Re: Feanor Eldarin
Name :Kyr [Shadow] Gender:M HD :20d6+4d4+144
Height:4'7
Race :Umbragen Elf Weight:95 lbs. MAX HP : 280/280
Class :Sr-Sc-Nm Age :638
Level :24-20-4 Hair :Black SUBDUAL DMG: 290
Align :NE Eyes :Obsidian
Deity :Valheuron Hand :R XP:325,000
Size :M Speed :30 ft. NEXT LVL:351,000
_______________________________________________________________________________
ABILITY
Base Racial Ability Magic Final
Bonus Bonus Item Ability
STR : 12 -- -2 +5 15/+2
DEX : 12 +2 +1 +5 20/+5
CON : 16 -2 +4 +5 23/+6
INT : 18 +2 -- +5 25/+7
WIS : 9 -- -2 +5 12/+1
CHA : 17 +2 +1 +5 25/+7
_______________________________________________________________________________
COMBAT STATISTIC BASE ATTACK BONUS
AC Total : 24 MELEE RANGED
AC when Flat-Footed: 19 Total: +12/+7/+2 Total: +17/+12/+7
AC vs Touch Attack : 15 Base : +12/+7/+2 Base : +12/+7/+2
Base : 10 STR : +2 DEX : +5
Armor : +9 () Misc : -2 Misc : --
Shield : -- ()
Dexterity : +5
Size : -- ()
Deflection : -- () INITIATIVE ACTION POINTS
Magical Armor bonus: -- () Total: +5 Total: --
Natural : -- DEX : +5 Base : --
Misc : -- Misc : --
Darkvision 180'
Immunity to magic sleep
Spell Resistance 38
Shadow Form [5/day, 26 minutes]
_______________________________________________________________________________
SAVING THROWS: GENERAL
Total Base Ability Misc Magic
Fort : +22 = 14 + 6 + 2 + 0
Refl : +11 = 8 + 5 - 2 + 0
Will : +15 = 14 + 1 + 0 + 0
SAVING THROWS: ENCHANTMENTS
Total Base Ability Misc Magic
Fort : +24 = 14 + 6 + 4 + 0
Refl : +13 = 8 + 5 + 0 + 0
Will : +17 = 14 + 1 + 2 + 0
_______________________________________________________________________________
AGE CATEGORIES
Middle Age: 682
Old: 782
Venerable: 911
Maximum Age: 1000
_______________________________________________________________________________
RACIAL BONUSES/TRAITS
UMBRAGEN ELF
+2 Int
+2 Cha
+2 Dex
–2 Con
Medium Size
30’ movement
Immunity to magic sleep
+2 Racial bonus on Listen, Search, & Spot checks.
Automatic Search check if an Elf passes within 5’ of a secret or concealed
door
+2 Racial bonus to saves vs. Enchantments
Automatic proficiency with all straight Bows
Automatic proficiency with Longsword and Rapier
Low-light Vision
Darkvision 120’
Light Blindness: daylight blinds the drow for 1 round; –1 to Attack rolls,
Spot checks , & Search checks in bright light
+2 Racial bonus on Hide and Move Silently checks.
Spell Resistance of (11 + Character level)
Cast the following spells 1/day at Character level:
Dancing Lights
Darkness
Faerie Fire
Level Adjustment +2
Flaw: Pathetic
Flaw: Poor Reflexes
Flaw: Noncombatant
Trait: Passionate
_______________________________________________________________________________
FEATS
1)Slow Maturation
1)Flaw Feat: Combat Casting
1)Flaw Feat: Skill Focus (spellcraft)
1)Weapon Group (Basic Weapons)
1)Weapon Group (Spears and Lances)
1)Weapon Group (Crossbows)
3)Shadow Shift
6)One with the Darkness
9)Daylight Adaptation
12)Strength of the Shadows {+1 to caster lvl, +1 DC}
15)Dark Blood
18)Eschew Materials
21)Spell Knowledge
24)Ignore Material Components
24)Flaw Feat: Extended Life Span
_______________________________________________________________________________
CLASS ABILITIES
SHADOWCASTER [CL: 24]
1)Fundamentals of Shadow, Apprentice mysteries
2)Bonus Feat:
3)Umbral Sight (darkvision 30 ft)
4)Bonus Fundamental
5)Sustainning Shadow (eat 1 meal/week)
6)--
7)Apprentice mysteries (spell-like), Initiate Mysteries
8)Bonus Fundamental
9)--
10)Sustainning Shadow (sleep 1 hour/day)
11)Umbral Sight (darkvision 60 ft)
12)Bonus Fundamental
13)Apprentice mysteries (supernatural), Initiate Mysteries (spell-like),
Master Mysteries
14)Unlimited uses of fundamentals
15)Sustainning Shadow (immune to poison/disease)
16)Bonus Fundamental
17)--
18)--
19)--
20)Bonus Fundamental, Sustainning Shadow (no need to breathe, eat or sleep),
Bonus Feat:Shadow Familiar
SORCERER [CL: 28]
1)Summon familiar
2)--
3)--
4)--
5)--
6)--
7)--
8)--
9)--
10)--
11)--
12)--
13)--
14)--
15)--
16)--
17)--
18)--
19)--
20)--
21)--
22)--
23)--
24)--
_______________________________________________________________________________
PRESTIGE CLASS ABILITIES
NOCTURMANCER
1)Capture Magic's Shadow
2)Innate Counterspell 1/day
3)--
4)--
_______________________________________________________________________________
LANGUAGES
Common
Drow Sign
Undercommon
Elven
Mabran
Daelkyr
Draconic
_______________________________________________________________________________
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in them.
Skill Point Total = [(2 + Int mod {+7}) × 27] = 243
Class
Skill
C C Final Related
C Mod = Rnk Abl Msc | Skills: Ability Untrained?
X +7 = 0 +7 +0 | Appraise (INT) Yes
X +5 = 0 +5 +0 | !Balance (DEX) Yes
X +17 = 10 +7 +0 | Bluff (CHA) Yes
X +2 = 0 +2 +0 | !Climb (STR) Yes
X +33 = 27 +6 +0 | Concentration (CON) Yes
X +7 = 0 +7 +0 | *Craft (INT) Yes
X +0 = 0 +? +0 | Decipher Script (INT) No
X +14 = 7 +7 +0 | Diplomacy (CHA) Yes
X +0 = 0 +? +0 | Disable Device (INT) No
X +7 = 0 +7 +0 | Disguise (CHA) Yes
X +5 = 0 +5 +0 | !Escape Artist (DEX) Yes
X +7 = 0 +7 +0 | Forgery (INT) Yes
X +7 = 0 +7 +0 | Gather Information (CHA) Yes
X +1 = 0 +1 +0 | Heal (WIS) Yes
X +22 = 15 +5 +2 | !Hide (DEX) Yes
X +17 = 10 +7 +0 | Intimidate (CHA) Yes
X +2 = 0 +2 +0 | !Jump (STR) Yes
X +34 = 27 +7 +0 | *Knowledge:Arcana (INT) No
X +34 = 27 +7 +0 | *Knowledge:Planes (INT) No
X +7 = 0 +7 +0 | *Knowledge (INT) No
X +3 = 0 +1 +2 | Listen (WIS) Yes
X +22 = 15 +5 +2 | !Move Silently (DEX) Yes
X +0 = 0 +? +0 | Open Lock (DEX) No
X +7 = 0 +7 +0 | *Perform: (CHA) Yes
X +34 = 27 +7 +0 | Profession:Mercenary (INT) No
X +0 = 0 +? +0 | Psicraft (INT) No
X +22 = 17 +5 +0 | Ride (DEX) Yes
X +9 = 0 +7 +2 | Search (INT) Yes
X +1 = 0 +1 +0 | Sense Motive (WIS) Yes
X +0 = 0 +? +0 | Speak Language (INT) No
X +34 = 27 +7 +0 | Spellcraft (INT) No
X +13 = 10 +1 +2 | Spot (WIS) Yes
X +1 = 0 +1 +0 | Survival (WIS) Yes
X +2 = 0 +2 +0 | !Swim (STR) Yes
X +5 = 0 +5 +0 | Tumble (DEX) Yes
X +0 = 0 +? +0 | Use Magic Device (CHA) No
X +5 = 0 +5 +0 | Use Rope (DEX) Yes
! = Armor Check Penalty applies
* = Requires specialization
_______________________________________________________________________________
MYSTERIES
Base
Lvl DC Spell/Day Known
Aprentice 3 6
1 18
2 19
3 20
Initiate 2 6
4 21
5 22
6 23
Master 1 7
7 24
8 25
9 26
Fundamentals 17 Un 6
APPRENTICE [3/day] {Supernatural Ability}
PATH:Dark Terrain
1)Carpet of Shadow
2)Black Fire
3)Clinging Darkness
PATH:Eyes of Darkness
1)Bend Perspective
2)Piercing Sight
3)Killing Shadows
INITIATE [2/day] {Spell-Like Ability}
PATH:Elemental Shadows
4)Aura of Shade
5)Dark Air or Water
6)Shadow Storm
PATH:Black Magic
4)Warp Spell
5)Echo Spell
6)Flood of Shadow
MASTER [1/day] {Arcane Spell}
PATH:Ebon Walls
7)Prison of Night
8)Tomb of Night
9)Consume Essence
PATH:Shadow Calling
7)Summon Umbral Servant
8)Shadow Plague
9)Army of Shadow
PATH:Dark Metamorphosis
7)Ephermal Image
FUNDAMENTALS [Unlimited] {Supernatural Ability}
Arrow of Dusk
Caul of Shadow
Sight Obscured
Umbral Hand
Mystic Reflections
Shadow Hood
______________________________________________________________________________
SPELLS
Base Ability
Lvl DC Spell/Day Bonus Spell Per Day Known
0 17 6 + - = 6 9
1 18 6 + 2 = 8 5
2 19 6 + 2 = 8 5
3 20 6 + 2 = 8 4
4 21 6 + 1 = 7 4
5 22 6 + 1 = 7 4
6 23 6 + 1 = 7 3
7 24 6 + 1 = 7 3
8 25 6 + - = 6 3
9 26 6 + - = 6(+6) [RoEW] 5
*RoEW-Ring of Epic Wizardry
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 0¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Resistance
Ray of Frost
Disrupt Undead
Touch of Fatigue
Detect Magic
Message
Daze
Flare
Prestidigitation
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Identify
True Strike
Mage Armor
Shield
Erase
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 2¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Protection from Arrows
See Invisibility
Glitterdust
Mirror Image
Blindness/Deafness
_____________________ ______________________
Spell Lvl 3
Dispel Magic
Blink
Lightning Bolt
Wind Wall
_____________________ _______________________
Spell Lvl 4
Invisibility, Greater
Fire Shield
Enlarge Person, Mass
Dimension Door
_____________________ ________________________
Spell Lvl 5
Overland Flight
Dismissal
Break Enchantment
Mind Fog
_____________________ ________________________
Spell Lvl 6
Dispel Magic, Greater
Transformation
Circle of Death
_____________________ ________________________
Spell Lvl 7
Teleport, Greater
Mage’s Magnificent Mansion
Arcane Sight, Greater
_____________________ ________________________
Spell Lvl 8
Iron Body
Clone
Protection from Spells
_____________________ ________________________
Spell Lvl 9
Summon Monster IX
Wish
Mage’s Disjunction
Wail of the Banshee
Energy Drain
___________________________________________________________
MONEY
PP :
GP :478,000
SP :
CP :
GEMS:
_______________________________________________________________________________
EQUIPMENT
Carried: Weight: (lbs) Cost
PP GP SP
CP XP
Amulet of the Planes -- 120000
Dyrr’s Impervious Vestment 1 123000
Boots of Teleportation 3 49000
Ring of Regeneration -- 94000
Diamond [4] -- 4000
Ring of Epic Wizardry -- 810000
-------------
4 1200000
-------------
Stored: Weight: (lbs) Cost
PP GP SP
CP XP
Manual of Bodily Health 5 137000
Manual of Gainful Exercise 5 137000
Manual of Quickness of Action 5 137000
Tome of Clear Thought 5 137000
Tome of Leadership and Influence 5 137000
Tome of Understanding 5 137000
-------------
30 822000
-------------
________________________________________________________________________________
Carring Capacity:
Light load Medium load Heavy load
43 86 130
Lift over head Lift off ground Drag or push
86 172 430
_______________________________________________________________________________
MAGIC ITEMS
Manual of Bodily Health
Manual of Gainful Exercise
Manual of Quickness of Action
Tome of Clear Thought
Tome of Leadership and Influence
Tome of Understanding
Dyrr’s Impervious Vestment
Boots of Teleportation
Ring of Regeneration
Ring of Epic Wizardry
_______________________________________________________________________________
LEVEL PROGRESSION
1)Sorcerer-Shadowcaster
2)Sorcerer-Shadowcaster
3)Sorcerer-Shadowcaster
4)Sorcerer-Shadowcaster
5)Sorcerer-Shadowcaster
6)Sorcerer-Shadowcaster
7)Sorcerer-Shadowcaster
8)Sorcerer-Shadowcaster
9)Sorcerer-Shadowcaster
10)Sorcerer-Shadowcaster
11)Sorcerer-Shadowcaster
12)Sorcerer-Shadowcaster
13)Sorcerer-Shadowcaster
14)Sorcerer-Shadowcaster
15)Sorcerer-Shadowcaster
16)Sorcerer-Shadowcaster
17)Sorcerer-Shadowcaster
18)Sorcerer-Shadowcaster
19)Sorcerer-Shadowcaster
20)Sorcerer-Shadowcaster
21)Sorcerer-Nocturmancer
22)Sorcerer-Nocturmancer
23)Sorcerer-Nocturmancer
24)Sorcerer-Nocturmancer
_________________________________________________________________________________
FEAT DESCRIPTIONS
Daylight Adaptation
Must be from a race that has difficulties with sunlight, such as Drow. You are not
Dazzled by exposure to bright light or sunlight, though light-related spells affect you normally.
Shadow Shift
Umbragen As a Move Action, you can enter ‘shadow form’, which grants you a
+2 Circumstance bonus on
Hide checks and a +5 Circumstance bonus on Disguise checks to conceal your
identity.
You may enter ‘shadow form’ a number of times per day equal to 1 + the
number of Umbragen Racial
feats you possess. ‘Shadow form’ lasts up to 1 minute per Character level,
but can be dismissed as a
Standard Action.
One with the Darkness
Prerequisite: Umbragen,Shadow Shift
You may enter ‘shadow form’ as a Free Action. Your Character level is
considered +2
for determining the duration of your ‘shadow form’.
Strength of the Shadows
Prerequisite: Umbragen, Shadow Shift
If you cast a spell with the (shadow) or [darkness] descriptors while in
‘shadow form’, the spell
is at +1 Caster level and had a +1 bonus to its DC.
Dark Blood
Prerequisite: Umbragen, 3+ Umbragen Racial feats
Racial Spell Resistance improves by +3.
This feat counts as two Racial feats for purposes of the number of times you
can use ‘shadow form’
per day. Note: You cannot be brought back to lift.
Slow Maturation
Prerequisite: 1st level only, Must be younger than Middle Age
It takes you 50% longer than normal for your race to react the next age
category.
Extended Life Span
Benefit: Add one-half the maximum result of your race’s maximum age modifier
to your normal middle age,
old, and venerable age categories. Calculate your maximum age using the new
venerable number. This feat
can’t lower your current age category.
Special: You can gain this feat multiple times. Its effects stack.
Combat Casting
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or
use a spell-like
ability while on the defensive or while you are grappling or pinned.
Weapon Group (Basic Weapons)
You understand how to use a few basic weapons.
Benefit:You make attack rolls with the following weapons normally: club,
dagger, and quarterstaff.
Normal:When using a weapon with which you are not proficient, you take a -4
penalty on attack rolls.
Weapon Group (Spears and Lances)
You understand how to use spears and javelins.
Benefit:You make attack rolls with the following weapons normally: javelin,
lance, longspear, shortspear,
and trident.
Normal:When using a weapon with which you are not proficient, you take a -4
penalty on attack rolls.
Weapon Group (Crossbows)
You understand how to use crossbows.
Benefit:You make attack rolls with the following weapons normally: heavy
crossbow, light crossbow,
repeating heavy crossbow, and repeating light crossbow.
Normal:When using a weapon with which you are not proficient, you take a -4
penalty on attack rolls.
Ignore Material Components [Epic]
Prerequisites: Eschew Materials, Spellcraft 25 ranks, ability to cast 9th-level
arcane or divine spells.
Benefit: You may cast spells without any material components. This feat does not
affect the need for a focus or divine focus.
Eschew Materials
Benefit: You can cast any spell that has a material component costing 1 gp or less
without needing that component. (The casting of the spell still provokes attacks of
opportunity as normal.) If the spell requires a material component that costs more
than 1 gp, you must have the material component at hand to cast the spell, just as
normal.
Skill Focus: Spellcraft
Choose a skill.
Benefit
You get a +3 bonus on all checks involving that skill.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat,
it applies to a new skill.
Spell Knowledge [Epic]
Prerequisite
Ability to cast spells of the maximum normal spell level of an arcane spellcasting class.
Benefit
You learn two new arcane spells of any level up to the maximum level you can cast. This
feat does not grant any additional spell slots.
Special
You can gain this feat multiple times.
_________________________________________________________________________________
MAGIC ITEM DESCRIPTION
Dyrr’s Impervious Vestment
Description: Black silk robe embroidered with Adamantine thread.
+9 Armor bonus to AC.
Blade Barrier, 1/day. Activated as a Full Round Action. Effect is centered on the wearer when cast & is 90’ in diameter & 20’
high. Lasts for up to 18 minutes (dismissible as a Standard Action). The wearer may pass through this Blade Barrier at will.
Body Combo AC Spell Effect Strong Abj 18 Craft Wondrous Item Blade Barrier Mage Armor 61,500 4,920 123,000
Amulet of the Planes
This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she wants. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01-60 on d%) or to a random plane (61-100).
Strong conjuration; CL 15th; Craft Wondrous Item, plane shift; Price 120,000 gp.
Manual of Bodily Health
This thick tome contains tips on health and fitness, but entwined within the
words is a powerful
magical effect. If anyone reads this book, which takes a total of 48 hours
over a minimum of six
days, he gains an inherent bonus of from +1 to +5 (depending on the type of
manual) to his
Constitution score. Once the book is read, the magic disappears from the
pages and it becomes
a normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or
miracle; Price: 137,500 gp
(+5); Weight 5 lb.
Manual of Gainful Exercise
This thick tome contains exercise descriptions and diet suggestions, but
entwined within the words
is a powerful magical effect. If anyone reads this book, which takes a total
of 48 hours over a
minimum of six days, she gains an inherent bonus of from +1 to +5 (depending
on the type of manual)
to her Strength score. Once the book is read, the magic disappears from the
pages and it becomes a
normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or
miracle; Price: 137,500
gp (+5); Weight 5 lb.
Manual of Quickness of Action
This thick tome contains tips on coordination exercises and balance, but
entwined within the words
is a powerful magical effect. If anyone reads this book, which takes a total
of 48 hours over a minimum
of six days, he gains an inherent bonus of from +1 to +5 (depending on the
type of manual) to his Dexterity
score. Once the book is read, the magic disappears from the pages and it
becomes a normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or
miracle; Price: 137,500 gp
(+5); Weight 5 lb.
Tome of Clear Thought
This heavy book contains instruction on improving memory and logic, but
entwined within the words is a
powerful magical effect. If anyone reads this book, which takes a total of
48 hours over a minimum of
six days, she gains an inherent bonus of from +1 to +5 (depending on the
type of tome) to her Intelligence
score. Once the book is read, the magic disappears from the pages and it
becomes a normal book. Because the
tome of clear thought provides an inherent bonus, the reader will earn extra
skill points when she attains
a new level.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle
or wish; Price: 137,500 gp
(+5); Weight 5 lb.
Tome of Leadership and Influence
This ponderous book details suggestions for persuading and inspiring others,
but entwined within the
words is a powerful magical effect. If anyone reads this book, which takes a
total of 48 hours over a
minimum of six days, he gains an inherent bonus of from +1 to +5 (depending
on the type of tome) to
his Charisma score. Once the book is read, the magic disappears from the
pages and it becomes a normal
book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle
or wish; Price: 137,500 gp
(+5); Weight 5 lb.
Tome of Understanding
This thick book contains tips for improving instinct and perception, but
entwined within the words is
a powerful magical effect. If anyone reads this book, which takes a total of
48 hours over a minimum
of six days, she gains an inherent bonus of from +1 to +5 (depending on the
type of tome) to her Wisdom
score. Once the book is read, the magic disappears from the pages and it
becomes a normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle
or wish; Price: 137,500 gp
(+5); Weight 5 lb.
Ring of Regeneration
This white gold ring continually allows a living wearer to heal 1 point of
damage per level every
hour rather than every day. (This ability cannot be aided by the Heal
skill.) Nonlethal damage heals
at a rate of 1 point of damage per level every 5 minutes. If the wearer
loses a limb, an organ, or
any other body part while wearing this ring, the ring regenerates it as the
spell. In either case,
only damage taken while wearing the ring is regenerated.
Strong conjuration; CL 15th; Forge Ring, regenerate; Price 90,000 gp.
Epic Wizardry
Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters.
The wearer’s arcane spells per day are doubled for one particular spell level. An epic ring of
wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an
epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles
8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells
from high ability scores, school specialization, or any other source are not doubled.
Caster Level: 23rd (epic wizardry V), 26th (epic wizardry VI), 29th (epic wizardry VII),
32nd (epic wizardry VIII), 35th (epic wizardry IX); Prerequisites: Forge Ring, Forge Epic
Ring, wish; Market Price: 250,000 gp (epic wizardry V), 360,000 gp (epic wizardry VI),
490,000 gp (epic wizardry VII), 640,000 gp (epic wizardry VIII), 810,000 gp (epic wizardry IX).
_________________________________________________________________________________
SPELL DESCRIPTIONS
Resistance
Abjuration
Level: Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance
bonus on saves.
Resistance can be made permanent with a permanency spell.
Ray of Frost
Evocation [Cold]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch
attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
Disrupt Undead
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an
undead creature, it deals 1d6 points of damage to it.
Touch of Fatigue
Necromancy
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack
to strike a target.
The subject is immediately fatigued for the spell’s duration.
This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect
ends as soon as the spell’s duration expires.
Detect Magic
Divination
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular
area or subject.
1st Round
Presence or absence of magical auras.
2nd Round
Number of different magical auras and the power of the most potent aura.
3rd Round
The strength and location of each aura. If the items or creatures bearing the auras are in line of sight,
you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check
per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker
auras.
Aura Strength
An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls
into more than one category, detect magic indicates the stronger of the two.
Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
Lingering Aura
A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed
(in the case of a magic item). If detect magic is cast and directed at such a location, the spell
indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this
dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6×10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell
registers.
Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Message
Transmutation [Language-Dependent]
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
You can whisper messages and receive whispered replies with little chance of being overheard. You point
your finger at each creature you want to receive the message. When you whisper, the whispered message is
audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal
(or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel
in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and
the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper
a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.
Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity
to read your lips.
Focus
A short piece of copper wire.
Daze
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature of 4 HD or less
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no
actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get
no special advantage against it.
Flare
Evocation [Light]
Level: Brd 0, Drd 0, Sor/Wiz 0
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Burst of light
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This cantrip creates a burst of light. If you cause the light to burst directly in front of a single
creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless
creatures, as well as creatures already dazzled, are not affected by flare.
Prestidigitation
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a
prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor
and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean,
or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material.
It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small
objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely
fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks
the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning,
or soiling it) persists only 1 hour.
Identify
Divination
Level: Brd 1, Magic 2, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 hour
Range: Touch
Targets: One touched object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The spell determines all magic properties of a single magic item, including how to activate those functions
(if appropriate), and how many charges are left (if any).
Identify does not function when used on an artifact.
True Strike
Divination
Level: Sor/Wiz 1
Components: V, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single
attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you
are not affected by the miss chance that applies to attackers trying to strike a concealed target.
Focus
A small wooden replica of an archery target.
Mage Armor
Conjuration (Creation) [Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor
bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed
reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal
armor.
Focus
A piece of cured leather.
Shield
Abjuration [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It
negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus
applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty
or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover.
Erase
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One scroll or two pages
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper,
parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia
snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically
erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is
90%.
Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster
level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes,
a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.
Protection from Arrows
Abjuration
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against
ranged weapons. (This spell doesn’t grant you the ability to damage creatures with similar damage reduction.)
Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is
discharged.
Focus
A piece of shell from a tortoise or a turtle.
See Invisibility
Divination
Level: Brd 3, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You can see any objects or beings that are invisible within your range of vision, as well as any that are
ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing
you easily to discern the difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable
you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or
otherwise hard to see.
See invisibility can be made permanent with a permanency spell.
Glitterdust
Conjuration (Creation)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within 10-ft.-radius spread
Duration: 1 round/level
Saving Throw: Will negates (blinding only)
Spell Resistance: No
A cloud of golden particles covers everyone and everything in the area, causing creatures to become
blinded and visibly outlining invisible things for the duration of the spell. All within the area are
covered by the dust, which cannot be removed and continues to sparkle until it fades.
Any creature covered by the dust takes a -40 penalty on Hide checks.
Mirror Image
Illusion (Figment)
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 min./level (D)
Several illusory duplicates of you pop into being, making it difficult for enemies to know which target
to attack. The figments stay near you and disappear when struck.
Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). These
figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or
you. You can move into and through a mirror image. When you and the mirror image separate, observers can’t
use vision or hearing to tell which one is you and which the image. The figments may also move through
each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink
potions when you drink a potion, levitate when you levitate, and so on.
Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets.
Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack
against an image destroys it. An image’s AC is 10 + your size modifier + your Dex modifier. Figments seem
to react normally to area spells (such as looking like they’re burned or dead after being hit by a fireball).
While moving, you can merge with and split off from figments so that enemies who have learned which image
is real are again confounded.
An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or
her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)
Blindness/Deafness
Necromancy
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
Dispel Magic
Abjuration
Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can use dispel magic to end ongoing spells that have been cast on a creature or object, to
temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their
effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration
had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic
can dispel (but not counter) spell-like effects just as it does spells.
Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect
is already over before the dispel magic can take effect.
You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:
Targeted Dispel
One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 +
your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on
the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed
on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned
by monster summoning), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item’s caster level.
If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item
recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional
interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged:
A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected
by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
Area Dispel
When dispel magic is used in this way, the spell affects everything within a 20-foot radius.
For each creature within the area that is the subject of one or more spells, you make a dispel check against
the spell with the highest caster level. If that check fails, you make dispel checks against progressively
weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is
concerned) or until you fail all your checks. The creature’s magic items are not affected.
For each object within the area that is the target of one or more spells, you make dispel checks as with
creatures. Magic items are not affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell,
you can make a dispel check to dispel the spell.
For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to
end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster
summoning) is in the area, you can make a dispel check to end the spell that conjured that object or
creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature
or object.
You may choose to automatically succeed on dispel checks against any spell that you have cast.
Counterspell
When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell.
Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter
the other spellcaster’s spell.
Blink
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though
you’re winking in and out of reality very quickly and at random.
Blinking has several effects, as follows.
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents,
since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures,
the miss chance is only 20% (for concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can
both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20%
miss chance, since you sometimes go ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your
attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just
as you go ethereal, in which case they typically do not affect the Material Plane.
While blinking, you take only half damage from area attacks (but full damage from those that extend onto
the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your
target any Dexterity bonus to AC.
You take only half damage from falling, since you fall only while you are material.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material
you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to
the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters
speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and
half your time material.)
Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures.
You interact with ethereal creatures roughly the same way you interact with material ones.
An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As
an incorporeal creature, you can move through solid objects, including living creatures.
An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight
and hearing on the Material Plane are limited to 60 feet.
Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the
Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you
cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks
or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.
Lightning Bolt
Evocation [Electricity]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster
level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.
The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a
low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing
barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range
permits; otherwise, it stops at the barrier just as any other spell effect does.
Wind Wall
Evocation [Air]
Level: Air 2, Clr 3, Drd 3, Rgr 2, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall up to 10 ft./level long and 5 ft./level high (S)
Duration: 1 round/level
Saving Throw: None; see text
Spell Resistance: Yes
An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is
a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar
materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.)
Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly
upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal
ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine
projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and
creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).
While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It
is possible to create cylindrical or square wind walls to enclose specific points.
Invisibility, Greater
Illusion (Glamer)
Level: Brd 4, Sor/Wiz 4
Components: V, S
Target: You or creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
This spell functions like invisibility, except that it doesn’t end if the subject attacks.
Invisibility
Illusion (Glamer)
Level: Brd 2, Sor/Wiz 2, Trickery 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./level
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: Yes (harmless) or Yes (harmless, object)
The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient
is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor
your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked
into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a
source of light can become so (thus, the effect is that of a light with no visible source). Any part
of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient
detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes
of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly
who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects
do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors,
talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while
enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth.
If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells
such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they
include foes in their area.
Invisibility can be made permanent (on objects only) with a permanency spell.
Fire Shield
Evocation [Fire or Cold]
Level: Fire 5, Sor/Wiz 4, Sun 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The
flames also protect you from either cold-based or fire-based attacks (your choice).
Any creature striking you with its body or a handheld weapon deals normal damage, but at the same
time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage
is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the
shield protects against cold-based attacks). If the attacker has spell resistance, it applies to
this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if
they attack you.
When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving
off light equal to only half the illumination of a normal torch (10 feet). The color of the flames
is determined randomly (50% chance of either color)—blue or green if the chill shield is cast,
violet or blue if the warm shield is employed. The special powers of each version are as follows.
Warm Shield
The flames are warm to the touch. You take only half damage from cold-based attacks. If such an
attack allows a Reflex save for half damage, you take no damage on a successful save.
Chill Shield
The flames are cool to the touch. You take only half damage from fire-based attacks. If such an
attack allows a Reflex save for half damage, you take no damage on a successful save.
Enlarge Person, Mass
Transmutation
Level: Sor/Wiz 4
Target: One humanoid creature/level, no two of which can be more than 30 ft. apart
This spell functions like enlarge person, except that it affects multiple creatures.
Enlarge Person
Transmutation
Level: Sor/Wiz 1, Strength 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min./level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its
weight by 8. This increase changes the creature’s size category to the next larger one. The target gains
a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on
attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet.
This spell does not change the target’s speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible
size and may make a Strength check (using its increased Strength) to burst any enclosures in the process.
If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to
crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile
weapons affected by this spell deal more damage. Other magical properties are not affected by this spell.
Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon)
instantly returns to its normal size. This means that thrown weapons deal their normal damage, and
projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged
items are not increased by this spell.
Multiple magical effects that increase size do not stack,.
Enlarge person counters and dispels reduce person.
Enlarge person can be made permanent with a permanency spell.
Dimension Door
Conjuration (Teleportation)
Level: Brd 4, Sor/Wiz 4, Travel 4
Components: V
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
You instantly transfer yourself from your current location to any other spot within range. You always
arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After
using this spell, you can’t take any other actions until your next turn. You can bring along objects as
long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium
or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster
levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures,
and so forth. All creatures to be transported must be in contact with one another, and at least one of
those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with
you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100
feet of the intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional
2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within
1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the
spell simply fails.
Overland Flight
Transmutation
Level: Sor/Wiz 5
Components: V, S
Range: Personal
Target: You
Duration: 1 hour/level
This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing
medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability. When using
this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march
still requires Constitution checks). This means you can cover 64 miles in an eight-hour period of flight
(or 48 miles at a speed of 30 feet).
Fly
Transmutation
Level: Sor/Wiz 3, Travel 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries
a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability
is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or
cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more
weight than its maximum load, plus any armor it wears.
Should the spell duration expire while the subject is still aloft, the magic fails Fly. The subject
floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it
lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall.
Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is
dispelled, but not if it is negated by an antimagic field.
Arcane Focus
A wing feather from any bird.
Break Enchantment
Abjuration
Level: Brd 4, Clr 5, Luck 5, Pal 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one creature per level, all within 30 ft. of each other
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse
even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level,
maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free
of the spell, curse, or effect. For a cursed magic item, the DC is 25.
If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell
is 5th level or lower.
If the effect comes from some permanent magic item break enchantment does not remove the curse from the
item, but it does frees the victim from the item’s effects.
Dismissal
Abjuration
Level: Clr 4, Sor/Wiz 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One extraplanar creature
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes
This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC =
spell’s save DC - creature’s HD + your caster level). If the spell is successful, the creature is instantly
whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.
Mind Fog
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 30 minutes and 2d6 rounds; see text
Saving Throw: Will negates
Spell Resistance: Yes
Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures
in the mind fog take a -10 competence penalty on Wisdom checks and Will saves. (A creature that
successfully saves against the fog is not affected and need not make further saves even if it remains
in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds
thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).
A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog
in 1 round.
The fog is thin and does not significantly hamper vision.
Dispel Magic, Greater
Abjuration
Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6
This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20
instead of +10.
Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even
if dispel magic can’t dispel that effect.
Transformation
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You become a virtual fighting machine—stronger, tougher, faster, and more skilled in combat. Your mind-set
changes so that you relish combat and you can’t cast spells, even from magic items.
You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a
+5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack
bonus equals your character level (which may give you multiple attacks).
You lose your spellcasting ability, including your ability to use spell trigger or spell completion magic
items, just as if the spells were no longer on your class list.
Circle of Death
Necromancy [Death]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
A circle of death snuffs out the life force of living creatures, killing them instantly.
The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest
HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin
are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to
affect a creature are wasted.
Mage’s Magnificent Mansion
Conjuration (Creation)
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Extradimensional mansion, up to three 10-ft. cubes/level (S)
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell
was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high.
Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when
you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance,
they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you desire to the limit of the spell’s effect. The place is furnished and
contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff
of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who
enter. The servants function as unseen servant spells except that they are visible and can go anywhere in
the mansion.
Since the place can be entered only through its special portal, outside conditions do not affect the
mansion, nor do conditions inside it pass to the plane beyond.
Focus
A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon (each item
worth 5 gp).
Teleport, Greater
Conjuration (Teleportation)
Level: Sor/Wiz 7, Travel 7
This spell functions like teleport, except that there is no range limit and there is no chance you arrive
off target. In addition, you need not have seen the destination, but in that case you must have at least a
reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient
information (or with misleading information), you disappear and simply reappear in your original location.
Interplanar travel is not possible.
Arcane Sight, Greater
Divination
Level: Sor/Wiz 7
This spell functions like arcane sight, except that you automatically know which spells or magical effects
are active upon any individual or object you see.
Greater arcane sight doesn’t let you identify magic items.
Unlike arcane sight, this spell cannot be made permanent with a permanency spell.
Arcane Sight
Divination
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect
is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns
aura location and power more quickly.
You know the location and power of all magical auras within your sight. An aura’s power depends on a spell’s
functioning level or an item’s caster level, as noted in the description of the detect magic spell. If the
items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine
the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster
level for a nonspell effect.)
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine
whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like
abilities register as arcane), and the strength of the most powerful spell or spell-like ability the
creature currently has available for use.
Arcane sight can be made permanent with a permanency spell.
Clone
Necromancy
Level: Sor/Wiz 8
Components: V, S, M, F
Casting Time: 10 minutes
Range: 0 ft.
Effect: One clone
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul
immediately transfers to the clone, creating a replacement (provided that the soul is free and willing
to return). The original’s physical remains, should they still exist, become inert and cannot thereafter
be restored to life. If the original creature has reached the end of its natural life span (that is, it
has died of natural causes), any cloning attempt fails.
To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a
volume of at least 1 cubic inch that was taken from the original creature’s living body. The piece of
flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must
be grown in a laboratory for 2d4 months.
When the clone is completed, the original’s soul enters it immediately, if that creature is already
dead. The clone is physically identical with the original and possesses the same personality and memories
as the original. In other respects, treat the clone as if it were the original character raised from the
dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level
character). If this Constitution adjustment would give the clone a Constitution score of 0, the spell
fails. If the original creature has lost levels since the flesh sample was taken and died at a lower
level than the clone would otherwise be, the clone is one level below the level at which the original
died.
The spell duplicates only the original’s body and mind, not its equipment.
A duplicate can be grown while the original still lives, or when the original soul is unavailable, but
the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.
Focus
Special laboratory equipment (cost 500 gp).
Iron Body
Transmutation
Level: Earth 8, Sor/Wiz 8
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
This spell transforms your body into living iron, which grants you several powerful resistances and
abilities.
You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score
damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that
affect your physiology or respiration, because you have no physiology or respiration while this spell
is in effect. You take only half damage from acid and fire of all kinds. However, you also become
vulnerable to all special attacks that affect iron golems.
You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as
well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an
arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full
plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for
Medium characters), and you are considered armed when making unarmed attacks.
Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you
could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the
spell duration expires.
Protection from Spells
Abjuration
Level: Magic 8, Sor/Wiz 8
Components: V, S, M, F
Casting Time: 1 standard action
Range: Touch
Targets: Up to one creature touched per four levels
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities
(but not against supernatural and extraordinary abilities).
Focus
One 1,000 gp diamond per creature to be granted the protection. Each subject must carry one such
gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.
Wish
Universal
Level: Sor/Wiz 9
Components: V, XP
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes
Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter
reality to better suit you.
Even wish, however, has its limits.
A wish can produce any one of the following effects.
Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school
prohibited to you.
Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited
to you.
Duplicate any wizard or sorcerer spell of 7th level or lower even if it’s of a prohibited school.
Duplicate any other spell of 5th level or lower even if it’s of a prohibited school.
Undo the harmful effects of many other spells, such as geas/quest or insanity.
Create a nonmagical item of up to 25,000 gp in value.
Create a magic item, or add to the powers of an existing magic item.
Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate
succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2
inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so
they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and
inherent bonuses to a particular ability score do not stack, so only the best one applies.
Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects
are cured of the same kind of affliction. For example, you could heal all the damage you and your
companions have taken, or remove all poison effects from everyone in the party, but not do both
with the same wish. A wish can never restore the experience point loss from casting a spell or the
level or Constitution loss from being raised from the dead.
Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell.
A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one
to recreate the body and another to infuse the body with life again. A wish cannot prevent a character
who was brought back to life from losing an experience level.
Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and
place those creatures anywhere else on any plane regardless of local conditions. An unwilling target
gets a Will save to negate the effect, and spell resistance (if any) applies.
Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made
within the last round (including your last turn). Reality reshapes itself to accommodate the new result.
For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either
the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be
as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect,
and spell resistance (if any) applies.
You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish
may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)
Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).
XP Cost
The minimum XP cost for casting wish is 5,000 XP. When a wish duplicates a spell that has an XP cost,
you must pay 5,000 XP or that cost, whichever is more. When a wish creates or improves a magic item,
you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.
Mage’s Disjunction
Abjuration
Level: Magic 9, Sor/Wiz 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: All magical effects and magic items within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No
All magical effects and magic items within the radius of the spell, except for those that you carry or
touch, are disjoined. That is, spells and spell-like effects are separated into their individual components
(ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will
save or be turned into a normal item. An item in a creature’s possession uses its own Will save bonus or its
possessor’s Will save bonus, whichever is higher.
You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives
the disjunction, no items within it are disjoined.
Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually
affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save
or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not
even miracle or wish.)
Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some
powerful being who has an interest in or connection with the device.
Conjuration (Summoning) [see text for summon monster I]
Level: Chaos 9, Clr 9, Evil 9, Good 9, Law 9, Sor/Wiz 9
This spell functions like summon monster I, except that you can summon one creature from the 9th-level list,
1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level
list.
Energy Drain
Necromancy
Level: Clr 9, Sor/Wiz 9
Saving Throw: Fortitude partial; see text for enervation
This spell functions like enervation, except that the creature struck gains 2d4 negative levels, and
the negative levels last longer.
There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the
subject must make a Fortitude saving throw (DC = energy drain spell’s save DC) for each negative level.
If the save succeeds, that negative level is removed. If it fails, the negative level also goes away,
but one of the subject’s character levels is permanently drained.
An undead creature struck by the ray gains 2d4×5 temporary hit points for 1 hour.
Enervation
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of negative energy
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You point your finger and utter the incantation, releasing a black ray of crackling
negative energy that suppresses the life force of any living creature it strikes. You
must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4
negative levels.
If the subject has at least as many negative levels as HD, it dies. Each negative level
gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks,
and effective level (for determining the power, duration, DC, and other details of spells or
special abilities).
Additionally, a spellcaster loses one spell or spell slot from his or her highest available
level. Negative levels stack.
Assuming the subject survives, it regains lost levels after a number of hours equal to your
caster level (maximum 15 hours). Usually, negative levels have a chance of permanently
draining the victim’s levels, but the negative levels from enervation don’t last long enough
to do so.
An undead creature struck by the ray gains 1d4×5 temporary hit points for 1 hour.
Wail of the Banshee
Necromancy [Death, Sonic]
Level: Death 9, Sor/Wiz 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One living creature/level within a 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You emit a terrible scream that kills creatures that hear it (except for yourself). Creatures
closest to the point of origin are affected first.
_______________________________________________________________________
MYSTERY/FUNDAMENTAL DESCRIPTIONS
Aura of Shade
Initiate, Elemental Shadows
Level/School: 4th/Abjuration [cold]
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will neagtes (harmless)
Spell Resistance: Yes (harmless)
Casting Time: Standard action
You protect the subject from low temperatures and cold energy with a thin
layer
of that energy's shadowy reflection. This grants the subject immunity to
extremes
in temperature and absorbs cold damage from attacks and effects. When an
aura of
shadow absorbs a total of 12 points of cold damage per caster level (maximum
of 120),
it expires.
For as long as an aura is active, the subject's weapon or natural weapon
melee
attacks deal an extra 1d6 points of cold damage.
Dark Air or Water
Initiate, Elemenatl Shadows
Level/School: 5th/Transmutation [Air or Water]
Casting Time: Standard action
This mystery functions like the spell control water or control winds. You
decide which version to use at the time of casting.
Shadow Storm
Initiate, Elemental Shadows
Level/School: 6th/Evocation [Electricty, Cold]
Range: Medium (100 ft. + 10 ft./level)
Targets: One primary target, plus 1 secondary target/level (each must be
within 30 ft. of the
primary target)
Duration: Instataneous
Saving Throw: Reflex half
Spell Resistance: Yes
Casting Time: Standard action
This mystery creates a blast of electricity and cold energy, much like some
of the most fearsome weather found on the Plane of Shadow. The storm strikes
1 target initially, then arcs to other targets.
The storm deals 1d6 points of damage per caster level (maximum of 20d6).
Half of this damage is electricity, and the other half is cold damage. After it
strikes, the storm arcs (like the spell chain lightning) to a number of secondary
targets equal to your caster level (maximum 20). The secondary arcs each strike 1
target and deals half as much damage as the primary one did (round down).
Arrow of Dusk
Fundamental
Level/School: 1st/Evocation
Range: Medium (100 ft. +10 ft./level)
Effect: Ray
Duration: Instataneous
Saving Throw: None
Casting Time: Standard action
You must succeed on a ranged touch attack to deal 2d4 points of nonlethal
damage to the target. If you score a critical hit, triple the damage.
Caul of Shadow
Fundamental
Level/School: 1st/Abjuration
Range: Personal
Target: You
Duration: 1 minute/level (D)
Casting Time: Standard action
Caul of shadow faintly darkens your form, but does not provide any bonuses
on Hide checks or similiar efforts. You gain +1 deflection bonus to AC, with an
additional +1 every six caster levels (maximum bonus +4).
Shadow Hood
Fundamental
Level/School: 0/Evocation
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Casting Time: Standard action
Swirling tendrils and bursts of mystic shadow distract the subject. It takes
-1 penalty to attack rolls and Dexterity-based checks.
Sight Obscured
Fundamental
Level/School: 0/Illusion (Glamer)
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Casting Time: Standard action
This mystery grants a +5 on Hide checks and Sleight of Hand checks, and any
other checks that involve concealing the subject's actions or gestures.
Umbral Hand
Fundamental
Level/School: 1st/Transmutation
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 unattended object weighing up to 5 lbs./level
Duration: 1 round/level
Saving Throw: Will neagtes (object)
Casting Time: Standard action
This mystery functions like the spell mage hand, except you can manipulate
heavier objects and magic items. Magic items are allowed a saving throw to
negate the effect. You need not concentrate on the effect, but you must direct
it with your thoughts once each round (free action), or the effect ends.
Carpet of Shadow
Apprentice, Dark Terrain
Level/School: 1st/Conjuration (Creation)
Range: Close (25ft. + 5ft/2 levels)
Area: One 5-ft square/level(S)
Duration: 1 minute/level(D)
Saving Throw: None
You cloak the ground with an uneven and hard to traverse surface. The terraon
becomes difficult, meaning that each 5 ft square within the area costs double
to move into. For instance, each light undergrowth square (normally costing 2
squares of movement to move into) now costs 4 squares on movement to move into.
If you cast this mystery a second time on the same area (or a portion of the
same area) while the first casting is still active, the second casting does
not worsen the terrain futher (although it would extend the duration of the
effect on that area).
Black Fire
Apprentice, Dark Terrain
Level/School: 2nd/Evocation [Cold]
Range: Close (25 ft. + 5 ft./2 levels)
Area: One 5 ft. square/level(S)
Duration: 1 round/level(D)
Saving Throw: Reflex negates; see text
You create a shapeable shadowy curtain of black flame that covers the affected
squares. The fire deals 1d6 points of cold damage per two caster levels to any
creature standing in an affected square at the beginning of each of your turns
until the effect ends. In addition, the flame deals damage to any creature
entering or passing through an affected square. Black fire burns only a few feet
tall, so a creture can avoid the effect of the mystery by jumping or flying over
the area.
Clinging Darkness
Apprentice, Dark Terrain
Level/School: 3rd/Conjuration (Creation)
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20 ft radius emanation(D)
Duration: 1 minute/level
Saving Throw: Reflex negates; see text
Any creature within the area affected by this mystery, or that enters the area on
its turn, must make a reflex save or become immobilized.
Each round on its turn, an immobilized subject can attempt a new savings throw to
end the condition. Because of nthe subject's condition, this save is a full round
action (but does not provoke attacks of opportunity). If a immobilized subject
succeeds on the save, it still needs to save again at the start of its nnext turn
in order to avoid succumbing to the darkness again.
Bend Perspective
Apprentice, Eyes of Darkness
Level/School: 1st/Divination (Scrying)
Range: Personal
Target: You
Duration: 1 minute/level (D)
You view the world as though you were stabding in a different spot, up to a maximum
distance of 25 ft plus 5 ft per two caster levels. You cannit see through solid
objects. You can, however, look around corners or over barriers, obtain a bird's
eye view of your area, and the like. Essentially, you shift your perspectrive as
though you were located at any spot in range to which you have line of effect.
You can switch back and forth between your own eyes and your alternative viewpoint
as a swift action. You can move your alternative perspective, as in the spell arcane
eye. It speed is only 10 ft per round, however, and every round of such movement
decreases the mystery's duration by 1 minute (if you move the perspective in the
last minute of the duration, you gain a few seconds of vison at the new position
before the effect expires).
Piercing Sight
Apprentice, Eyes of Darkness
Level/School: 2nd/Divination
Range: Personal
Targets: You
Duration: 1 minute/level (D)
You can see invisible and ethereal creatures and objects as with the see invisibility
spell. In addition you gain darkvision out to 60 ft.
Killing Shadows
Apprentice, Eyes of Darkness
Level/School: 3rd/Transmutation
Range: 30 ft
Effect: Cone
Duration: Instantaneous
Saving Throw: Will half
Creatures within the cone of killing shadows take 1d8 points of damage per caster level
(maximum 10d8), or half that amount on a successful Will save.
Prison of Night
Master, Ebon Walls
Level/School: 7th/Conjuration (Creation)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One hhuge or smaller creature
Duration: 1 round/level (D)
Saving Throw: Fortitude neagtes
Spell Resistance: Yes
Casting Time: Standard action
This mystery immobilizes the subject in a prison of shadowstuff. This prion blocks both
line of effect and line of sight to the creature inside it, and in impenetrable form the
outside. The creature inside the prison takes 1d6 points of cold damage at the begginning
of each round that it remains inside the prison.
Once per round as a standard action, a creature caught inside the prison can attempt a
Fortitude saving throw against the spells original DC to break out of the prison. Success
means that the creature can move out of the prison, and it fade to nothingness. Failure
means that the creature takes 1d4 points of Constitution damage and reamins trapped.
Tomb of Night
Master, Ebon walls
Level/School: 8th/Conjuration (Creation)
Casting Time: Standard action
This mystery like the mystery prion of night, except that instead of taking Constitution
damage upn failing the Fortitude saving throw to esacpe the prison, the creature gains 1
negative level. In addition, tomb of night deals 3d6 points of cold damage per round.
Consume Essence
Master, Ebon Walls
Level/School: 9th/Necromancy [Death]
Range: Touch
Target: One living creature
Duration: Instataneous, then 1 round/level (D)
Saving Throw: Will neagates
Spell Resistance: Yes
Casting Time: Standard action
The target of this horrid mystery must succeed on a Will saving throw or die. If the
creature succumbs to the mystery and dies, it immediately returns to life, gains the
dark creature template, and is under your control.The creature remains in this state
for 1 round per level, then dies again.
Mystic Reflections
Fundamental
Level/School: 0/Divination
Range: Personal
Target: You
Duration: 1 round/level (D)
Casting Time: Standard action
This mystery functions like the spell detect magic, except as notes above. You can detect
magic up to 30 feet away.
Shadow Hood
Fundamental
Level/School: 0/Evocation
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Casting Time: Standard action
Swirling tendrils and bursts of mystic shadow distract the subject. It takes -1 penalty
to attack rolls and Dexterity-based checks.
Warp Spell
Iniate, Black Magic
Level/School: 4th/Abjuration
Range: Close (25 ft + 5ft/2 levels)
Targets: A spell or mystery cast by someone else
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: No
You can cvast this mystery as an immediate action to warp another caster's spell or mystery.
In this case, warp spell must be used at the moment of the other caster's casting. To be
successful, you must beat the other caster on an opposed caster level check (1d20 + caster
level). If you do not, you have failed to take control of his spell or mystery, and it manifests
normally.
If you succeed on the opposed check, the other caster's mystery or spell is countered, as if you
had used the counterspell action successfully, and you gain one additional use of an
apprentice-path mystery that you know. You can keep this additional use until a later
turn (requiring a standard action to activate), but it must be used within 1 hour or it
is lost. You can also combine the activation of the additional spell or mystery with the
immediate action required for thw warp spell mystery itself, allowing you to cast the
apprentice-path mystery out of turn.
Echo Spell
Initiate, Black Magic
Level/School: 5th/Universal
Range: Close (25 ft + 5 ft./2 levels)
Effect: Repeat a previously cast spell or muystery
Duration: See text
Saving Throw: See text
Spell Resistance: See text
You can echo a spell or mystery cast by anyone other than yourself, causing it to remanifest
under your control. Both the caster and effect must be within the echo spell's range, and
the entire casting must have occurred in the previous round. You choose the mystery or
spell's target, make any other choice involved in casting it. You cast the mystery or spell
using your mystery user level (use your CHA mod to determine the mystery or spell's DC; its
duration, saves and the like are as normal for that spell). You cannot echo a mystery or
spell of a higher level than the highest-level mystery you can cast, and you can never echo
a mystery or a spell of higher than 4th level.
Flood of Shadow
Initiate, Black Magic
Level/School: 6th/Abjuration
Range: Close (25 ft + 5 ft/2 levels)
Area: 20 ft radius spread
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: See text
A flood of mystical shadow-power renders casting more difficult. To cast most spells while
in, or into, an area affected by flood of shadow, the caster must succeed on a Spellcraft
check (DC 15 + spell level), or the spell is lost with no effect.
Mysteries or any spells of the shadow subschool can be cast within or into the area without
making the Spellcraft check. In addition, if a mystery or spell of the shadow subschool
originates in an area affected by flood of shadow, its variable numerical effect is increasedby
50% (as if empowered), although its level does not increase.
Summon Umbral Servant
Master, Shadow Calling
Level/School: 7th/Conjuration (Summoning)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This mystery functions like the spell summon monster I, except as noted here. You can summon
one huge, two large, or four Medium or smaller shadow elementals.
Shadow Plague
Master, Shadow Calling
Level/School: 8th/Conjuration (Creature) [Cold]
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Reflex half; see text
Spell Resistance: No
This mystery functions like the spell incendiary cloud, except that it deals cold damage.
An Shadow Plague mystery creates a cloud of roiling smoke shot through with white-hot embers.
The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within
the cloud deal 4d6 points of cold damage to everything within the cloud on your turn each
round. All targets can make Reflex saves each round to take half damage.
As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out
the smoke’s new spread each round based on its new point of origin, which is 10 feet
farther away from where you were when you cast the spell. By concentrating, you can make
the cloud (actually its point of origin) move as much as 60 feet each round. Any portion
of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing
the remainder’s spread thereafter.
As with fog cloud, wind disperses the smoke, and the spell can’t be cast underwater.
Army of Shadow
Master Shadow Calling
Level/School: 9th/Conjuration (Summoning)
Range: (25 ft. + 5 ft./2 levels)
Targets: One or more summoned creatures, no two of which are more than 30ft apart
Duration: 1 minute/level (D)
Saving Throw:None
Spell Resistance:No
This mystery functions like the spell summon monster I, except as noted here. You can summon
one elder, two greater, four huge or eight large shadow elements.
Ephermal Image
Master, Dark Metamorphosis
Level/School: 7th/Illusion (Shadow)
Effect: One shadow duplicate
Duration: 1 minutes/level (D)
Saving Throw: None
Spell Resistance: No
This mystery functions like the spell project image, except as noted above. In addition the
image you project has concelament unless it is in direct sunlight or within the area of a
daylight spell.
Project Image
Illusion (Shadow)
Level: Brd 6, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One shadow duplicate
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself.
The projected image looks, sounds, and smells like you but is intangible. The projected image
mimics your actions (including speech) unless you direct it to act differently (which is a
move action).
You can see through its eyes and hear through its ears as if you were standing where it is,
and during your turn you can switch from using its senses to using your own, or back again,
as a free action. While you are using its senses, your body is considered blinded and deafened.
If you desire, any spell you cast whose range is touch or greater can originate from the
projected image instead of from you. The projected image can’t cast any spells on itself
except for illusion spells. The spells affect other targets normally, despite originating
from the projected image.
Objects are affected by the projected image as if they had succeeded on their Will save.
You must maintain line of effect to the projected image at all times. If your line of effect
is obstructed, the spell ends. If you use dimension door, teleport, plane shift, or a similar
spell that breaks your line of effect, even momentarily, the spell ends.
________________________________________________________________________
FAMILIAR
Name: Maesalossimadyrn
Type: Monstrous Scorpion
Medium Vermin
Hit Dice: 24d8+2 (140 HP)
Initiative: +0
Speed: 50 ft. (6 squares)
Armor Class: 24 (+2 size, +12 natural), touch 12, flat-footed 14
Base Attack//Grapple: +21/+16/+11/+6//-4
Attack: Claw +1 melee (1d3-1)
Full Attack: 2 claws +22/+17/+12/+7 melee (1d3-1) and sting +17/+12/+7/+3 melee
(1d3-1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d3-1, improved grab, poison,Alertness, improved
evasion, share spells, empathic link, Deliver touch spells, Speak with master,
Speak with animals of its kind, Spell resistance [29], Scry on familiar
Special Qualities: Darkvision 180 ft., tremorsense 60 ft., vermin traits, Hide
in Plain sight, Resistance to cold 10, Superior Low light vision
Saves: Fort +17, Ref +14, Will +18
Abilities: Str 9 [-1], Dex 10 [0], Con 14 [+2], Int 15 [+2], Wis 10 [0],
Cha 2 [-4]
Skills: Climb +8, Hide +16, Spot +12, Move Silenlty +6
Feats: Weapon FinesseB —
Environment: Plane of Shadow
Organization: Colony (2-5) or swarm (6-11)
Challenge Rating: 1½
Advancement: —
Level Adjustment: +1
_______________________________________________________________________________
STEED
Name: Maerossimadyrn
Monstrous Scorpion
Size/Type: Large Vermin
Hit Dice: 9d8+10 (59 hp)
Initiative: +0
Speed: 90 ft. (10 squares)
Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +3/+11
Attack: Claw +6 melee (1d6+4)
Full Attack: 2 claws +6 melee (1d6+4) and sting +1 melee (1d6+2 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 1d6+4, improved grab, poison
Special Qualities: Darkvision 180 ft., tremorsense 60 ft., vermin traits, Hide in Plain Sight, Superior Low light vision, Cold Resistance 14, Shadow blend, Fast Healing 4, Plane Shift (self only) at 15th to / from the Plane of Shadows,
usable once per day,
Saves: Fort +10, Ref +5, Will +5
Abilities: Str 19, Dex 10, Con 14, Int Ø, Wis 10, Cha 2
Skills: Climb +8, Hide +8, Spot +4, Move Silently +12
Feats: —
Environment: Plane of Shadow
Organization: Solitary or colony (2-5)
Challenge Rating: 5
Treasure: 1/10 coins; 50% goods; 50% items 1/10 coins;
Advancement: 6-9 HD (Large)
Level Adjustment: +3
______________________________________________________________________________
APPEARANCE
Kyr stands at an average height for his race. He is normal dressed in black
travel gear. He has black hair and obsidian eyes. All of his attributes and features are
blackened with his close and consistent use of shadow magic. His tribal tattoos mark
him as a tribal war mage. His face is cover in a skull tatoo, flowing down into skeletal
arms. Over his chest is a full scorpion tatoo, taking up all of his chest. On his back is
another full tatoo of a centipede. He carries no weapons and wears only a cloak that could be
considered armor. He is always well dressed in full black clothing.
_______________________________________________________________________________
HISTORY / BACKGROUND
Kyr, being born on the coming together of the Shadow Plane with the Material
Plane. Seeing this the Shaman saw a sign sent thru the darkness and trained him as a
Shadowcaster to protect the tribe. Through the years, he has noticed that others have died
and he still has his vitality. He has contributed this to the fact that his connection
with the Plane of Shadow. His tribe in known for the Scorpion Riders. As a tribe they breed
the creatures. He has had to lean to ride the beasts as well, even though he was not a
"warrior" in the true sense. Kyr is known throughout Xendrik as the Shadow and is feared
because outside of his tribe, people think him a "necromancer" because of the powers he
wields. He has no use for the outside world. His tribe is all that matters.
_______________________________________________________________________________
MOTIVATION & GOALS
1)Protect his tribe
2)See the world
3)Make a name for himself in legend.
_______________________________________________________________________________
FLAW/TRAIT DESCRIPTION
Pathetic
You are weaker in an attribute than you should be.
Effect
Reduce one of your ability scores by 2.
Special
You cannot take this flaw if the total of your ability modifiers is 8 or
higher.
Passionate
You are made of tougher stuff than the average person, but you are highly
suggestible.
Benefit
You gain a +1 bonus on Fortitude saves.
Drawback
You take a -1 penalty on Will saves.
Roleplaying Ideas
Characters with this trait might be gruff and place extreme value on
overcoming physical obstacles,
or conversely, their weakness against magical enchantments might leave them
fascinated and fearful
of such things.
Pathetic
You are weaker in an attribute than you should be.
Effect
Reduce one of your ability scores by 2.
Poor Reflexes
You often zig when you should have zagged.
Effect
You take a -3 penalty on Reflex saves.\
Noncombatant
You are relatively inept at melee combat.
Effect
You take a -2 penalty on all melee attack rolls.
________________________________________________________________________________
CLASS ABILITIES
NOCTURMANCER
Capture Magic's Shadow
At 1st level, when you successfully dispel a mystery or spell (such as the mysteries
shadows fade or unravel dweomer, or the spells dispel magic or break enchantment),
you can absorb its energy. You add one-half the level (round down, minimum 1) of the
mystery or spell you dipselled to the caster level of any mystery or spell you cast
in the next round. For instance, if yopu dispel a 4th level spell, you add +2 to the
caster level of the spell you cast in the next round. You can gain power from dismissing
your own spells or mysteries.
Innate Counterspell
Starting at 2nd level, you can attempt to counter a mystery or spell without using a readied
action. Once per day, you can counter a spell as an immediate action, by expending a mystery
use per day, a spell slot (if you prepare spells), or a spell use (if you are a spontaneous
caster) as long as the mystery or spell expended is of the same level or higher as the mystery
or spell to be countered.
SORCERER
Familiar
A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that
cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough
and intelligent. The creature serves as a companion and servant.
The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar
also increases in power.
If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude
saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the
loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as
the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for
a year and day. A slain familiar can be raised from the dead just as a character can be, and it does
not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
_________________________________________________________________________________
COMMONLY SUMMONED MONSTERS
Monstrous Scorpion, Gargantuan [1/casting]
Size/Type: Gargantuan Magical Beast
Hit Dice: 20d8+60 (150 hp)
Initiative: +0
Speed: 60 ft. (10 squares)
Armor Class: 24 (-4 size, +18 natural), touch 6, flat-footed 24
Base Attack/Grapple: +15/+37
Attack: Claw +21 melee (2d6+10)
Full Attack: 2 claws +21 melee (2d6+10) and sting +16 melee (2d6+5 plus poison)
Space/Reach: 20 ft./15 ft.
Special Attacks: Constrict 2d6+10, improved grab, poison, Smite Good
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, Resistance to cold and fire 10,
DR 10/magic
Saves: Fort +15, Ref +6, Will +6
Abilities: Str 31, Dex 10, Con 16, Int Ø, Wis 10, Cha 2
Skills: Climb +14, Hide -8, Spot +4,
Feats: —
Environment: Warm deserts
Organization: Solitary
Challenge Rating: 10
Treasure: 1/10 coins; 50% goods; 50% items
Advancement: 21-39 HD (Gargantuan)
Level Adjustment: —
Smite Good (Su)
Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (
maximum of +20) against a good foe.
Constrict (Ex)
A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex)
To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either
its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex)
A monstrous scorpion has a poisonous sting. The details vary by the scorpion’s size, as follows. The
save DCs are Constitution-based. The indicated damage is initial and secondary damage.
Skills
A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.
Monstrous Scorpion Poison
Size Fort DC Damage
Tiny 12 1 Con
Small 12 1d2 Con
Medium 13 1d3 Con
Large 14 1d4 Con
Huge 18 1d6 Con
Gargantuan 23 1d8 Con
Colossal 33 1d10 Con
Fiendish Monstrous Centipede, Colossal [1d3/casting]
Size/Type: Colossal Magical Beast (Extraplanar)
Hit Dice: 24d8+24 (132 hp)
Initiative: +1
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 20 (-8 size, +2 Dex, +16 natural), touch 4, flat-footed 18
Base Attack/Grapple: +18/+42
Attack: Bite +18 melee (4d6+12 plus poison)
Full Attack: Bite +18 melee (4d6+12 plus poison)
Space/Reach: 30 ft./20 ft.
Special Attacks: Poison, smite good
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., resistance to cold 10, and fire 10,
spell resistance 25,
vermin traits
Saves: Fort +15, Ref +9, Will +8
Abilities: Str 27, Dex 13, Con 12, Int 3, Wis 10, Cha 2
Skills: Climb +16, Hide -7, Spot +4
Feats: —
Environment: Any evil-aligned plane
Organization: Solitary
Challenge Rating: 11
Advancement: 25-48 HD (Colossal)
Level Adjustment: —
Poison (Ex)
A monstrous centipede has a poisonous bite. The details vary by the centipede’s size, as shown on the
table. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.
Skills
Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide
checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.
Fiendish Monstrous Centipede
Smite Good Damage
Size Damage
Medium 1
Large 3
Huge 6
Gargantuan 12
Colossal 24
A huge, gargantuan, or colossal fiendish monstrous centipede's natural weapons are treated as magic
weapons for the purpose of overcoming damage reduction.
Smite Good (Su)
Once per day a fiendish monstrous centipede can make a normal melee attack to deal extra damage
against a good foe.
Monstrous Scorpion, Huge [1d4+1/casting]
Size/Type: Huge Magical Beast
Hit Dice: 10d8+30 (75 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 20 (-2 size, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +7/+21
Attack: Claw +11 melee (1d8+6)
Full Attack: 2 claws +11 melee (1d8+6) and sting +6 melee (2d4+3 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 2d6+10, improved grab, poison, Smite Good
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, Resistance to cold and
fire 10, DR 10/magic
Saves: Fort +10, Ref +3, Will +3
Abilities: Str 23, Dex 10, Con 16, Int Ø, Wis 10, Cha 2
Skills: Climb +10, Hide -4, Spot +4
Feats: —
Environment: Warm deserts
Organization: Solitary or colony (2-5)
Challenge Rating: 7
Treasure: 1/10 coins; 50% goods; 50% items
Advancement: 11-19 HD (Huge)
Level Adjustment: —
Smite Good (Su)
Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total
(maximum of +20) against a good foe.
Constrict (Ex)
A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex)
To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use
either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex)
A monstrous scorpion has a poisonous sting. The details vary by the scorpion’s size, as follows. The
save DCs are Constitution-based. The indicated damage is initial and secondary damage.
Skills
A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.
Monstrous Scorpion Poison
Size Fort DC Damage
Tiny 12 1 Con
Small 12 1d2 Con
Medium 13 1d3 Con
Large 14 1d4 Con
Huge 18 1d6 Con
Gargantuan 23 1d8 Con
Colossal 33 1d10 Con
___________________________________________________________________________
RELATIONS
All characters hee are Gestalt.
Shadiospasaer [Blade of Darkness]-Umbragen elf-Older Brother- Ninja 20-Fighter 5-Assassin 19-Rogue 4
Friendly
Shadiospasaer sees Kyr as an ally and sometimes calls on him for assistance. Kyr's father thinks that
he is dead. Shadiospasaer is a Ghost of the Serpentine Table with House Phiarlan.
Ru-Changeling-Rogue 26-Spymaster 12-Fighter 6-Loremaster 8-Friendly
Ru and Kyr have crossed paths on many occassion where Kyr has had dealings with the Cabinet of Faces.
Ru goes by the facade of a human sage by the name of Peterson. Ru sits on the Council of Faces. Kyr
seeks Ru put whenever a matter needs research.
Maesossiaeraesarbol [Seer of the Eternal Night]-Twin sister-Psion {Clairsentience} 24-Shadowcaster 20-
Master of Shadow 4-Very Friendly
Maesossiaeraesarbol and Kyr see each other as equals. Maesossiaeraesarbol functions as the shaman of
the tribe. The Rite of the Shadow, a ritual that bonds the Plane of Shadow to an individual, is carried
out by Maesossiaeraesarbol. This rite sometimes kills the individual. Maesossiaeraesarbol dreads the day
that Kyr will have to undergo the rite, which is coming soon.
Caedaesossipasaer [Keeper of the Darkness]-Father-Shadowcaster 20-Ranger 22-Child 2-Very friendly-Vampire 8
Caedaesossipasaer is a very proud father. He leads the Tribe of the Unseen [SordiossiIalael]. The tribe's
notoriety stems from the breeding a Shadow Scorpions as mounts.
Bloodsong Clan
The Tribe of the Unseen are known allies of the Bloodsong Clan. A clan of Large ogres that live the
region of Xendrik. There leader is a female Ogre Mage named Surukaan [Barbarian 19-Battle Sorcerer 19].
This is fundamental because never before has the clan been led by a female. Surukaan sees Kyr as a fun
play thing and most serious matters are dealt with in a playfully competitive manner. Surukaan has a
very aggressive attitude but never makes good of the threats when directed at Kyr. The Tribe of the
Unseen maintain relations with the Bloodsong by supplying them with mounts in the form of Shadow
Scorpions.
__________________________________________________________________________
FUTURE CLASS PROGRESSION
25)Sorcerer-Nocturmancer
26)Sorcerer-Nocturmancer
27)Sorcerer-Nocturmancer
28)Sorcerer-Nocturmancer
29)Sorcerer-Nocturmancer
30)Sorcerer-Nocturmancer
31)Sorcerer-Vampire Bloodline
32)Sorcerer-Vampire Bloodline
33)Sorcerer-Vampire Bloodline
34)Sorcerer-Vampire Bloodline
35)Sorcerer-Vampire Bloodline
36)Sorcerer-Vampire Bloodline
40)Sorcerer-Vampire Bloodline
41)Sorcerer-Vampire Bloodline
42)Sorcerer-Vampire Bloodline
43)Sorcerer-Vampire Bloodline
44)Sorcerer-Vampire Bloodline
45)Sorcerer-Vampire Bloodline
46)Sorcerer-Vampire Bloodline
47)Sorcerer-Vampire Bloodline
48)Sorcerer-Vampire Bloodline
49)Sorcerer-Vampire Bloodline
50)Sorcerer-Vampire Bloodline
51)Sorcerer-Vampire Bloodline
52)Sorcerer-Vampire Bloodline
53)Sorcerer-Vampire Bloodline
_____________________________________________________________________________
This message was last edited by the player at 19:27, Wed 21 Mar 2007.