person reincarnated recalls the target for each slot level above 1st.
majority of his former life and form. It keeps its former
classes, proficiencies, feats, and features, except it must Resist Elements
change the racial abilities to match the new form, re- School: 2nd level abjuration
roll all physical ability scores (Strength, Dexterity, and Components: V, S, LM (a drop of mercury)
Constitution), recalculating everything derived from Casting time: Standard Action
these abilities. If the new race and ability scores do Target: Touched creature
not allow certain features, the target may change these Duration: 10 minutes
traits for other similar — such as change a racial feat to Lists: Cleric, Druid, Sorcerer
another feat it qualifies. When this spell is placed upon a creature, you
The new incarnation has approximately the same choose one of the following damage types: acid, cold,
age category the target had before death. So a child will fire, force, lightning, necrotic, poison, or radiant. The
be reincarnated as a lynx kitty, while a 60-years old will creature acquires resistance to the chosen damage type.
be an old eagle.
Restoration
Augmentation: If you cast this spell in a 7th-level
slot or higher, you may choose any natural humanoid School: 2nd level abjuration [healing]
or beast (including gender) instead roll in the Reincar- Components: V, S
nation table. Casting time: Standard Action
Target: Touched creature
Remove Curse Duration: Instantaneous
School: 3rd level abjuration Lists: Cleric, Druid, Paladin
Components: V, S This spell removes unnatural weakness, debilitation,
Casting time: Standard Action or exhaustion from the creature touched and restores
Target: Touched creature or object its normal physical and mental capacities. It is useful
Duration: Instantaneous in countering the effects of any weakening spell or ef-
Lists: Cleric, Paladin, Witch, Wizard fect of 2nd level or lower.
Upon casting this spell, you are usually able to re- If the hit point maximum of the target were lowered
move a curse on an object, on a person, or in the form by some non-instantaneous effect, restoration recover
of some undesired sending or evil presence. Note that 1d8 of these hit point maximum.
the remove curse spell does not remove the cursed Restoration also removes a short-term or long-term
magical item, although the spell typically enables the madness from the target and resets its madness rating
person afflicted with any such cursed item to get rid of to 0.
it. Certain curses may not be countered by this spell, or Augmentation: Higher the spell slot you use, higher
may be countered only by augmenting it. weakening spells and effects can be removed by means
If the curse is created by another spell, remove curse of restoration. Any of such effect of the same level of
will remove it if cast at that spell level or higher. restoration or lower is removed.
Augmentation: Some powerful curses requires a If you cast this spell on a spell slot of 3rd to 5th level,
higher slot level to be removed by means of this spell it also restores 1d8 extra hit point maximum per slot
as noted in their description. level above 2nd. If you cast on a spell slot of at least 6th
level, it removes all the target’s indefinite madness, re-
Remove Fear duces its exhaustion condition by one step and restores
School: 1st level abjuration its hit point maximum to the usual value.
Components: V, S
Casting time: Standard Action Revivify
Target: A nearby creature School: 3rd level necromancy
Duration: 10 minutes Components: V, S
Lists: Bard, Cleric, Paladin Casting time: Standard Action
Target: Touched corpse This spell has no effect on undead or creatures with
Duration: Instantaneous the eternal tag. Creatures with 7 or more levels are also
Lists: Cleric immune to it.
When you cast a revivify spell, you restore life to any Augmentation: If you cast this spell on a spell slot of
creature that died since the end of your last turn. Note 3rd level or higher, for each spell slot level above 2nd,
that the body of the person must be whole, or other- you are able to scare creatures two levels higher than
wise missing parts are still missing when the person is the 6th level.
brought back to life. Likewise, other ills, such as poison
and disease, are not negated. The target is bring back to Secure Shelter
life with just 1 hp. This spell do not ressurrect a crea- School: 4th level conjuration [ritual]
ture that died from old age or one whose soul is not Components: V, S, LM (a square chip of stone,
free to return. crushed lime, a few grains of sand, a sprinkling of wa-
ter, and several splinters of wood)
Sanctuary Casting time: 30 minutes
School: 1st level abjuration Duration: 8 hours
Components: V, S, EM (a small silver mirror) Lists: Wizard
Casting time: Standard Action This spell enables you to magically call into being a
Target: Touched creature sturdy cottage or lodge on a nearby unnocupied space
Duration: Concentration, up to 10 minutes of the proper size. The cotage cannot have more than
Lists: Cleric 30 feet in any dimension and it is made of material that
When you cast a sanctuary spell, any opponent at- is common in the area where the spell is cast — stone,
tempting to harm anyway the protected creature must timber, or (at worst) sod. The floor area of the lodging
roll a Will save. If the saving throw is successful, the is level, clean, and dry. In all respects the lodging re-
opponent can attack normally and is unaffected by that sembles a normal cottage, with a sturdy door, two or
casting of the spell. If the saving throw is failed, the more shuttered windows, and a small fireplace.
opponent loses track of and totally ignores the ward- While the lodging is secure against winds of up to
ed creature for the duration of the spell, considering it 70 miles per hour, it has no heating or cooling source
unpositioned — the target automatically succeeds on (other than natural insulation qualities). Therefore,
Stealth checks to remain unpositioned this way. Those it must be heated as a normal dwelling, and extreme
not attempting to attack the subject remain unaffected. heat adversely affects it and its occupants. The dwell-
Note that this spell does not prevent the operation of ing does, however, provide considerable security oth-
area attacks (fireball, ice storm, etc.). erwise, as it is as strong as a normal building of its ma-
While protected by this spell, the subject cannot at- terial composition.
tack or cast any spell that causes damage or calls for a The door, shutters, and even chimney are secure
saving throw without breaking the sanctuary, but may against intrusion, the former two being arcane locked
use other spells or otherwise act in any way that does and the latter being secured by a top iron grate and
not violate the prohibition against offensive action. a narrow flue. In addition, these three areas are pro-
This allows a warded cleric to heal wounds, for exam- tected by an alarm spell. Lastly, an unseen servant is
ple, or to bless, perform an augury, chant, cast a light in conjured to provide service to you by the duration of
the area, and so on. the secure shelter.
The inside of the shelter contains rude furnishings
Scare as desired by you — up to eight bunks, a trestle table
School: 2nd level necromancy and benches, as many as four chairs or eight stools,
Components: V, S, LM (a bit of bone from an un- and a writing desk.
dead skeleton, zombie, ghoul, ghast, or mummy)
Casting time: Standard Action Sending
Targets: All creatures in a far away cluster School: 5th level evocation
Duration: 1 minute Components: V, S, LM (two tiny cylinders, each
Lists: Wizard with one open end, connected by a short piece of fine
This spell causes creatures with fewer than 6 levels copper wire)
to be frightened by the duration. Only elves, half-elves, Casting time: Standard Action
and clerics are allowed a Will save against this spell. Target: A creature
Duration: Instantaneous
Lists: Bard, Cleric, Sorcerer, Wizard Shocking Grasp
By means of this spell, you can contact a single crea- School: 0 level evocation
ture with whom you are familiar and whose name and Components: V, S
appearance are known. If the creature in question is Casting time: Standard Action
not on the same plane of existence as you, there is a Target: Touched creature.
base 5% chance that the sending does not arrive. Lo- Duration: Instantaneous
cal conditions on other planes may worsen this chance Lists: Sorcerer, Wizard
considerably, at the option of the DM. When you cast this spell, you develops a power-
You can send a short message of 3 seconds or less ful electrical charge that gives a jolt to the creature
to the recipient; the recipient can answer in like man- touched. Make a unarmed melee attack against the tar-
ner immediately. Even if the sending is received, the get as part of the spell’s casting. You make a favored roll
subject creature is not obligated to act upon it in any if the target is wearing a metalic armor. If you hit, you
manner, including to answer. causes 1d8 points of lightning damage to the target.
Shadow Sever Silence
School: 0 level necromancy [weapon] School: 2nd level abjuration
Components: V, S Components: V, S
Casting time: Standard Action Casting time: Standard Action
Target: A creature whose shadow is next to you Target: One neraby creature or unatended object
Duration: Instantaneous Duration: Concentration, up to 10 minutes
Lists: Witch Lists: Cleric, Paladin
Wielding magical power through your weapon, you Upon casting this spell, complete silence prevails
hit your enemy’s shadow, damaging it. Make a mar- next to the target. All sound is stopped: Conversation
tial melee attack as part of the casting of this spell. You is impossible, spells with verbal components cannot be
cause damage as normal for your weapon to the target, cast, and no noise whatsoever issues from or enters the
but all damage provoked this way is necrotic. This at- area.
tack cannot trigger any other weapon spell. If the spell is centered upon a unwilling creature,
Shield it receives a Will save against the spell. If the saving
throw is successful, the spell effect is centered on an
School: 1st level abjuration [force] unattended object next to that creature.
Components: V, S Targets inside the area of effect of a silence spell are
Casting time: Standard Action immune to thunder damage.
Target: You
Duration: 1 minute Slay Living
Lists: Wizard School: 5th level necromancy
When this spell is cast, an invisible barrier comes Components: V, S
into being next to you, positioning itself to block in- Casting time: Standard Action
coming attacks from all angles. This shield totally ne- Target: One nearby, living creature
gates magic missile attacks. It provides a +1 bonus to Duration: Instantaneous
AC, but this bonus does not stack with a real shield. Lists: Cleric
Shillelagh The target of this powerful spell must make a For-
titude save. If it fails, it takes 50 points of necrotic
School: 0 level transmutation [weapon] damage. If it succeeds, it takes half this damage. If this
Components: V, S damage brings the target to 0 hp or less, the target dies.
Casting time: Standard Action Augmentation: When you cast this spell using a
Target: One creature engaged with you spell slot of 6th level or higher, the amount of necrotic
Duration: Instantaneous damage increases by 5 for each slot level above 5th.
Lists: Druid
This spell enables you to change your staff or quar- Sleep
terstaff into a magical weapon that inflicts 2d4 points School: 1st level enchantment
of bludgeoning damage. You make a melee attack roll Components: V, S, LM (a pinch of fine sand, rose
against the target as part of the casting. You must be petals, or a live cricket)
wielding a staff or quarterstaff, of course. Casting time: Standard Action
Targets: Special When this spell is cast, an invisible bubble springs
Duration: 1 minute into existence. It can either be centered on and mobile
Lists: Bard, Sorcerer, Wizard with you or cast on a nearby area, remaining static. The
When you cast a sleep spell, you cause a comatose bubble has a radius of 10 feet.
slumber to come upon one or more creatures (other The bubble has only one effect: sound cannot pass
than creatures already unconscious or specifically ex- through it. Thus sound generated within the bubble
cluded from the spell’s effects) in a same cluster. Roll cannot be heard by those on the outside and vice ver-
6d10; the total is how many current hit points of crea- sa. Bards often use this spell to enhance the quality and
tures this spell can affect. All creatures in the cluster, effect of their performances. It also functions nicely
starting in ascending order of current hit points are when you wish to use one of your talents in a dungeon
affected. or other limited setting in which noise is sure to draw
Starting with the creature that has the lowest current unwanted attention.
hit points, each creature affected by this spell falls un- Augmentation: If you cast this spell with a spell slot
conscious. Subtract each creature’s hit points from the of 2nd level or higher, the bubble radius improves by
total before moving on to the creature with the next 10 feet per slot level higher than 1st.
lowest hit points. A creature’s hit points must be equal
to or less than the remaining total for that creature to Spare the Dying
be affected. School: 0 level necromancy
If an affected creature receives any damage or some- Components: V, S
one else takes a Standard Action to shake or slap it, Casting time: Standard Action
the creature awakes. Otherwise, the creature remains Target: Touched dying creature
sleeping until the end of the spell. Loud noises are not Duration: Instantaneous
sufficing to awake an affected creature. Lists: Cleric
Augmentation: When you cast this spell using a The dying target becomes stabilized.
spell slot of 2nd level or higher, roll an additional 2d10
Spell Shape
for each slot level above 1st.
School: 7th level abjuration
Slow Components: V, S
School: 3rd level transmutation Casting time: Reaction
Components: V, S, LM (a drop of molasses) Target: You
Casting time: Standard Action Duration: Instantaneous
Target: A far away creature Lists: Sorcerer
Duration: Concentration, up to 10 minutes This spell gives you the ability to seize magical ener-
Lists: Sorcerer, Wizard gy directed at you and reshape it as you desire. It offers
A slow spell causes the affected creature to move and no protection against area effect spells.
attack at half its normal rate. It negates a haste spell When you are a target of a non-area spell or magical
or equivalent, but does not otherwise affect magically item, this spell automatically allows you a Reflex save,
speeded or slowed creatures. regardless the normal saving throw the incoming spell
If the target fails on a Fortitude save, it becomes would allow, if any. If the saving throw is failed, the
slowed, and all attack rolls against it are favored. Its at- opponent’s spell has normal effects and no other save
tack rolls, Reflex saves and Dexterity-based checks are is allowed. If the saving throw is successful, the spell
unfavored. The target also cannot take Quick Actions shape absorbs the magical energy of the opponent’s
or Reactions. spell. You can then choose to let the energy dissipate or
can instantly use it to cast a spell. The return spell must
Sound Bubble be of an equal or lesser spell level than the original one
School: 1st level abjuration and must be currently memorized or known. The act
Components: V, S, CM (a blown egg shell or a soap of returning the spell does not cost any of your slots.
bubble) Spell energy cannot be saved; if not used immediately,
Casting time: Standard Action it dissipates.
Duration: Concentration, up to 1 hour
Lists: Bard Spell Turning
School: 7th level abjuration
Components: V, S, EM (a small silver mirror)
Casting time: Standard Action Spook
Target: You School: 1st level illusion [mind]
Duration: Concentration, up to 1 minute or until Components: V, S
expended Casting time: Standard Action
Lists: Sorcerer, Wizard Target: One nearby creature
This powerful abjuration causes spells targeted Duration: Concentration, up to 1 minute
against you to rebound on the original caster. This Lists: Sorcerer, Witch, Wizard
includes spells cast from scrolls and innate spell-like A spook spell enables you to play upon natural fears
abilities, but specifically excludes the following: area to cause the target creature to perceive you as some-
effects, spell effects delivered by touch, and spell effects one or something inimical. Without actually knowing
from devices such as wands, staves, etc. what this is, you merely advances threateningly upon
Up to ten spell levels (measured from the slot they the creature. If the creature fails in a Will save, it be-
are cast) are affected by the turning. Each time a spell comes frightened by you.
is rebound by this abjuration, reduces its level from the Although you does not actually pursue the creature,
remaining charges. A spell may cannot be only partial- if it flees from you, a phantasm from its own mind
ly turned — if the level of the incoming spell exceeds does while the spell lasts.
the remaining charges, the spell is still turned, but the
spell turning ends. Stabilize
If the rebound spell allows a saving throw, the origi- School: 9th level abjuration
nal caster can roll it normally. If you and a spellcasting Components: V, S
attacker both have spell turning effects operating, a res- Casting time: Standard Action
onating field is created that has the following effects: Duration: Concentration, up to 1 hour
Ressonating Field Lists: Sorcerer
d% Effect This spell requires immense magical effort to cast,
01–70 Spell drains away without effect, reducing its lev-
relegating it to the highest spell level. Stabilize negates
el from both spell turning spells. the effects of wild magic regions, allowing you and all
71–80 Spell affect both equally at full effect, but its level nearby creatures to cast spells and use magical items
does not reduce the spell turning spells. normally. The spell is centered on you and follows your
81–97 Spell drains away without effect, but both spell movements.
turning spells end. Your own spells never cause wild surges when cast
98–00 Spell drains away creating a planar rift that opens within the duration of a stabilize spell, nor do the ef-
and sucks both you and the other caster. fects of wild surges extend into the protected area. The
spell also affects wildstrike, wildzone, and wildwind.
Spider Climb
Stone Shape
School: 1st level transmutation
School: 4th level transmutation
Components: V, S, LM (a drop of bitumen and a live
Components: V, S, LM (soft clay)
spider)
Casting time: Standard Action
Casting time: Standard Action
Target: Touched stone, no larger than 10 feet in any
Target: Touched creature
dimension.
Duration: 10 minutes
Duration: Instantaneous
Lists: Sorcerer, Witch, Wizard
Lists: Druid, Wizard
A spider climb spell enables the recipient to climb
By means of this spell, you can form an existing piece
and travel upon vertical surfaces as well as a giant
of stone into any shape that suits your purposes. For
spider, or even hang upside down from ceilings. The
example, you can make a stone weapon, a special trap-
affected creature must have bare hands and feet in or-
door, or a crude idol. By the same token, it enables you
der to climb in this manner, at your normal speed of
to shape a stone door, perhaps so as to escape impris-
movement.
onment, providing the size of stone involved is within
During the course of the spell, the recipient cannot
the limits of the spell (you can shape a smaller portion
handle objects that weigh less than one pound, for such
of a larger rock or continual stone). While stone coffers
objects stick to its hands and feet. Thus you will find it
can be thus formed, stone doors made, the fineness of
virtually impossible to cast spells with material com-
detail is not great and it can be stuck, because, if the
ponents if under a spider climb spell. Sufficient force
can pull the recipient free (DC 20 Athletics check).
shaping has moving parts, you need a DC 15 spellcast- physically capable of doing so, seeking to use melee
ing ability check to the movement works. If not, the weapons rather than ranged ones or spells. If they are
shape does not allow movements. nearby you, they move and engage. If they are far away,
they take a Dash Action to come next to you.
Suggestion When the creatures move, they avoid dangers, if pos-
School: 3rd level enchantment [mind] sible. They will first disengage other opponents instead
Components: V, LM (a snake’s tongue and either a of run relentlessly to you. Separation of you from the
bit of honeycomb or a drop of sweet oil) victim by an impenetrable or uncrossable boundary (a
Casting time: Standard Action wall of fire, a deep chasm, a formation of set pikemen)
Target: One nearby creature causes the spell to break.
Duration: 1 hour If used in conjunction with a ventriloquism spell, the
Lists: Bard, Sorcerer, Witch, Wizard creatures may attack the apparent source.
When you cast this spell, you influence the actions
of the chosen recipient by the utterance of a few words Telekinesis
— phrases or a sentence or two — suggesting a course School: 5th level transmutation
of action desirable. The creature to be influenced must, Components: V, S
of course, be able to understand your suggestion. It Casting time: Standard Action
must be spoken in a language that the spell recipient Target: A nearby object no heavier than 250 lb
understands. A creature that successfully roll a Will Duration: Concentration, up to 1 minute
save is not under hypnotic influence. Those who are Lists: Sorcerer, Wizard
exceptionally wary or hostile make a favored saving By means of this spell, you are able to move objects
throw. by concentrating on moving them mentally. The spell
The suggestion must be worded in such a manner can provide either a gentle, sustained force or a single
as to make the action sound reasonable; asking the short, violent thrust.
creature to stab itself, throw itself onto a spear, im- A sustained force enables you to move a weight of
molate itself, or do some other obviously harmful act up to 25 pounds to any point nearby its last location.
automatically negates the effect of the spell. However, You can repeat this move each one of your turns by
a suggestion that a pool of acid was actually pure wa- taking a Standard Action. The weight can be moved
ter and that a quick dip would be refreshing is anoth- vertically, horizontally, or both. An object moved far
er matter. Urging a red dragon to stop attacking your away from you falls or stops, ending this spell. The ob-
party so that the dragon and party could jointly loot a ject can be telekinetically manipulated as if with one
rich treasure elsewhere is likewise a reasonable use of hand. For example, a lever or rope can be pulled, a key
the spell’s power. can be turned, an object rotated and so on, if the force
After a creature completes the given suggestion, the required is within the weight limitation. You might
spell effect on it ends. Otherwise, if the creature did even be able to untie simple knots, at the discretion of
not completed the request within 1 hour, the spell also the DM.
ends. Alternatively, the spell energy can be expended in a
single round (no concentration is allowed after this).
Taunt You can hurl one nearby objectdirectly away from
School: 1st level enchantment [mind] yourself at high speed, to a distance of up to 100 feet.
Components: V, S, LM (a slug) Treat the object as an improvised large weapon to cause
Casting time: Standard Action damage this way. Hit purposefully someone requires a
Target: Creatures of your choice inside a far away ranged attack using your spellcasting ability instead of
cluster. Strength on the ranged attack roll.
Duration: Until the start of your next round. Opponents who fall within the weight capacity of
Lists: Bard, Paladin, Sorcerer, Wizard the spell can be hurled, but they are allowed a Forti-
A taunt spell enables you to jape and jeer effectively tude save to avoid the effect. Creatures cannot be target
at creatures. You do not need to speak the language of of a sustained force.
the targets. Your words and sounds have real meaning Augmentation: When you cast this spell using a
for the subject creatures: challenging, insulting, and spell slot of 6th level or higher, the maximum weight
generally irritating and angering the listeners. Those of the target increases by 50 lb. for each slot level above
failing on a Will save rush forth in fury to do battle 5th.
with you. All affected creatures attack you in melee if
Teleport there are a chance of error depending on how familiar
School: 5th level conjuration [teleportation] the destination is to you. Lesser known areas increase
Components: V, LM (chalk, coal or other material to the probability of error. Unfamiliar areas present con-
draw a teleportation circle) siderable peril. Areas of strong physical or magical
Casting time: 10 minutes energies may make teleportation more hazardous or
Target: You and up to three voluntary creatures even impossible. Roll a d% to establish where exactly
(none of them with size larger than Large). the targets arrive.
Duration: Instantaneous Probability of Teleport
Lists: Bard, Sorcerer, Wizard Destination is High On Death
When this spell is used, you draw a 10-foot-diame- A known teleportation circle — 01–100 —
ter circle on the ground inscribed with sigils that link Very familiar 01–02 03–99 100
your current location to a permanent teleportation cir- Studied carefully 01–04 05–98 99–100
cle of your choice whose sigil sequence you know and Seen casually 01–08 09–96 97–100
that is on the same plane of existance as you. Distance
Viewed once 01–16 17–92 93–100
is not a factor.
Never seen 01–32 33–84 85–100
After the casting, each target inside the drawn cir-
cle instantly transports itself, along with everything it Familiarity. “Known teleportation circle” means a
wears or carries, to the linked teleportation circle. If a teleportation circle whose sigil sequence you know.
target just touches an item, it is not sufficing to teleport “Very familiar” is a place you have been very often,
the item. It must be in a target’s possession to go to- as your own home.
gether. A heavily encumbered target is not elegible to “Studied carefully” is a place where you have been
this spell and if it is you, the spell does not work to any- before and studied it at least 10 minutes to easy your
one (since you must be teleported to the spell works teleportation to there.
on other targets). A unconscious creature counts as an “Seen casually” is someplace you have seen more
object, if a target is carrying it. However, a conscious than once, but with which you are not very familiar
creature is not elegible to teleport if it is not voluntary. and did not spend time studying it.
Many major temples, guilds, and other important “Viewed once” is a place you have seen once, possi-
places have permanent teleportation circles inscribed bly using magic.
somewhere within their confines. Each such circle in- “Never seen” is a place whose location and appear-
cludes a unique sigil sequence — a string of magical ance you know through someone else’s description,
runes arranged in a particular pattern. When you first perhaps from a map. This category also includes lo-
gain the ability to cast this spell, you learn the sigil se- cals there are no more. For example, if your house was
quences for two destinations on the Material Plane, completely destroyed while you are absent and there is
determined by the DM. You can learn additional sigil a new house in that place, the familiarity changes from
sequences during your adventures. You can commit a very familiar to never seen.
new sigil sequence to memory after studying it for 1 High. Teleporting high means all the targets arrive
minute. 10 feet above the ground for every 1% below the lowest
You can create a permanent teleportation circle by “On” probability.
casting this spell in the same location every day for one On. The targets arrive on the surface. The teleport
year. You need not use the circle to teleport when you was successful.
cast the spell in this way. The circle cannot be erased, Death. Any Death result means the instant death of
but otherwise gains the glyph tag to define effects upon all targets, their body parts being split and scattered
it. on all the destination. Even the carried items are de-
Augmentation: When you cast this spell using a stroyed (except if magical), its pieces being shattered
spell slot of 6th level or higher, each additional level across the area.
above 5th permits to teleport two extra voluntary crea-
tures. It is possible to teleport a Huge-sized creature, Thaumaturgy
but it counts as four targets. A Gargantuan-sized crea- School: 0 level transmutation
ture counts as seven targets. A Colossal-sized creature Components: V
is equivalent to ten targets. Casting time: Standard Action
If you cast this spell using a spell slot of 7th level or Duration: Up to 1 minute
higher, in addition to the extra targets, you can teleport Lists: Cleric
to other destination than a teleportation circle, but
You manifest a minor wonder, a sign of supernatu- does not cause ceilings to collapse or other damage.
ral power, next to you. You create one of the following You could walk through a “not there” section of wall
magical effects: without difficulty.
• Your voice booms up to three times as loud as nor- When two people perceive a there/not there object
mal. differently, the object functions for each person ac-
• You cause flames to flicker, brighten, dim, or cording to its own perceptions. For example, you hide
change color. behind a rock that you see as “there.” Your enemy, a
• You cause harmless tremors in the ground. fighter, perceives the rock as “not there” and fires ar-
• You create an instantenous ominous sound some- rows at you. You would perceive the arrows as bounc-
where nearby. Examples of such sounds are a rum- ing off the rock, while the fighter would perceive the
ble of thunder or the cry of a raven. arrows as missing their target or falling short.
• You instantaneously cause an unlocked door or
window to fly open or slam shut. Tiny Hut
• You alter the appearance of your eyes for 1 minute. School: 3rd level evocation [ritual]
lf you cast this spell multiple times, you can have up Components: V, S, LM (a small crystal bead)
to three of its non-instantaneous effects active at a time Casting time: 10 minutes
and you can dismiss such an effect as a Quick Action. Duration: 8 hours
Lists: Sorcerer, Wizard
There/Not There Area of Effect: 15-ft.-diameter sphere Saving Throw:
School: 4th level transmutation None
Components: V, S, LM (a small piece of cat fur sealed When this spell is cast, you create an unmoving,
inside a small box) opaque sphere of force of any desired color around
Casting time: Standard Action yourself, surrounding your actual cluster. Half of the
Target: One nearby object sphere projects above the ground, and the lower hemi-
Duration: Concentration, up to 1 minute sphere passes through the ground. Up to eight Medi-
Lists: Sorcerer um creatures can confortably fit into the field. Crea-
This peculiar spell creates a random fluctuation in tures can freely pass into and out of the sphere without
the probabilities of existence. The target either remain harming it. However, if you remove yourself from the
normal or it vanishes (50% chance). The state of exis- sphere, the spell dissipates.
tence for the object is determined randomly and chang- The temperature inside the sphere is kept at 70 ºF.
es with each viewer and round. Thus, a single object The sphere also provides protection against the ele-
could appear and disappear several times during the ments, such as rain, dust, sandstorms, and the like. The
course of the spell. Furthermore, it might be “there” for tiny hut can withstand any wind of less than hurricane
one onlooker, but “not there” for another. Each time a force without being harmed, but wind force greater
creature’s turn starts, roll if the object exists to it untilthan that destroys it.
the beginning of its next turn. You can illuminate the interior dimly upon com-
For example, you cast this spell on a closed door. mand, or extinguish the light as desired. Each one of
The DM rolls percentile dice and determines the door these options requires a Quick Action.
is “there” for you and you must unlock it to pass. Your Note that although the force field is opaque from the
companion also looks at the door. The DM rolls and outside, it is transparent from within. Missiles, weap-
determines that the door is “not there” for the com- ons, and spell effects can pass through the sphere with-
panion. She can just walk through the passage to con- out affecting it, although the occupants cannot be seen
tinue going ahead. You then close your eyes, waits for from outside the tiny hut.
a time and when you look at the door again (on your
next turn), the door is “not there” for you. This ran- Transmute Rock and Mud
dom changing continues throughout the duration of School: 5th level transmutation
the spell. Components: V, S, LM (clay, sand and water)
Objects that are “there” are normal in all respects. Casting time: Standard Action
Doors can be opened, chests can be picked up and Target: Chosen mud or rocks within a far away clus-
carried, and rocks can be used as barricades. Objects ter
that are “not there” are gone, although their absence Duration: Concentration, up to 10 minutes.
Lists: Druid
This spell has two effects and these cannot be com- creature’s real name is spoken as well, the saving throw
bined. You must choose which effect to apply with each is unfavored. If the saving throw is successful, the pris-
casting. In both situations, if you manage to keep your on gem shatters.
concentration on the spell for 10 minutes, its effects The second method is far more insidious, for it
become instantaneous. tricks the victim into accepting a trigger object in-
1) The spell turns natural rock of any sort into an scribed with the final spell word, automatically placing
equal volume of mud. If it is cast upon a rock, for ex- the creature’s soul in the trap. To use this method, both
ample, the rock affected collapses into mud. Magical or the creature’s true name and the trigger word must be
enchanted stone is not affected by the spell. The depth inscribed on the trigger item when the gem is enchant-
of the mud created cannot exceed 10 feet. Creatures ed. A sympathy and a maze spell must also be placed
unable to levitate, fly, or otherwise free themselves on the trigger item. As soon as the subject creature
from the mud sink at the rate of 1/3 of their height per picks up or accepts the trigger item, its life force is au-
round and eventually suffocate, save for lightweight tomatically transferred to the gem, without the saving
creatures that could normally pass across such ground. throw. You do not even need to be in range when the
Brush thrown atop the mud can support creatures able creature accepts the gem to the spell works.
to climb on top of it, with the amount required decid- The gem prison will hold the trapped entity indef-
ed by the DM. Creatures large enough to walk on the initely, or until the gem is broken and the life force is
bottom are slowed and in a difficult terrain. released, allowing the material body to reform.
Evaporation turns the mud to normal dirt. The ex-
act time depends on exposure to the sun, wind, and True Strike
normal drainage. School: 1st level divination [weapon]
If the spell does not become instantaneous, the mud Components: V, S
flows to the original stone shape before hardens again Casting time: Standard Action
on the old form. Target: A nearby creature
2) The spell hardens normal mud or quicksand into Duration: Instantaneous
soft stone (sandstone or similar mineral). Creatures in Lists: Paladin, Witch
the mud are allowed a Reflex save to escape before the You gain temporary, intuitive insight into the imme-
area is hardened to stone. Dry sand is unaffected. diate future during your attack. Make a martial melee
attack as part of the casting of this spell. Even if you
Trap the Soul fail the roll, you hit the target and it is a critical hit on
School: 8th level necromancy a natural 16–20. The only exception is a natural 1 that
Components: V, S, EM (the trigger gem) is still a fumble.
Casting time: Standard Action
Target: A creature next to you Undead Plague
Duration: Permanent School: 9th level necromancy
Lists: Wizard Components: V, S
This spell forces the creature’s life force (and its ma- Casting time: 10 minutes
terial body) into a special prison gem enchanted by Duration: Special
you. Before the actual casting of the trap the soul spell, Lists: Cleric
you must prepare the prison, a gem of at least 1,000 gp By means of this potent spell, you summon many
value for every level possessed by the creature to be ranks of skeletons to do your bidding. The skeletons
trapped (for example, it requires a gem of 10,000 gp to are formed from any and all humanoid bones within
trap a 10th-level creature). If the gem is not valuable one mile. The number of skeletons depends on the ter-
enough, it shatters when the entrapment is attempted. rain in the area of effect; a battlesite or graveyard will
(Note that while characters have no concept of level as yield 10 skeletons per 100 square yards; a long-inhabit-
such, the value of the gem needed to trap an individ- ed area will yield three skeletons per 100 square yards;
ual can be researched. Remember that this value can and wilderness will yield one skeleton per 100 square
change over time as characters advance.) yards.
The spell can be triggered in one of two ways. First, The skeletons created by this spell remain in exis-
the spell can be cast when the creature is within spell tence until destroyed or willed out of existence by you.
range. This allows a Will save to avoid the effect. If the They do not attack you, even if you attack them. When
you raise the skeletons, you can give to them a single, The unseen servant never can move more than 30
simple order that they will follow. However, they will feet from the point where you created it. If it do that,
not be commanded by you in any other way. the spell ends immediately. When you cast this spell,
you can create the servant on any nearby unoccupied
Unluck space.
School: 4th level enchantment [curse]
Components: V, S, LM (a piece of a broken mirror) Ventriloquism
Casting time: Standard Action School: 1st level illusion
Target: A nearby creature Components: LM (a parchment rolled up into a
Duration: Concentration, up to 1 minute small cone)
Lists: Bard, Sorcerer, Witch Casting time: Standard Action
With this spell, you create a negative pattern in the Duration: Concentration, up to 10 minutes
random forces surrounding the target. The creature is Lists: Bard, Sorcerer, Wizard
allowed a Will save; if successful, the spell fails. If the This spell enables you to make your voice or a sim-
saving throw is failed, random chance falls into an un- ilar sound seem to issue from someplace else nearby,
lucky pattern. Any test is unfavored. such as from another creature, a statue, from behind
a door, down a passage, etc. You move your lips as ac-
Unseen Hand tually speaking, moaning, crying, etc., but the spell
School: 1st level transmutation [weapon] makes no sound exit your mouth. You can actually
Components: V, S speak from your mouth if you prefer this. If not, all
Casting time: Standard Action your sounds will come from other place, including
Target: A nearby creature spells’ verbal components. You can speak in any lan-
Duration: Instantaneous guage that you know, or make any sound that you can
Lists: Paladin, Witch normally vocalize.
You bring an enemy farther away to your side. This
spell pull the opponent with an unseen force to next to Verdant Touch
you, providing there is a clear, straight path between School: 1st level transmutation
you both. If no such path exists, this spell fails. Components: V, S
After pull your enemy, make a martial melee attack Casting time: Standard Action
as part of the casting of this spell. You cause damage Target: Touched land
as normal for your weapon to the target. This attack Duration: Instantaneous
cannot trigger any other weapon spell. Lists: Druid
Your touch can heal the land and direct its growth,
Unseen Servant letting you gently impose your will on plant life and
School: 1st level conjuration [ritual] allowing it to prosper. You can turn difficult terrain
Components: V, S, LM (a piece of string and a bit of within 10 feet into normal terrain, but only if the ter-
wood) rain is composed of grass, underbrush, vines, or simi-
Casting time: 1 minute lar growth.
Duration: 1 hour You can also use this power to cause plants with-
Lists: Bard, Witch, Wizard in 10 feet to blossom with flowers and to cause small
The unseen servant is a invisible, mindless, and plants or grass within 10 feet to begin growing in bar-
shapeless force, used to step and fetch, open unstuck ren terrain.
doors, and hold chairs, as well as to clean and mend. It
is not strong, but unfailingly obeys your command. It Vortex
can carry out only one activity at a time and can move School: 5th level evocation
only lightweight items — carry a maximum of 20 Components: V, S, LM (a silk streamer and a hand-
pounds or push or pull 40 pounds across a smooth sur- ful of straw)
face. It can open only normal doors, drawers, lids, etc. Casting time: Standard Action
The unseen servant cannot fight, nor can it be killed, as Duration: Concentration, up to 1 minute
it is a force rather than a creature. It can be magical- Lists: Sorcerer
ly dispelled, or eliminated after receiving 6 points of
damage at once from an effect of area. Effects that are
not of area cause no damage at all to an unseen servant.
A vortex is a swirling mass of magical energy, bare- Attempting to catch a creature with a newly-created
ly controllable by you. While you are casting, a small wall of fire is difficult; a successful Reflex save enables
sparkle of lights fills the air at a nearby unocupied lo- the creature to avoid the wall, remaining in the safe
cation. When you end the casting, these sparks form a side of it.
7-feet-tall, multicolored tornado.
You can use a Standard Action to move the vortex. Wall of Fog
as if it was a creature. However, control is not perfect. School: 1st level conjuration
Make a DC 10 spellcasting ability check. If you suc- Components: V, S, LM (a pinch of split dried peas)
ceed, the vortex moves to where you desire. If you fail, Casting time: Standard Action
the vortex moves as suit to the DM. Duration: Concentration, up to 1 minute
The vortex cannot pass through objects larger than a Lists: Druid, Sorcerer, Wizard
Small-sized creature (it could move through a sapling By casting this spell, you create a billowing wall
but not an ancient oak tree) and will be rebound by of misty vapors in any nearby cluster. The wall of fog
these. For example, if cast in a narrow hallway, the vor- causes heavy obscurement. You may create less vapor
tex might ricochet down the hall, bouncing from side if you wish, causing just light obscurement, but the
to side. If moved into a cluster, it is very probable the decision must be taken at the casting and cannot be
vortex will reboud and struck every creature on that changed later.
cluster.
Wall of Ice
The vortex is composed of raw magical energy. Crea-
tures struck by the vortex make a Reflex save. Failure School: 4th level evocation
means the creature suffers 9d4 points of force damage. Components: V, S, LM (a small piece of quartz or
Success causes only half damage. Each time a creature similar rock crystal)
is struck, there is a 5% cumulative chance that the vor- Casting time: Standard Action
tex will explode in a wild surge. Use Wild Surge Result Duration: Concentration, up to 1 minute
table on Chapter Adventuring to determine the results Lists: Sorcerer, Wizard
of any wild surge. If the vortex causes a wild surge, the This spell can be cast in one of three ways: (1) as an
spell ends immediately. anchored plane of ice, (2) as a hemisphere, or (3) as a
Augmentation: When you cast this spell using a horizontal sheet to fall upon creatures.The wall of ice
spell slot of 6th level or higher, the amount of force cannot form in an area occupied by physical objects
damage increases by 1d4 for each slot level above 5th. or creatures; its surface must be smooth and unbroken
when created.
Wall of Fire The wall is an object that can be damaged and thus
School: 4th level evocation breached. It has AC 12 and 30 hp per section, suffer-
Components: V, S, LM (phosphorus) ing double damage from fire damage. A section is a
Casting time: Standard Action part of the wall great enough for a Medium creature
Duration: Concentration, up to 1 minute walk through it. Reducing a section to 0 hp destroys
Lists: Sorcerer, Wizard that section and leaves behind a sheet of frigid air in
The wall of fire spell brings forth an immobile, blaz- the space the section occupied. A creature moving
ing curtain of magical fire of shimmering color — vi- through the sheet of frigid air for the first time on a
olet or reddish blue. The spell creates either an opaque turn must make a Fortitude save. That creature takes
line of flame up to 60 feet of length, or a ring circling 2d6 cold damage on a failed save, or half as much dam-
everything nearby its center. In either form, the wall of age on a successful one.
fire is 20 feet high. The start of the line or the center of (1) Ice plane. When this spell is cast, a sheet of
the ring must be a nearby point. strong, hard ice is created nearby. The wall is primarily
The wall of fire must be cast so that it is vertical with defensive, stopping pursuers and the like. The wall is
respect to you. One side of the wall, selected by you, 1 feet thick. It covers up to a 15-foot-length and is 10
sends forth waves of heat, inflicting 2d4 points of fire feet high. The plane can be oriented in any fashion as
damage upon creatures that start the turn next to it and long as it is anchored along one or more sides. So an
1d4 points of fire damage upon those starting the turn ice bridge can be cast, even if slippery to pass through.
nearby it. In addition, the wall inflicts 2d6+10 points Walking on the bridge causes damage as per the sheet
of fire damage upon any creature passing through it. of frigid air, as explained.
(2) Hemisphere. This casting of the spell creates a The recipient of a water breathing spell is able to
nearby hemisphere whose maximum size closes every- breathe water freely for the duration of the spell. You
one in the same cluster. The hemisphere lasts until it is can also reverse this spell to allow water-breathing
broken, dispelled, or melted. creatures to comfortably survive in the atmosphere for
(3) Ice sheet. This casting of the spell causes a hor- an equal duration.
izontal sheet to fall upon opponents, causing 5d10
points of bludgeoning damage. It covers a nearby Water Walk
cluster and brokes in many peebles of ice at fall, turn- School: 3rd level transmutation [ritual]
ing the terrain difficult to move. Creatures touching Components: V, S, LM (a piece of cork)
the ground at the beginning of their turns suffer 1d6 Casting time: 1 minute
points of cold damage. Targets: Touched creature
Duration: 10 minutes
Wall of Sound Lists: Cleric, Druid, Sorcerer
School: 3rd level evocation By means of this spell, you are able to empower
Components: V, S, LM (a piece of slate and a finger one creature to tread upon any liquid as if it were firm
nail clipping) ground; this includes mud, quicksand, oil, running
Casting time: Standard Action water, and snow. The recipient’s feet do not touch the
Duration: Concentration, up to 10 minutes surface of the liquid, but oval depressions of its appro-
Lists: Bard priate foot size and 2 inches deep are left in the mud
The wall of sound spell brings forth an immobile, or snow.
shimmering curtain of violently disturbed air. The wall The recipient’s rate of movement remains normal.
is 50 feet long and 10 feet wide. Its length can be ar- If cast under water, the recipient is borne toward the
ranged as desired as long as the resulting wall all lies in surface.
one plane that stands up vertically.
One side of the wall, selected by you, produces a vo- Whispering Wind
luminous roar that completely disrupts all communi- School: 2nd level transmutation
cation, command words, verbal spell components, and Components: V, S
any other form of organized sound nearby. In addition, Casting time: Standard Action
those that start their turn next to it are deafened for 1 Duration: Special
minute if they fail a Fortitude save. Lists: Bard, Druid, Sorcerer, Wizard
On the other side of the wall, a loud roar can be By means of this spell, you are able to either send a
heard, but communication is possible by shouting, message or cause some desired sound effect. The whis-
and verbal components and command words function pering wind can travel up to 3 miles above ground, to
normally. No one risks to be deafened by the spell on a specific location within range that is familiar to you.
this side. The whispering wind is as gentle and unnoticed as a
Anyone passing through the wall suffers 1d8 points zephyr until it reaches the location. It then delivers its
of thunder damage. Furthermore, if a passing creature whisper quiet message or other sound. Note that the
fails on a Fortitude save, it is deafened until it finishes message is delivered regardless of whether anyone is
a full rest. A natural 1 on save means the creature is present to hear it. The wind then dissipates. You can
permanently deafened. prepare the spell to bear a message of up to 5 seconds
A silence spell will dispel the wall. or merely have the whispering wind seem to be a faint
stirring of the air that has a susurrant sound. You can
Water Breathing likewise cause the whispering wind to move as slowly
School: 3rd level transmutation [ritual] as a mile per hour or as quickly as a mile every round.
Components: V, S, LM (a short reed or piece of When the spell reaches its objective, it swirls and re-
straw) mains until the message is delivered.
Casting time: 1 minute As with the magic mouth spell, no spells may be cast
Targets: Touched creature via the whispering wind.
Duration: 8 hours Augmentation: When you cast this spell using a
Lists: Druid, Sorcerer, Wizard spell slot of 3th level or higher, each additional level
above 2nd permits the whispering wind to travel up to
extra 2 miles.
Wildfire can absorb, it explodes in a wild surge. The spell that
School: 9th level evocation triggered the surge is completely negated, its energy
Components: V instead transformed into a wild surge (see Wild Surge
Casting time: Standard Action Result table on Chapter Adventuring). Since the shield
Duration: 1d6+4 hours no longer functions, you are subject to full effects of
Lists: Sorcerer this wild surge.
By means of this spell, you are able to channel raw Augmentation: If you cast this spell on a spell slot of
magical energy through yourself, shaping it into any 7th level or higher, the shield absorves 1d6 extra spell
form you desire, creating items out of nothing. The levels per slot level above 6th.
magical energy can be shaped and hardened to form
Wildstrike
solid objects. These objects have a greenish, glowing
tinge and radiate magic. These objects are stronger School: 6th level abjuration
than steel yet possess almost no weight. They are im- Components: V, S, LM (a small glass tube)
mune to all damage, but can be affected by dispel magic Casting time: Reaction
spells. Target: A nearby creature
When creating objects, you are limited only by his Duration: Instantaneous
own skill and the dimensions of the object. Items larg- Lists: Sorcerer
er than a 10-foot-radius sphere cannot be fashioned. This spell is used primarily against hostile spellcast-
Thus, you could make an impenetrable dome or a ers. It distorts all attempts at spellcasting, converting
small boat with this spell. spell energy into wild surges. Cast this spell when the
Objects made of wildfire are neither stable nor per- target is casting a spell, spell-like ability, or activating
manent. Since the object is made of magic separated a magical item. The victim of a wildstrike is allowed
from the magical continuum, the material gradually a Will save. If successful, it is just counterspelled and
deteriorates until the magical bonds become too weak its magic attempt does not work. If the saving throw
to hold the wildfire in the chosen form. is failed, the target is enclosed within a field of wild
magic and its magical attempt becomes a wild surge
Wildshield instead (roll on the Wild Surge Result table on Chapter
School: 6th level abjuration Adventuring).
Components: V, S, LM (a small sponge)
Wildwind
Casting time: Standard Action
Target: You School: 9th level evocation
Duration: Concentration, up to 1 minute Components: V, S
Lists: Sorcerer Casting time: Standard Action
This spell cloaks you in a whirling band of scintil- Duration: Concentration, up to 1 minute
lating colors, rendering you lightly obscured. You are Lists: Sorcerer
able to see normally within and outside the shield. The Range: 100 yards
wildshield protects you from the effects of spells and This spell is similar in effect to wildstrike and wild-
magical items. The shield can completely absorb 2d6 zone. When cast, a wall of faint, multi-colored lights
spell levels (if the roll of 2d6 results in 10, the shield springs into existence at a far away point indicated by
could absorb ten 1st-level spells, two 5th-level spells, you. These lights form a line 150 feet long. At each one
or any similar combination), thereby negating their of your turns as a Standard Action, you can rotate the
effects on the caster. Both area effect spells and those wall and then move it in a straight line to any point
individually targeted at you can be absorbed. In the at your line of sight. Once the wall is set in motion, it
case of area spells, the wildshield protects only you. All cannot be stopped unless the spell is cancelled or dis-
others in the area of effect suffer normal effects from pelled. If you attempt to hit a creature with the wall, it
the spell. is allowed to a Reflex save to avoid it.
Wildshield also protects against wild surges, wheth- The wildwind has two significant effects. First, all
er caused by your magic or by an outside source. Each creatures struck by the magical lights suffer 2d6 points
wild surge is considered equal to 1d6 spell levels. of force damage. Second, any spell crossing the wall
If the spell reaches its maximum spell level capac- automatically triggers a wild surge. Magical items that
ity of absorbtion, it ends. If the capacity is met exact- expend charges that touch the wall of lights automati-
ly, the wildshield simply ceases to function. However, cally release one charge, also resulting in a wild surge.
if the wildshield is struck by more spell levels than it The wildwind lightly obscures the vision beyond it.
Wildzone date the new result. For example, a wish spell could
School: 8th level transmutation undo an opponent’s successful save, a foe’s criticai
Components: V, S, CM (a pot of paint which must hit, or a friend’s failed save. Vou can force make the
be spilled across a sheet of hammered silver worth no reroll favorable or unfavorable, and you can choose
less than 2,000 gp) whether to use the reroll or the original roll.
Casting time: Standard Action • A wish can temporarily raise an ability of a crea-
Duration: 10 minutes ture you can see to its racial limit until the target
Lists: Sorcerer starts a full rest.
This powerful spell creates a disruption in magical When you cast a wish in an unsafe mode, you in-
forces similar to the conditions found in wild mag- creases your exhausted condition by one step, and un-
ic regions. This spell has only a temporary effect, al- til you finish a full rest, everytime you cast any other
though the wild surges of a wildzone could possibly be spell, you suffer 1d10 points of necrotic damage. This
rendered permanent or instantaneous. damage cannot be reduced or prevented any way, even
The spell creates a wild magic zone in the shape of a if you are immune to necrotic damage.
300-foot radius sphere centered on you. Very dangerous: Some powerful wishes also cause
lasting consequences to you. Effects considered very
Wish dangerous include:
School: 9th level conjuration • Creating permanently a rare or very rare magical
Components: V item of your choice.
Casting time: Special • A wish can instantaneously add one point to any
Duration: Special ability score of you or any person of your choice, as
Lists: Wizard long as the score is not raised above 16 or the racial
The wish is a very potent but difficult spell. It will limit, whichever is lower.
fulfill literally your utterance. What you can desire is • A wish can instantaneously gives to a creature any
classified in safe, unsafe, and very dangerous. Notice weapon, armor, or background proficiency of your
that the collateral effects of cast a wish are not in a choice.
Stress entry, because they affect you even if you cast • A wish can instantaneously retrain some or all of
the wish through a magical item. your immutable character’s previous choices, as a
Safe: A safe wish is one that mimics any 8th or lower feat, spell known, or even class levels.
spell of the wizard list or any 7th or lower spell of oth- • The other possibilities listed below.
er lists. A safe wish has the casting time, targets, and When you cast a wish in a very dangerous way, you
duration of the other spell, but uses no components improve your exhausted condition by five steps and
except verbal. If the emulated spell can be augmented, lose permanently 1d6 hit point maximum that cannot
its level will be 8th (for wizard spells) or 7th (for spells be recovered any way (including by other wishes).
from other lists). When a wish is cast in a safe way, Other possibilities: You can wish other things aside
it has no colateral consequences other than that pro- the above, but this makes the spell very unreliable and
voked by the emulated spell. it is always cast in a very dangerous way. State your
Unsafe: A unsafe wish can create one of the follow- wish to the DM as precisely as possible. The DM has
ing effects. great latitude in ruling what occurs in such an in-
• Creating permanently a non-magical item up to stance; the greater the wish, the greater the likelihood
10,000 gp in value. The object cannot have more that something goes wrong. The DM can also bestow
than 300 feet in any dimension and appears in an an interpretation of the wish that follows your literal
unoccupied space you can see on the ground. instructions, and not your intended meaning. Exam-
• Creating permanently a common or uncommon ples include:
magical item of your choice. • If you wish for an entire castle of your own, the
• You grant up to ten creatures you can see immu- DM might have the castle appear in mid-air, then
nity to a single spell or other magical effect for 8 crash to the ground in a heap of rubble.
hours. For instance, you could make yourself and • If you wish “to never again suffer damage from
all your companions immune to a lich’s life drain bladed weapons,” the DM might turn you into a
attack. stone statue.
• You undo a single recent event by forcing a reroll
of any roll made within the last round (including
your last tum). Reality reshapes itself to accommo-
• If you wish for a dragon to vanish, the dragon
might pop out of sight, then abruptly reappear in
another location, perhaps a few yards from the
dragon’s original position.
• If you wish for a fortune in gold, the DM might
teleport this fortune from a king’s private treasure
vault. The king will then send his best men to ar-
rest you.
• If you wish to destroy any single creature, you can
be advanced to a future time period in which the
target creature no longer exists.
Case you enter in a long list of a detailed wish to
avoid collateral effects, perhaps the wish simply do not
work, but it still spends a slot and confers the conse-
quences of a very dangerous wish to you.
What cannot a wish do? A wish cannot emulate an-
other 9th level spell from the wizard list or 8th and
9th level spells of any other list. A wish never grants
experience points or extra levels to a character. Nor
should wishes be able to duplicate legendary magical
items. The DM retains the right to disallow any wish
she believes is too potent.
Appendix: Conditions
Blinded • Enemies make favored attack rolls against domi-
nated creatures.
• A blinded creature cannot see and automatically
• A dominated creature is not considered an ally or
fails any check that requires sight. The blinded creature
an enemy to game effects.
cannot use its passive Perception to detect anything
• Except if stated, the dominator and the dominated
through sight.
creature do not need to share a language. The dominat-
• The blinded creature’s targets make favorable at-
ed understand what the dominator wants it does.
tack rolls against the creature and the creature make
unfavorable attack rolls against its targets. Dying
• The blinded creature cannot make opportunity at-
tacks. • A dying creature is unconscious.
• The blinded creature considers all objects and • A dying creature loses 1d6 hit points at the start
creatures as heavily obscured. of each one of its turns. If it reaches an ammount of
negative hit points equal to its Constitution score, the
Captivated dying creature dies.
• If a dying creature regains hit points, this condi-
• The captivated creature will treat its charmer as a
tion ends. However, if the creature is still at negative
good friend, actending its requests and coming to help
hit points, it acquires the stabilized condition.
the same way it would do for any other friend.
• The captivated creature want not believe that its Encumbered
charmer intentionally can lie to it and refuses to see
any bad intention in its charmer’s aptitudes. The cap- • An encumbered creature has the slowed condition.
tivated creature’s Insight has a –5 penalty against its • An encumbered creature has a –1 penalty to AC.
charmer. • An encumbered creature is not able to fly and can-
• A captivated creature want not attack its charmer not swim up.
or target its charmer with harmful abilities or magical
effects. Exhausted
• The charmer makes favorable checks to interact Exhausted is a different condition because it is mea-
socially with its captivated creature. sured in six steps. An effect can improve or decrease
this condition by one or more steps, as specified in the
Deafened effect’s description.
• A deafened creature cannot hear and automatical- Exhaustion
ly fails any check that requires hearing. The deafened Step Effect
creature cannot use its passive Perception to detect 1st Unfavorable checks
anything through hearing. 2nd Slowed condition
3rd Unfavorable attack rolls and saving throws
Dominated 4th Hit point maximum halved
• A dominated creature cannot take Actions. In- 5th Stuck condition
stead, as Reaction, the dominator chooses a Quick or 6th Death
Standard Action for the creature to take on the crea-
ture’s turn. The dominated creature can also move on A creature suffers the effect of its current level of ex-
its turn if commanded by the dominator to do so (no haustion as well as all lower levels.
Action from dominator required). The dominator must • If an effect reduces this condition for an ammount
be nearby and able to perceive and being perceived by of steps sufficing to drops it below the first step, the
the dominated creature to command it this way. creature loses this condition.
• If the dominated creature is not commanded to do
anything, it will do nothing in its turn.
• Finishing a full rest reduces this condition by one Invisible
step, provided that the creature has also ingested some • An invisible creature is impossible to see without
food and drink. the aid of magic or a special sense.
• The invisible creature is not automatically unpo-
Frightened sitioned. However, she can hide in plain sight (see the
• A frightened creature must move away from the Stealth skill), without being heavily obscured.
source of its fear. If it is able, it will take the Dash Ac- • Attack rolls from an invisible creature are favored.
tion as Standard Action to do it faster (even if Disen- Attack rolls against an invisible creature are unfavored.
gage or other Actions are better choices). • An invisible creature does not triggers opportunity
• If a frightened creature is unable to take the Dash attacks from enemies that cannot see it.
Action, it will attempt to take the Dodge Action. • The invisible creature can always see itself.
• A frightened creature make unfavored attack rolls, • All objects on the creature when it becomes invis-
Reflex saves, and Will saves. ible are also invisible, providing no part of this object
extends more than a 1-foot or 2-foot radius from the
Grappled creature. An object extending beyond this range is en-
• A grappled creature is usually stuck, but can be tirely visible; partially invisible objects are not allowed.
moved by its grappler. • Items dropped or put down by the invisible crea-
• Maintaining this condition on the grappled crea- ture become visible, and items picked up will just dis-
ture occupies whatever appendage, object, or effect the appear if tucked into the clothing or pouches worn by
grappler used to inititate de grapple. This condition the creature. Note, however, that light never becomes
ends immediately on the creature if the grappler is in- invisible, altought the source of light can become so
capacited, or if the grappled creature ends up outside (thus the effect is that of a light with no visible source).
the range of the grappling effect. • An invisible creature cannot tell with certainty
which observers have successfully detected it; it can
Heavily Encumbered only be sure by observing their reactions.
• A heavily encumbered creature has a special, wors-
ened version of the slowed condition. It needs to take Paralyzed
a Standard Action to move instead of a Quick Action. • A paralyzed creature is incapacited, helpless, stuck,
• A heavily encumbered creature has a –2 penalty and cannot speak.
to AC. • A paralyzed creature automatically fails Reflex
• A heavily encumbered creature is not able to fly saves.
and it is dragged down if attempts to swim. While be-
ing dragged down, the swimming creature can swim to Petrified
any direction but up. • A petrified creature is transformed, along with any
object it is wearing or carrying, into a solid inanimate
Helpless substance (usually stone). Its weight increases by a fac-
• Attack rolls against a helpless creature are favored tor of ten, and it ceases aging.
and any attack that hits the creature is a critical hit if • A petrified creature is incapacitated, stuck, cannot
the attacker is next to it. speak, and is unaware of its surroundings.
• Attack rolls against a petrified creature are favored.
Incapacited • A petrified creature automatically fails Reflex
• An incapacited creature cannot take Standard Ac- saves.
tions, Quick Actions, Reactions, or Legendary Actions. • A petrified creature has resistance to all damage.
• An incapacited creature automatically fails Reflex • A petrified creature is immune to poison and dis-
saves. ease, although a poison or disease already in its system
• Attack rolls against incapacited creatures are fa- is suspended, not neutralized.
vored. • A petrified creature does not age.

Insubstantial
• An insubstantial creature has resistance to all dam-
age but force damage.
Possessed Stabilized
• The possessor game statistics are replaced by the • While a stabilized creature is down to 0 or less
statistics of the possessed creature, though the posses- hit points, it is not dying and do not lose further hit
sor retain alignment, personality traits, and its Intelli- points, except from external sources.
gence, Wisdom, and Charisma scores. • Any damage a stabilized creature receive makes
• The possessor retains the benefit of its own class it loses the stabilized condition and regain the dying
features. If the possessed has any class levels, the pos- condition.
sessor cannot use any of its class features. • If a stabilized creature heals sufficing to reach 1 hp
• The possessor retains its own proficiencies and or higher, this condition ends.
cannot use the possessed body’s proficiencies.
• The possessed creature’s mind is incapacited while Stuck
the possessor is inside its body. • A stuck creature cannot move, disengage, inter-
cept, stand up, or change its position, except by means
Prone of teleportation.
• A prone creature’s only movement option is to
crawl, unless it stands up and thereby ends the con- Unpositioned
dition. • An unpositioned creature is one that its exact po-
• The creature make unfavorable attack rolls and sition cannot be determined by someone else. Usually
cannot attack with two-handed weapons. this means the creature is unheard and either hidden
• An attack roll against the creature is favorable if from the view or invisible to that someone.
the attacker is next to the creature. Otherwise, the at- • A creature can be unpositioned to some creatures
tack roll is unfavorable. and not be to other ones.
• An unpositioned creature cannot be targeted by
Removed spells or martial attacks, but still can be caught in area
• If a creature move away in combat without closing effects.
any other creature, it gains the removed condition. • At the end of the unpositioned creature’s turn, it
• If a removed creature moves away in combat, it must make a Stealth check. The creature remains un-
is now far away from the other creatures in the same positioned just to whom it beats the passive Percep-
battlefield. tion.
• If an unpositioned creature makes a martial attack,
Restrained cast a spell with a verbal component, or otherwise
• A restrained creature is stuck. makes noise, it loses this condition.
• Attack rolls against a restrained creature are fa- • Attack rolls from an unpositioned creature are fa-
vored, and the creature makes unfavored attack rolls. vored.
• A restrained creature makes unfavored Reflex • If an unpositioned creature moves, its Stealth
saves. check at the end of that turn is unfavored. If it runs, it
loses this condition.
Sickened
• A sickened creature makes unfavored checks and
attack rolls, but not saving throws.

Slowed
• A slowed creature cannot move for free. It must
take a Quick Action to move. This means the creature
cannot take any Reactions that requires to move (such
as intercept an opponent).
• If a slowed creature is moving on difficult terrain,
it takes a Standard Action in the place of a Quick Ac-
tion to move.

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