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By Anthony K.

Harvey (Darkon Turas)

OGL House Rules

Table of Contents
Gamemastering ................................................................................. 3 Ability Checks ......................................................................................... 3 Intoxication............................................................................................. 3 Maneuvers .............................................................................................. 4 Variant Rules in Effect ........................................................................... 5 Classes............................................................................................... 6 Cleric [Base Class] .................................................................................. 6 Sorcerer [Base Class] ............................................................................. 9 Wizard [Base Class] .............................................................................. 14 Feats ............................................................................................... 18 Spells............................................................................................... 19 Equipment ....................................................................................... 31 Magic Weapons.................................................................................... 31 Traveler Items ...................................................................................... 31 Open Game License Version 1.0a ..................................................... 32

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OGL House Rules Gamemastering


Ability Checks
When called upon to make a check against an ability score, roll a d20 and add he relevant ability modifier + your character level (truncating decimals) + any relevant conditional modifiers. She orders yet another glass and gulps it down. This time she misses his save and passes out. Now she has 15% chance of lowering her constitution, which unfortunately happens. Earin is now passed out and has a permanent deduction of 1 from her constitution; another victim of drunkenness.

Optional Wisdom Rule


As a person continues to drink, he tends to consume more and more alcohol without really noticing it. Thus, the consumer must begin making a Wisdom check (or sobriety if the personality sheet is being used) after each drink once he reaches a state of slight intoxication. A successful check against a DC of 10 allows the consumer to quit drinking if he desires. A failed check indicates that a person will attempt to have another drink if possible (i.e. has money, alcohol is available, etc.). A friendly, non-hostile person around the drinker who wants to prevent him from continuing to drink can attempt to by making a successful Charisma check (DC 10). Success indicates that the person talked the drinker into stopping. However, a failed check makes the drinker angry and any person of a lower charisma can make no further attempts.

Intoxication
Getting Drunk
After consuming a serving of alcohol, a character must make a constitution check against a base DC of 10 using the following modifiers:

Beverage Modifiers
Beverage Mead Beer Ale Wine Mead Liquor Modifier +0 DC +1 DC +2 DC +3 DC +4 DC +5 DC

Optional Weight Rule


A person that weighs more tends to handle alcohol better than one who weighs less. Since most creatures' weights aren't known, the best indication of weight would be size. Thus, the modifiers are relative to size. The following modifiers can be assigned to the constitution check that is made after consuming a serving of alcohol:

The penalties accumulate with each check per state of intoxication. For example: After Earin drinks her third ale she must make her constitution (CON 18, a +4 modifier) check against a DC of 16. She rolls an 8. Earin moves into a state of slight intoxication (see below) due to a failed constitution check, her ale DC 12. Of course, the DC will continue to get worse as she drinks in this state and reset to 12 when she goes into a moderate state of intoxication. NOTE: Serving sizes vary depending on type. For example, a typical serving size of liquor is around 2 fluid ounces. Beer, ale, and mead have a serving size around 16 to 20 fluid ounces. While a serving size for wine is around 10 to 14 ounces. The GM decides the serving size. If a character fails his constitution check, his state of intoxication moves up. There are three states: slight, moderate, and great. The state an intoxicated person is in will have the following effects:

Size Modifiers
Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Modifier +8 DC +6 DC +4 DC +2 DC +0 DC -2 DC -4 DC -6 DC -8 DC

Optional Boo-Hag Effect


The effect of being drunk (i.e. in a state of great intoxication) makes the character more susceptible to seduction. This effect is better known as the "boo-hag" effect. In other words, the appearance and charisma of a person of the opposite sex no longer matters. Any characters attempting to seduce him will not receive the appropriate ability modifier to their skill checks. Note that the character is also 50% more likely to attempt seduction of other people.

Intoxication Table
Effect On Dexterity Intelligence Wisdom Charisma To Hit Hit Points Spell Failure Slight -1 -1 0 0 0 0 25% Moderate -3 -4 -2 -1 -1 +1 50% Great* -6 -7 -5 -4 -5 +3 100%

Recovery
Time is the only cure for intoxication, although certain stimulants will shorten the recovery time.

State of Intoxication * Beyond great intoxication, persons become comatose and will sleep for 7 to 10 (1d4+6) hours. Being in a state of great intoxication is dangerous. When a character is in this state, he no longer continues to make a constitution check. Instead he must make a fortitude saving throw against DC 10. A cumulative penalty of 1 is added to the DC as the character continues to drink. If a character fails his save, he passes out. With each save a character has a cumulative 5% chance of permanently lowering his constitution by 1 point. For example: Earin has just missed her constitution check from her last glass of ale and is now in a state of great intoxication. She orders another glass and drinks it. She makes her fortitude save and has a 5% chance of lowering her constitution, which doesn't happen. She orders another glass and gulps it down. She makes her fortitude save and now has a 10% chance of lowering his constitution, which doesn't happen.

Intoxication Recovery Table


Intox. Level Slight Moderate Great Comatose Recovery Time 1-4 Hours 4-8 Hours 8-14 Hours 14-20 Hours Mild x.80 x.85 x.90 x.95 Med. x.65 x.70 x.75 x.80 Strong x.50 x.55 x.55 x.60

Stimulent Effect As a person recovers, his statistics that are affected begin to go back to normal. For example, a comatose person's recovery time is 19 hours and his stats are based on this. Five hours later, he moves into a state of great intoxication and his stats are relative to this state, and so on.

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OGL House Rules


Having a Hangover
Although the victim's statistics will slowly return to normal, he will suffer unpleasant after-effects that are known in the drunks' world as a hangover. After a person finally gets down to a state of slight intoxication, he rolls three times on the Hangover Table using 1d20 to determine the hangovers effect. Duplicate effects are re-rolled. For example: Our heroine Earin has found herself in a state of great intoxication partying until four in the morning in her favorite establishment, The Golden Griffon Inn. Unfortunately, she is supposed to go adventuring at sunrise (6:00 AM), so she takes a strong stimulant in hopes to recover. Recovery time was 14 hours for Earin, but now it is 7.70 hours (14 x .55), and his stats go from the great intoxication state to the moderate intoxication state. Well, Earin can't even move out of bed until 1:00 PM. But since she got little sleep and feels quite sick, Earin sleeps until 5:00 PM. When she awakens, she finds that she has a headache which will last for 3 hours. Also, she starts vomiting (which will last until at least 10:00 PM). She will suffer -2 to dexterity and constitution for the next 4 hours. To top it off, Earin finds out that her adventuring party has left town without her and she is left with nothing to do but go party again tonight.

Hangover Table
Roll 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-17 18-20 Effect Blinding Headache Headache Vomiting Nausea The Squats Trembling Loss of Appitite Ability Damage No Effect

Maneuvers
Block/Parry
This rule adds a dynamic layer of strategy into combat. As an immediate action, a character may expend his next move action to block or parry an incoming attack. This may be done after determining if the attack would hit his armor class. The Character makes an attack roll with the weapon or natural weapon he intends to block or parry with. The attacker treats the parry roll as the new armor class he is attempting to hit. If the attackers roll is equal to or greater than the parry attack roll, then the attack still hits and is resolved normally, otherwise the attack has been successfully parried and causes no damage.

Notes on Hangover Table


Blinding Headache: For 1d4+1 hours the character suffers the following effects: -4 to hit, -3 to armor class, +25% chance of arcane and divine spell failure, -5 to all thieves skills. If headache was already rolled, then this effect replaces it. Headache: For 1d4+1 hours. -2 to hit, -1 to armor class, +10% chance of arcane and divine spell failure, -2 to all thieves skills. If blinding headache has already been rolled, roll again. Vomiting: 1d12 hours duration. A successful fortitude save reduces the duration by half. The PC must make a fortitude save at DC 10 every turn. Failure means the PC vomits, which takes 1d4+1 rounds. Strenuous activity (includes combat and Spellcasting) will also require a constitution check to avoid being ill. Nausea: 1d12 hours duration. A successful fortitude save reduces the duration by half. The PC feels like vomiting. The PC has difficulty concentrating and therefore has a +05% chance of arcane spell failure for every hour of nausea. Furthermore, he suffers 2 points of ability damage to strength and dexterity for the duration of nausea. "The Squats ": 1d20 hours duration. A successful fortitude save reduces the duration by half. The PC must make a fortitude save at DC 12 every turn. Failure means PC will defecate within 1d4 rounds. The PC must find a suitable place and remove armor, clothing, etc. within that time or soil themselves (YECH!). Trembling: For 1d4-1 hours. -1 to hit, -2 to dexterity. Loss Of Appetite: Character will not eat. Also, character has dry mouth thus being very thirsty. Ability Damage: The character temporarily loses one or more ability score points from both dexterity and constitution or from both intelligence and wisdom. Roll 1d6 once on the Ability Damage table and on the Ability Damage Duration table to determine the exact effect.

Called Shot
The Players Handbook and Dungeon Masters Guide do not get into aiming for specific body parts in combat. The following is provided to fill in that gap in the rules. Monsters often have body parts or features with extraordinary or magical effects; examples include the eyes of the beholder, tentacles of the carrion crawler, individual heads of the chimera, and so on. Many animated statues are motivated by a medallion, inscription, or imbedded gem. To hit a specific body part, roll to hit normally and apply a size modifier to the targets defense based on the size of the body part you are targeting. Hit Location Size Modifiers Target Size Modifier Fine +8 Diminutive +4 Tiny +2 Small +1 Medium 0

Example Finger, Toe, Eye, Ear Head, Hand, Foot Arm Leg, Tail Torso

Ability Damage
Roll 1 2 3 4 5 6 Effect -1 to DEX and CON -2 to DEX and CON -3 to DEX and CON -1 to INT and WIS -2 to INT and WIS -3 to INT and WIS

Ability Damage Duration


Roll 1-2 3-4 5-6 Duration 1d4 Hours 1d6 Hours 1d8 Hours

The effects of damage to specific areas of the body are addressed on page 66 and 67 of the Dungeon Masters Guide . One specific body part needs mentioning. Groin: When a character has taken damage the groin, he must make a fortitude save against a DC equal to 10 plus the damage he sustained. If he fails, he has the wind knocked out of him and has a hard time defending himself until a number of rounds pass equal to the number by which he failed the saving throw. His movement drops to half of what it should be and his AC is suffers a -2 circumstance penalty until he recovers. (This penalty is stackable with other circumstance adjustments for blindness or bad

Synchronized Casting
Requirements: Two or more spellcasters capable of casting the same spell. All of which must be within 5 feet of the primary caster. The other caster(s) must delay their initiatives in order to synchronize with the primary spell caster. Once their initiatives are

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OGL House Rules


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

Variant Rules in Effect


Some DMs may wish to implement some variant rules to enhance their game sessions, while other DMs in the same group may not. To keep this straight, this section will list the variant rules and the DMs whose campaigns use them. The main header shows the title of the book in which the rules are contained. The next entry is the title of the variant rule with its page number within parentheses. Under that are the names of the DMs using these rules. Dungeon Masters Guide Spell Roll (96) Power Components (96) Summoning Individual Monsters (96) Epic Level Handbook Open-Ended Rolls (110) Death from Massive Damage (110) Extended Deaths Door (111) Spell Resistance for Time Stop (111) NPC Challenge Ratings (111) Epic Luck (111) Three Deaths and Your Out (111) Psionics Handbook Saving Throw Difficulty Class Against Psionic Powers (33) Robb Gorman Psionics are Different (39)

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OGL House Rules Classes


Cleric [Base Class]
Alignment: A clerics alignment must be within one step of his deitys (that is, it may be one step away on either the lawfulchaotic axis or the goodevil axis, but not both). A cleric may not be neutral unless his deitys alignment is also neutral. Hit Die: d8. Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deitys alignment ( see the detect evil spell for details). Clerics who dont worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment. Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below). To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a clerics spell is 10 + the spell level + the clerics Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below). Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Deity, Domains, and Domain Spells: A clerics deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies. Each domain gives the cleric access to a domain spell at each spell

Class Skills
The clerics class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int). Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information. Skill Points at 1st Level: (2 + Int modifier) x?4. Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
All of the following are class features of the cleric. Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). A cleric who chooses the War domain receives the Weapon Focus feat related to his deitys weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Table: The Cleric


Base Attack Fort Re f Will Le ve l Bonus Save Save Save Re p 1st 0 2 0 2 0 2nd 1 3 0 3 0 3rd 2 3 1 3 1 4th 3 4 1 4 1 5th 3 4 1 4 1 6th 4 5 2 5 1 7th 5 5 2 5 2 8th 6/1 6 2 6 2 9th 6/1 6 3 6 2 10th 7/2 7 3 7 2 11th 8/3 7 3 7 3 12th 9/4 8 4 8 3 13th 9/4 8 4 8 3 14th 10/5 9 4 9 3 15th 11/6/1 9 5 9 4 16th 12/7/2 10 5 10 4 17th 12/7/2 10 5 10 4 18th 13/8/3 11 6 11 4 19th 14/9/4 11 6 11 5 20th 15/10/5 12 6 12 5
1

Spe lls pe r Day Spe cial T urn or rebuke undead, Eschew Materials Divine implement Bonus feat Brew Potion, Scribe Scroll Craft Magic Arms and Armor Bonus feat Craft Wondrous Item Craft Wand, Divine implement Bonus feat Craft Construct Bonus feat, Craft Staff Divine Implement defense Bonus feat 0 3 4 4 5 5 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 1st 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 2nd 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 3rd 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1 5+1 5+1 4th 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1 5th 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 6th 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 7th 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 8th 1+1 2+1 2+1 3+1 3+1 4+1 9th 1+1 2+1 3+1 4+1

Bonus feat Divine implement mastery

In ad d it io n t o the s t at ed numb er o f s p ells p er d ay fo r 1s t - thro ug h 9 t h-level s p ells , a cleric g et s a d o main s p ell fo r each s p ell level, s t art ing at 1s t . The +1 in t he entries o n t his tab le rep res ents that s p ell. Do main s p ells are in ad d it io n t o any b o nus s p ells the cleric may receive fo r having a hig h Wis d o m s co re.

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

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

Ex-Clerics
A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).

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Sorcerer [Base Class]
Alignment: Any. Hit Die: d4.

Table: Sorcerer Spells Known


Spe lls Known Le ve l 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 0 4 5 5 6 6 7 7 8 8 9 9 9 9 9 9 9 9 9 9 9 1st 2 2 3 3 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5 2nd 3rd 4th 5th 6th 7th 8th 9th 1 2 2 1 3 2 3 2 1 4 3 2 4 3 2 1 5 4 3 2 5 4 3 2 1 5 4 4 3 2 5 4 4 3 2 1 5 4 4 4 3 2 5 4 4 4 3 2 1 5 4 4 4 3 3 2 5 4 4 4 3 3 2 1 5 4 4 4 3 3 3 2 5 4 4 4 3 3 3 3

Class Skills
The sorcerers class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
All of the following are class features of the sorcerer. Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type in terferes with a sorcerers gestures, which can cause his spells with somatic components to fail. Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerers spell is 10 + the spell level + the sorcerers Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score. A sorcerers selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer cant use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spells level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to

Table: The Sorcerer


Base Attack Fort Re f Will Le ve l Bonus Save Save Save Re p 1st 0 0 0 2 0 2nd 1 0 0 3 0 3rd 1 1 1 3 1 4th 2 1 1 4 1 5th 2 1 1 4 1 6th 3 2 2 5 1 7th 3 2 2 5 2 8th 4 2 2 6 2 9th 4 3 3 6 2 10th 5 3 3 7 2 11th 5 3 3 7 3 12th 6/1 4 4 8 3 13th 6/1 4 4 8 3 14th 7/2 4 4 9 3 15th 7/2 5 5 9 4 16th 8/3 5 5 10 4 17th 8/3 5 5 10 4 18th 9/4 6 6 11 4 19th 9/4 6 6 11 5 20th 10/5 6 6 12 5 Spe lls pe r Day Spe cial Bloodline power, cantrips, Eschew Materials Summon familiar Bloodline power Sorcerous initiative +1, Heighten Spell Bonus feat Improved Spellcasting I Bloodline feat Sorcerous initiative +2, Spell Disruption I Bloodline power Improved Spellcasting II Bonus feat Sorcerous initiative +3, Spell Disruption II Bloodline feat Improved Spellcasting III Bloodline power Sorcerous initiative +4, Spell Disruption III Bonus feat Improved Spellcasting IV Bloodline Feat Bloodline power, Reactive casting 0 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 1st 2nd 3rd 3 4 5 6 3 6 4 6 5 3 6 6 4 6 6 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 4th 5th 6th 7th 8th 9th 3 4 5 3 6 4 6 5 3 6 6 4 6 6 5 3 6 6 6 4 6 6 6 5 3 6 6 6 6 4 6 6 6 6 5 3 6 6 6 6 6 4 6 6 6 6 6 6

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decide ahead of time which spells hell cast. Cantrips (Sp): Sorcerers know a number of cantrips. They can cast these spells at will as a spell-like ability. The number of cantrips a sorcerer knows is noted on Table 4 13 under 0-level spells known. Cantrips are treated like any other spell cast by the sorcerer in terms of duration and other variables based on level. Familiar: Upon reaching 2nd level, 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 sorcerers experience point total can never go below 0 as the result of a familiars 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. Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level. Heighten Spell: At 4th level, the sorceror gains the Heighten Spell metamagic feat even if he does not normally qualify for it. Sorcerous Initiative: At 4th, 8th, 12th and 16th level, the sorcerer gains a cumulative +1 competence bonus to initiative rolls. The maximum bonus attainable is +4. This ability stacks with Improved Initiative. Bonus Feats: At 5th, 11th, and 17th level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat or an item creation feat. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats. Improved Spellcasting I: At 6th level, all of the sorcerers spells benefit from the Silent Spell feat without alteration in spell level. Improved Spellcasting II: At 10th level, all of the sorcerers spells gain the benefit of the still spell feat without adjustment to the spells level. Improved Spellcasting III: At 14th level, the sorcerer gains the Quicken Spell feat for free. In addition, any quickened spells are cast at only 2 levels higher than normal. Improved Spellcasting IV: At 18th level, any quickened spells increase by only 1 level. Spell Disruption I: At 8th level, the sorceror can use his own magical energies to disrupt the casting of an opponents spell. This works identically to counter-spelling except that the sorceror does not have to have the same spell prepared. Instead, he expends a spell slot of the same level as the opponents spell. Spell Disruption II: Upon reaching 12th level, the sorceror is no longer limited to expending the same level spell slot as his opponents spell. Instead, the sorceror may elect to spend any combination of lower level spell slots to counter the opponents spell. The total level of these expended spell slots must equal the level of the opponents spell. Spell Disruption III: At 16th level, the sorceror no longer needs to hold his round in order to counter an opponents spell. The sorceror may elect use Spell Disruption as an immediate action. Reactive Casting: Upon reaching 20th level, three times per day, the sorcerer can cast a spell as an immediate action. This ability increases the spells level by 3 . Retributive Spell Disruption I: At 24th level, the sorceror may elect to expend a higher level slot than needed to counter an oppone nts spell. If he does so, the opponent also takes damage in d6 equal to the difference between the opponents spell level and that of the sorcerors expended spell slot. Retributive Spell Disruption II: At 28th level, the damage caused by his retributive spell disruption increases to a number of dice equal to twice the difference between his expended spell slot and that of the opposing caster.

Sorcerer Bloodlines
The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline. Aberrant There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form. Class Skill: Knowledge (dungeoneering). Bonus Spells: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th). Bonus Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering]). Bloodline Powers: Aberrant sorcerers show increasing signs of their tainted heritage as they increase in level. While these traits are simple to hide, a sorcerer can choose to show their traits at any time. Acidic Ray (Su): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two caster levels you possess. Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not increase your threatened area. At 11 th level, this bonus to your reach increases to 10 feet. At 17 th level, this bonus to your reach increases to 15 feet. Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance of ignoring any critical hit or sneak attack scored against you. This chance increases to 50% at 13 th level. Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level +10. Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/-. Abyssal Some time ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong, calling on you to bring ruin to those around you. Class Skill: Intimidate. Bonus Spells: cause fear (3rd), bulls strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th). Bonus Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes]). Bloodline Powers: While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.

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

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at one caster level check made to overcome spell resistance. You must use this ability before making the roll. Draconic At some point in your familys history, a dragon interbred with your bloodline, and now its ancient power flows through your veins. Class Skill: Perception. Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13 th), form of the dragon II (15th), form of the dragon III (17th), wish (19th). Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness. Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the following table. Dragon Type Black Blue Green Red White Brass Bronze Copper Gold Silver Energy Type Acid Electricity Acid Fire Cold Fire Electricity Acid Fire Cold Breath Shape 60-foot line 60-foot line 30-foot cone 30-foot cone 30-foot cone 60-foot line 60-foot line 60-foot line 30-foot cone 30-foot cone Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Ref lexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse. Bloodline Powers: One of the four elements is fused to your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted on the following table. Element Air Earth Fire Water Energy Type Electricity Acid Fire Cold Elemental Movement Fly 60 feet (average) Burrow 30 feet +30 feet base speed Swim 60 feet

Claws (Ex): Starting at 1st level, you can make two claw attacks as a full-attack action. These claws are treated as natural weapons, meaning that you are always considered armed and you do not gain additional attacks for a high base attack bonus. These attacks deal 1d6 points of damage plus your Strength modifier (1d4 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases to 1d8 points of damage (1d6 if you are Small). At 11 th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural ability. Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4. Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per caster level. Those caught in the area of the breath receive a Ref lex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Constitution modifier. The shape of the breath weapon depends on your dragon type. At 9 th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20 th level, you can use this ability three times per day. Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action. Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet. Elemental The power of the elements resides in you, and at times you can hardly control its fury. This inf luence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force. Class Skill: Knowledge (planes). Bonus Spells: burning hands* (3rd), scorching ray* (5 th), protection from energy (7th), elemental body I (9th), elemental body II (11 th), elemental body III (13th), elemental body IV (15 th), summon monster VIII (elementals only) (17th), elemental swarm (19 th). *These spells always deal a type of damage determined by your element.

Elemental Ray (Su): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type +1 for every two caster levels you possess. Elemental Resistance (Ex): At 3rd level, you gain resist 10 against your energy. At 9th level, your energy resistance increases to 20. Elemental Blast (Su): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per caster level. Those caught in the area of your blast receive a Ref lex save for half damage. Creatures that fail their save gain vulnerability to your energy type for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Constitution modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20 th level, you can use this ability three times per day. This power has a range of 60 feet. Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your element. Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage of your energy type. Fey The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. This tends to make you more emotional than most, prone to bouts of extreme joy and rage. Class Skill: Knowledge (nature). Bonus Spells: entangle (3rd), hideous laughter (5 th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17 th), shapechange (19th). Bonus Feats: Dodge, Improved Initiative, Lightning Ref lexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]). Bloodline Powers: You have always had a tie to the natural world and, as your power increases, so does the inf luence of the fey. Laughing Touch (Su): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action and can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 1 day. Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you. Fleeting Glance (Su): At 9th level, you can turn invisible for a number of rounds per day equal to your caster level. This ability functions as greater invisibility. These rounds need not be consecutive. Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed. You must take the second result, even if it is worse. You can use this ability at will. Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so

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

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feat.

Wizard [Base Class]


Alignment: Any. Hit Die: d4.

Class Skills
The wizards class skills (and the key ability for ea ch skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills for skill descriptions. Skill Points at 1st Level: (2 + Int modifier) x4. Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
All of the following are class features of the wizard. Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizards movements, which can cause her spells with somatic components to fail. Spells: A wizard casts arcane spells which are drawn from the sorcerer/ wizard spell list. A wizard must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizards spell is 10 + th e spell level + the wizards Intelligence modifier. Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score. Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good nights sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare. Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race. Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars below for details. Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus

Arcane Implement: A wizard can specialize in one type of arcane implement in which to focus his spells through. The chosen implement is treated as a magic item. Metamagic feats may be applied to spells channeled through arcane implements. At 2nd, level, the wizard gains proficiency with one of the following implements: Dagger, Hat/Bag, Orb, Rod, Spellbook, Staff, or Wand. The wizard may designate an object as his arcane implement with a full round action. This designation may be changed from one qualifying item to another at any time with a full round action. The implement designated need not be magical. Crystal: By channeling spells through the crystal, the spell receives a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creatures spell resistance . This bonus stacks with the spell penetration feat. In addition, if a spell of the illusion school is cast through the crystal, it becomes more real than usual (+10% at 2 nd level, +20% at 12th level). Damaging spells with the light or sonic descriptors are cast through the implement gain +1 point of damage per damage die. Nondamaging light or sonic spells increase their duration by the caster level of the wizard. The unit of increase matches that of the spell being affected. Dagger: The selected dagger is treated as a magical dagger for combat purposes and gains an enhancement bonus to hit and damage rolls equal to +1 at first level and increasing by an additional +1 every 4 caster levels (maximum bonus of +10). The wizard may cast a touch spell into the dagger as a move action that provokes an attack of opportunity. The wizard may elect to cast defensively to compensate for this. Once the spell is cast, it may be delivered either as a standard melee attack or by throwing it at her target. In exchange for the attack roll, any saving throws are no longer allowed for the target to avoid the effect. Saving throws against secondary effects still need to be made by the target however. The process of imbuing a spell into the implement strips the spell of its somatic component as if it was cast with the still spell metamagic feat. Hat/Bag: In learning to cast through both mundane or magical hats and bags, the wizard can augment conjuration spells with the calling, creation, or summoning sub-schools. The duration of all summoning spells are doubled. When focusing a spell through this implement, the caster gains the benefit of the silent spell feat at no adjustment to the spells level.

Table: The Wizard


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

Arcane implement mastery Bonus feat

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

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

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

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

Drain Item [Item Enhancement]


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

Elemental Admixture [Metamagic]


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

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

Spell Exchange [Metamagic]


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

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Advanced Polymorph Self
Wizards.com Spellbook Transmutation + Illusion (Must be able to cast from BOTH schools) Level: Sor/Wiz 6 Components: V, F Casting Time: 1 action Range: Personal Target: You Duration: 1 hour/level (D) As Polymorph Self, except that any magical powers the creature in question has are emulated by illusions. For example, a dragon's fiery breath could be produced, and those who believed it would take damage (but not as much as real dragon breath). In some cases the effect cannot be duplicated. If it does not create any visible effect, such as a charm, only those who know the creature can use that power are affected. If someone is so ignorant that they do not know what a Medusa's special power is, their minds do not even know it is happening, and thus they ignore it. It is therefore best used with powers that have visible effects. The wizard must have seen the creature. For visible effects, he must have seen it, and for invisible effects, he must have been affected by it. It is hard, therefore, to duplicate the beauty effects of a naked nymph. The focus is something from the creature in question. A claw, a scale, an eye, etc will all work. You do not regain the experience points you lost when the familiar died. You also lose the special benefits you gained based on the familiar's animal type (such as the +2 bonus to Move Silently checks bestowed by a cat familiar). Being undead, the creature has no Constitution score, which affects its Fortitude saves but not its hit points. It retains its natural armor and its preternatural Intelligence, as well as all of the special abilities it had based on your level except for the ability to speak with animals of its type. It still has effective Hit Dice equal to your level and hit points equal to half your total hit points. The undead familiar resembles a zo mbie, but is not slow like a zombie. Its type changes to Undead. As an undead creature, it is immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. It is not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. If you are within range of the familiar's empathic link with you (one mile), it cannot be turned or rebuked. Beyond that range, it is subject to turning and rebuking (as well as commanding and destroying) as an undead of its effective Hit Dice. In addition, the familiar gains a special attack delivered by a melee attack. The nature of this attack depends on your caster level at the time you cast this spell; it does not improve as your level increases. You may choose a lower-level ability than your level indicates. Special Attack 1. Paralysis: Those hit by the undead familiar's attack must succeed at a Fortitude save DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis. 2. Strength damage: The undead familiar's attack deals 1d6 points of temporary Strength damage in addition to the normal damage 3. Energy Drain: Living creatures hit by the undead familiar's attack receive one negative level. The Fortitude save to remove the negative level has a DC of 16. 4. Constitution Drain: Living creatures hit by the undead familiar's attack must succeed at a Fortitude save (DC 18) or suffer 1d6 points of permanent Constitution drain per Level If the undead familiar is destroyed, you lose experience points as if you had lost a living familiar (again). The corpse is utterly destroyed in this case, and cannot be animated via this spell again, nor can it be restored to life with a raise dead spell (resurrection will work, however). You cannot cast this spell on another character's familiar. XP Cost: 100 XP.

Analyze
D&D Rules Cyclopedia Divination Level: Sor/Wiz 3 Components: V, S Casting Time: 1 round Range: Touch Target: Object touched Duration: Instantaneous Saving Throw: None Spell Resistance: No A spellcaster using this spell can handle one item and learn the enchantment on it. Helms must be put on the spellcasters head, swords held in her hand, bracelets put on her wrist, etc. for this spell to work. Any consequences of this action (for example, from cursed or trapped objects) fall upon the spellcaster, though she gets her usual saving throws. The spellcaster makes a caster level check (1d20 + caster level). If the result is equal to or greater than the spells or powers caster level, you identify it. If the item is non-magical; his chance is to determine that fact. The spell does not reveal much precise information. It will characterize a weapons plusses (attack bonus) as many or few, will estimate the number of charges on an item within 25% of the actual number.

Arcane Bolt
Wizards.com Spellbook Evocation [Force] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Targets: Up to five creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A bolt of magical energy shoots forth from your fingertips at its target, dealing 1d6+1 points of damage. For every two levels of experience past 1st, you gain an additional bolt, which you fire at the same time. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five bolts at 9th level or higher. If you shoot multiple bolts, you can have them strike a single creature or several creatures. A single bolt can strike only one creature. You must designate targets before you roll for SR or roll damage. This spell counts as magic missile for spell, items, or special qualities that protect a target from magic missile, such as a brooch of shielding and shield.

Animate Dead Familiar


Wizards.com Spellbook Necromancy [Evil] Level: Sor/Wiz 5 Components: V, S, XP Casting Time: 1 round Range: Touch Target: Corpse touched Duration: Instantaneous Saving Throw: None Spell Resistance: No In order to cast this spell, you must have a familiar, and that creature must be dead. You animate the dead familiar as a zombie-like undead, restoring some measure of the bond you had with it while it lived.

Body of Mind
Earin of Walworth Transmutation Level: Sor/Wiz 5 Components: V, S Casting time : 1 action

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Range: Close (25 ft. + 5 ft. /2 levels) Target: 1 Creature Duration: 1 Turn/level Saving Throw: Fortitude Negates Spell Resistance: Yes Casting this spell causes the targets body to change its appearance to reflect its personality. The extent of these changes be anywhere from having no effect to altering the targets very physical nature. Ability scores may be altered, templates may be added or removed, limbs may be added or removed, gender may be changed, etc. The caster of the spell will usually have little or no idea what will happen to the target. It is up to the dungeon master (and possible the player of the target of the spell) to work out the exact details of the transformation. The permanency spell can be applied to this spell. The caster must be at least 10th level and must expend 1,000 XP. Transmutation Level: Brd 2, Sor/Wiz 2 Components: V, S, F Casting Time: 1 action Range: Touch Target: Weapon touched Duration: 1 round/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) Bladesong makes a bladed weapon emit magical music in combat. Any round that the weapon is used in melee combat, this spell allows the wielder to make a single, additional touch attack with the sword as a free action. The attack uses the wielder's normal attack bonus with that weapon but inflicts no damage. Instead, anyone successfully touched by the weapon in this way is dazed for one round. Dazed characters cannot take actions but can defend themselves normally. Focus: The weapon.

Bind Familiar
Wizards.com Spellbook Conjuration Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 day Range: Short Target: 1 Willing Creature Duration: Permanent Saving Throw: Special Spell Resistance: Yes This spell works almost exactly like the Summon Familiar ability available to Sorcerers and Wizards, except that it does not summon a familiar. Rather, a creature to serve as the familiar must be provided. This creature can be of nearly any type, although not of the same or similar species to the caster, so a human mage could not make a halfling his familiar. Most outsiders, elementals, and magical creatures can be bound in this way. A person that has been polymorphed into an animal for more than a year is subject to this spell, but the binding ends (with the usual results) should the person ever become a person again. The creature must be present at the binding, and when the spell is completed, the creature gets a choice of whether or not to allow itself to be bound. For the purpose of this choice, any mind affecting spells are negated, although they resume as usual once it is made. The creature is informed of the caster's identity and alignment. This ignores any alignment masking spells on the caster, but not alignment changing effects. Should the creature refuse, the spell ends. Should the creature accept, it is bound like a normal familiar (Special abilities and armor bonuses are up to the DM). Creatures that have been summoned are now bound to this plane and the summoning spell ends. Most undead creatures and constructs cannot be bound in this way. Unless they are vampire squirrels or something like that. Unintelligent creatures, such as most oozes, also cannot be affected. When the DM decides what the creature will decide, he must take into consideration certain things. How smart is the creature? If it is an animal, has the wizard, whatever alignment, taken care of it and given it food? How powerful is the creature in relation to the wizard? A gold dragon might like a good wizard, but he probably has better things to do than be a familiar. Some creatures might accept even if they do not like the wizard. A succubus would probably accept any offer if it meant she could stay in the Prime Material Plane and suck out the souls of mortals. Also, has the creature been summoned against its will? Most elementals aren't very happy about their predicament, and generally try to maul the caster if they can get control. Note: When trying to bind summoned creatures, it is important to remember that the creature has to be present for the entire spell, which lasts for one day. Check the duration on your summoning spell before you start. Material Components: 100 gp of magical materials (same as Summon Familiar)

Bleach
D&D: Dawn of the Emperors Transmutation Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Touch Target: Object or creature touched Duration: Permanent Saving Throw: Special Spell Resistance: Yes This spell was created by hedge-wizards (low-level wizards whose spells are mostly concerned with household affairs). Each application of the bleach spell will bleach a certain amount of material down to its original color one basket of laundry, one painting, one application of the color spell, one tattoo, etc. Ordinary stains are automatically bleached. When cast on a color spell, it will only work if the caster is the same level or of a higher level than the caster of the color. When cast on normal art, such as a painting or a tattoo, the DM gives the artwork a saving throw with a save bonus equal to 2 + one-half of the artists skill check. The greater and more skilled the art, the more likely it is to survive unhurt. The spell will not discolor the surfaces beneath the pigments or paints. Cast on a tattoo, for instance, it will entirely eliminate the tattoo, but the skin beneath will be normally colored.

Change Sexual Preference


For Unlawful Carnal Knowledge Enchantment (Compulsion) Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: 120 yards Target: 1 person Duration: Permanent Saving Throw: Will Negates Spell Resistance: Yes This spell affects any single person it is cast upon. The term person includes any bipedal human, demi -human, or humanoid of man-size or smaller, such as dwarves, elves, gnolls, halflings, kobolds, and others. If the person receives damage from the caster's group in the same round the spell is cast, an additional bonus of +1 per hit point of damage received is added to the victim's saving throw. If the spell recipient fails his saving throw, his sexual preference is changed to the opposite. Thus a man who liked women would now prefer other men. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis. The subject may make a new saving throw once every (28 / Intelligence Modifier) days. A negative modifier multiplies the base number of days.

Bladesong
Wizards.com Spellbook

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Intelligence 1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18-19 20-21 22-23 24-25 Modifier -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 Time Period 5 Months 4 Months 3 Months 2 Months 1 Month 1 Month 1 Month 14 Days 9 Days 7 Days 6 Days 5 Days 4 Days the lowest-level men are affected first (these count against the spell limit even if they make their saving throes. Charmed subjects regard the caster as a trusted ally. They follow her suggestions and protect her from harm, although self-destructive orders are ignored. If the caster harms or attempts to harm an affected creature, the spell is negated. The spell wont work on any other action of the caster in the current encounter. Note that Ogres and Quadrupeds such as centaurs can be affected. Note that this spell is restricted to female spell-casters.

Charm Man III


Encyclopedia Magica Enchantment (Charm) Level: Sor/Wiz 8 Components: V, S Casting time : 1 action Range: 0 Target and Area: 1d8+8 men of 5 HD/level or lower in a 20 ft. radius Duration: 1d6+6 turns Saving Throw: Will Negates Spell Resistance: Yes The strongest of the Charm Man spells, Charm Man III allows the caster to affect up to 9-16 men of 5th level or lower within a 20-foot radius. Man is defined as any male human, demi-human, or humanoid creature of large size or smaller and 5 Levels / Hit Dice or less. Alternately, the spell can be cast on a single male creature of any level or Hit Dice. While it will not affect undead of any sort, creatures normally resistant to charm spells, such as elves, are not resistant to this spell. As with the Charm Man I spell, the casters influence can be contested by a leader among the subjects. The caster must make an opposed charisma check against a DC equal to the leaders charisma check -2. If the caster is successful, the men must each attempt a will saving throw or be charmed. If there are more men within range than the caster can affect, the lowest-level men are affected first (these count against the spell limit even if they make their saving throes. Charmed subjects regard the caster as a trusted ally. They follow her suggestions and protect her from harm, although self-destructive orders are ignored. The spell lasts for 7-12 full turns. The spell wont work on any other action of the caster in the current encounter. If the caster harms or attempts to harm an affected creature, the spell is negated for that particular subject. Note that this spell is restricted to female spell-casters.

Charm Man I
Encyclopedia Magica Enchantment (Charm) Level: Sor/Wiz 1 Components: V, S Casting time : 1 action Range: 0 Target and Area: 1d4+4 men of 3 HD/level or lower in a 15 ft. radius Duration: 1d4+1 turns Saving Throw: Will Negates Spell Resistance: Yes The caster must have a Charisma score of at least 11 to cast this spell. The spell affects up to 5-8 men of 3rd level or less in a 15-foot radius, and has a duration of 2-5 turns. Man is defined as any male human, demi-human, or humanoid creature of large size or smaller and 3 Levels / Hit Dice or less. It affects them much as a Charm Person spell, in that the words and requests of the caster will be seen in the most favorable light. If the caster harms or attempts to harm an affected creature, the spell is negated. The spell wont work on any other action of the caster in the current encounter. A leader with the group of men can negate the charm immediately if the leaders charisma plus a roll of 1d8 is six points or more higher than the caster's charisma. If the spell is not negated by a leader, 5-8 (1d4+4) men of 3rd level or less within the area of effect must attempt a will saving throw. A successful save negates the effect of the spell for that man only. If there are more men of 3rd level or less in the area, the lowest-level men are affected first (these count against the spell limit even if they make their saving throes. Note that this spell is restricted to female spell-casters.

Color
D&D: Dawn of the Emperors Transmutation Level: Sor/Wiz 2 Components: V, S Casting Time: From 1 action to 2 hours Range: Touch Target: Object or creature touched Duration: Permanent until bleached Saving Throw: None Spell Resistance: Yes This spell allows the caster to lay magical color down on a surface. The surface may be as small as the nose on a tiny china miniature, or as large as a 20x20 area of wall. The casting tim e may be as short as an action for one simple color (for instance, tinting a room wall sky-blue) or may go on for a couple of hours. During that time, the caster may vary the color of the whole area, or may color different parts of the area in different ways. The effect of this is that the wizard can paint for up to two hours at a time, colors that are permanent and nearly imperishable by age and weather. A dispel will not remove color; only bleach or a wish can. Different spellcasters use this for different purposes. Artists use it to make paintings that will not fade, or to decorate themselves and others with brilliant body-colors and face painting. Builders use it to retint stone and wood to be more beautiful.

Charm Man II
Encyclopedia Magica Enchantment (Charm) Level: Sor/Wiz 2 Components: V, S Casting time : 1 action Range: 0 Target and Area: 1d6+6 men of 4 HD/level or lower in a 20 ft. radius Duration: 1d6+4 turns Saving Throw: Will Negates Spell Resistance: Yes A more powerful version of Charm Man I, this spell resembles it, except that it affects up to 7-12 men of 4th level (or Hit Dice) or less, and the duration is extended to 5-10 full turns. Man is defined as any male human, demihuman, or humanoid creature of large size or smaller and 4 Levels / Hit Dice or less. As with the 1st level spell, the casters influence can be contested by a leader among the subjects. The caster must make an opposed charisma check against a DC equal to the leaders charisma check -2. If the caster is successful, the men must each attempt a will saving throw or be charmed. If there are more men within range than the caster can affect,

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If one casts a color on top of another color, the second spell has no effect unless the second caster is of equal to or higher caster level than the first, in which case the second spell covers up the first. But the first spell is not gone; to get rid of it, one would have to bleach away both color spells. Wizards may leave messages for one another this way; they choose an agreed upon message drop, and one wizard uses one application of color to write a message, and another to cover it up to look like it did before. The next wizard will use a bleach to uncover the message, and then either cover it over again or use another bleach to erase it. Just because a character can lie down color with this spell doesnt make him good at it. To be truly artistic with the use of this spell, a character must have some sort of artistic skill, such as Craft (Painting). powdered iron, and a bit of fleece.

Davenets Seduction
For Unlawful Carnal Knowledge Enchantment (Charm) Level: Sor/Wiz 1 Components: V, S, F Casting time : 1 hour Range: Touch Target: One person Duration: Permanent (D) Saving Throw: Will Negates Spell Resistance: Yes The spell-caster may affect one individual of the opposite sexual orientation to become enamored with the spell-caster and willingly subject to all of his commands. That the victim has been seduced (magically or otherwise) will be readily apparent to those who make a successful wisdom check. In order to cast the spell, the spell-caster must extract a personal item of the victim's, and then cast the spell onto the item in solitude. When the item is given back to the victim and recognized, the spell is complete. The DC of the spell is also adjusted by the casters charisma modifier. The spell is effective until dispelled. While under the enchantment, the victim will take as gospel everything the spell-caster says, and will strive to protect and defend the spell-caster at all times. If the spell is broken by another magic or by the will of the enchanter, however, the victim will remember everything and know that magic as involved.

Darkbolt
Mortuus Solidus Necromancy [Evil] Level: Sor/Wiz 3 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: One living creature Duration: Instantaneous Saving Throw: Fortitude Half Spell Resistance: Yes You conjure a black flame and hurl it at a target within range. If the bolt strikes the target (a ranged touch attack), it deals 1d6 damage per caster level (max 10d6; Fort save for half damage). This damage is negative energy, so it harms most creatures, but heals undead. Any good creature that takes damage from the bolt and fails his save is also stunned for one round. A creature slain by dark bolt rises after 1d6 rounds as a zombie under control of the caster.

Dethos Delirium
For Unlawful Carnal Knowledge Enchantment (Compulsion) Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 round + 1 round/level Saving Throw: Will Negates Spell Resistance: Yes The caster of this spell touches a being that is drugged, drunken, unconscious, or sleeping. The caster then speaks the verbal component and rings a smaller silver or brass bell. The subject receives a saving throw vs. spell at a 2 penalty. The subject speaks at random, in all languages known to him and on random, rambling topics. He cannot hear questions and cannot be forced by mental or magical control to give specific answers. While the person speaks, there is a 25% non-cumulative chance per round that he reveals names (but not true names), passwords, words of activation, codes, directions, and other useful information. Note that the speaker rarely identifies such fragments of speech for what they truly are. Dreams, rumors, jokes, and fairy tales may be mumbled by the speaker, not merely factual information. If the affected person is awakened at any time, the spell is broken.

Darlagins Pseudo-Fireball
Wizards.com Spellbook Transmutation and Illusion (Figment) Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: Special Duration: Instantaneous Saving Throw: Special Spell Resistance: Yes Darlagin Spellweaver was an illusionist who desired to maintain the appearance of a standard mage. In an effort to do so, she developed this spell to give the effect of a fireball. In effect, the spell is a combination of phantasmal force, enlarge, and a minor flame cantrip. The main material component is a small clump of kerosene-soaked bat guano. The caster hurls the guano at the target area, and ignites the guano at the point of release via flame. A fraction of a second later, the final word of a specialized enlarge is cast, increasing the size of the flaming guano. Finally, just before the end of the flight, the phantasmal force takes effect, increasing the apparent size of the inferno to the standard 20-foot radius of a fireball. The actual area of effect of the flaming guano wad is a circle with a 10-foot diameter; any creatures in that area that fail to save vs. spells take 1d4 damage per level of the caster. A successful save indicates that the creature managed to dodge, roll, fall flat, or otherwise avoid the full effect of the blast and receives only half the normal damage. Creatures within the area of the phantasmal force (outside the true 10 diameter circle, but within the 20 radius effect) are affected just like those within the true blast area (1d4 per level of the caster, save for half damage), unless they manage to disbelieve the effect, in which case they are unaffected and suffer no damage. Material Components: the afore mentioned clump of kerosenesoaked bat guano, a pinch of

Diary
Encyclopedia Magica Evocation Level: Sor/Wiz 2 Components: V, S, F Casting time : 1 action Range: Touch Target: 1 book Duration: 1 Day/level Saving Throw: None Spell Resistance: Yes This spell records all things said or heard by the caster, creating a running script of the casters life and scribing it in a diary book prepared by the caster. In addition, the caster can choose to stand still and concentrate in order to record the image of any scene or person he studies, or to transcribe any mental notes he wishes to add to the journal.

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One round of concentration creates a simple sketch, but a full turn provides a highly detailed and accurate depiction of the scene. The diary spell begins recording any unfilled page specified by the caster. Generally, typical adventuring and occasional conversation fills the book at about 10 to 20 pages per hour. The diary book need not be open, but it must be within 5 feet of the caster the spell ends if the book is removed from this distance. The spell ends if all the blank pages have been filled; the caster knows the book is full. The spell requires a book in which events can be recorded. The caster must hold the book as the spell is cast.
Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Tiny Elemental (Air) Tiny Elemental (Fire) 1d8 (4 hp) 1d8 (4 hp) +6 +5 Fly 100 ft. (perfect) 50 ft. 16 (+2 size, +2 Dex, 15 (+2 size, +1 Dex, +2 natural) +2 natural) Slam +4 melee Slam +3 melee Slam 1d3-1 Slam 1d3-1 and 1d3 fire 2 1/2 ft. by 2 1/2 ft./0 ft. 2 1/2 ft. by 2 1/2 ft./0 ft. Whirlwind Burn Air mastery, Elemental traits, Elemental traits fire subtype Fort +0, Ref +4, Will +0 Fort +0, Ref +3, Will +0 Str 8, Dex 15, Con 10, Str 8, Dex 13, Con 10, Int 4, Wis 11, Cha 11 Int 4, Wis 11, Cha 11 Hide +10, Listen +4, Hide, +9, Listen +4, Spot +4 Spot +4 Flyby Attack, Improved Initiative, Improved Initiative, Weapon Finesse (slam) Weapon Finesse (slam) Any land and Any land and underground underground Solitary Solitary 1/2 1/2 None None Usually neutral Usually neutral Tiny Earth Elemental Tiny Elemental (Earth) 1d8+1 (5 hp) 1 20 ft. 16 (+2 size, 1 Dex, +5 natural) Slam +4 melee Slam 1d3+3 2 1/2 ft. by 2 1/2 ft./0 ft. Push Earth mastery, Elemental traits Fort +3, Ref 1, Will +0 Str 15, Dex 8, Con 13, Int 4, Wis 11, Cha 11 Hide +7, Listen +4, Spot +4 Power Attack Any land and Underground Solitary 1/2 None Usually neutral Tiny Water Elemental Tiny Elemental (Water) 1d8+1 (5 hp) +0 20 ft., swim 90 ft. 16 (+2 size, +4 natural) Slam +3 melee Slam 1d3+1 2 1/2 ft. by 2 1/2 ft./0 ft. Water mastery, drench, vortex Elemental traits Fort +3, Ref +0, Will +0 Str 12, Dex 10, Con 13, Int 4, Wis 11, Cha 11 Hide +8, Listen +4, Spot +4 Power Attack Any land and Underground Solitary 1/2 None Usually neutral

Ecstasy
For Unlawful Carnal Knowledge Enchantment (Compulsion) Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft. /2 levels) Target: 1 person Duration: 1 round + 1 round/level Saving Throw: Will Negates Spell Resistance: Yes The gestures of the wizard, along with his erotic incantations, cause a humanoid to go into an enjoyable, screaming, orgasmic, erotic fit. The target of the spell considered flat-footed until his next action. Also, he cannot move from his current location. He cannot cast spells, attack, use items, etc. Basically, the character is caught up in a real pleasurable experience and can't function properly.

Climate/Terrain: Organization: Challenge Rating: Treasure: Alignment: -

Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Climate/Terrain: Organization: Challenge Rating: Treasure: Alignment:

Elemental Familiar
Wizards.com Spellbook Transmutation Level: Sor/Wiz 3 Components: V, S, M, XP Casting Time: 10 minutes Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) In order to cast this spell, you must have a familiar. When you cast the spell, the target creature becomes a tiny air, earth, fire, or water elemental, as detailed below. You choose what type of elemental the creature becomes. The creature retains its basic shape, but it is in every way an elemental, not an element creature (as described in Manual of the Planes). You lose any special ability the familiar previously granted to you (such as the +2 bonus to Move Silently checks bestowed by a cat familiar). However, you gain a replacement special ability, depending on the type of elemental your familiar becomes: Air -- Master gains a +2 bonus to Initiative checks (stacks with Improved Initiative). Earth -- Master gains +1 natural armor. Fire -- Master gains a +3 resistance bonus to saving throws against fire attacks. Water -- Master gains a +1 resistance bonus to Fortitude saving throws. Only a limited wish, miracle, or wish or similar magic can restore a transmuted familiar to its original state. Otherwise, the familiar remains an elemental forevermore. You cannot cast this spell on another character's familiar. Most creatures consider the transformation harmless and beneficial, but if the creature decides to resist, a successful Fortitude save negates the spell. Material Component: A small quantity of air, earth, fire, or water, depending on the elemental type the creature is to become. XP Cost: 500 XP.
Tiny Air Elemental Tiny Fire Elemental

A Tiny air elemental is 2 feet tall and weighs 1/4 pound. A Tiny earth elemental is 2 feet tall and weighs 20 pounds. A Tiny fire elemental is 2 feet tall and weighs 1/4 pound. A tiny water elemental is 2 feet tall and weighs 8 pounds. Elemental Traits: Immune to poison, sleep, paralysis, and stunning; not subject to critical hits or flanking; darkvision 60 ft.; cannot be raised or resurrected (though a wish or miracle spell can restore life). The special attacks of tiny elementals conform to the information given for elementals of their subtype in the Monster Manual, except as specified. The save DC against the Tiny air elemental's whirlwind is 9, the damage is 1d3, and the whirlwind's height is 10 feet. The save DC against the tiny fire elemental's burn is 10. The save DC against the tiny water elemental's vortex is 11, the damage is 1d3, and the vortex's height is 10 feet.

Enhance Beauty
Earin of Walworth Transmutation Level: Sor/Wiz 2 Components: V, S, F Casting time : 1 action Range: Touch Target: One person

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Duration: Special Saving Throw: None Spell Resistance: Yes The recipient of this spell undergoes a transformation in appearance to become more sexually attractive to members of the opposite gender. Looks, smell, smoothness, and even taste of the outer skin are all affected. The caster can use her caster level as points which can be spent between the Charisma bonus and spell Duration. The recipient's appearance is affected as follows: Gender cannot be changed. However, it can be changed with the Sex Change spell. XP Cost: 250 x CHA change. For example, no change in charisma cost 0 XP, +1 CHA costs 250 XP, and +2 CHA costs 500 XP.

Enhance Breasts
Earin of Walworth Transmutation Level: Clr 2, Sor/Wiz 2 Components: V, S, M Casting time : 1 action Range: Touch Target: Mammal Touched Duration: Permanent Saving Throw: Fortitude Negates Spell Resistance: Yes Casting this spell causes the breasts of a target creature to develop. The caster must touch the target creature. This spell may be cast on any mammal male or female, young or old. The effects of this spell are to alter the size, shape, and firmness of the breasts of the target creature. In fact, each application of the spell will increase or decrease the breasts by one cup size or repair one flaw in their appearance. If male breasts are developed, the male will not gain muscle, not breast milk, but the fatty deposits of the chest will augment. Others may be likely to mock the characters man-breasts. If a females breasts are developed, she will likely gain significantly more sexual attention. The material component of this spell is the breast milk from a race or species similar to the subject of the spell. The milk must be rubbed onto the breasts to be enlarged or reduced.

Points 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Charisma +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20

Points Duration 1 10 Minutes 2 20 Minutes 3 30 Minutes 4 1 Hour 5 2 Hours 6 4 Hours 7 8 Hours 8 16 Hours 9 1 Day 10 2 Days 11 4 Days 12 8 Days 13 16 Days 14 1 Month 15 2 Months 16 4 Months 17 8 Months 18+ 1 Year

Fascination
For Unlawful Carnal Knowledge Enchantment (Charm) Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft. /2 levels) Target: 1 person Duration: 20 turns Saving Throw: Will Negates Spell Resistance: Yes The person affected by the spell will be unable to do anything at all except follow the wizard wherever she goes, unable to take her eyes off her. If attacked, the affected person will try to beat off any opponents, including his own comrades, in a berserk fury (+1 to hit, -1 to AC) in order to continue moving towards the wizard.

Note that if two wizards cast the spell on a person simultaneously, then their caster levels may be added together to affect a stronger magic. Further, this spell has the effect of negating any curse magic, which degrades the recipient's natural beauty. The material focus of this spell is a cosmetic and perfume kit magically prepared by a thaumaturger.

Enhance Body
Earin of Walworth Transmutation Level: Sor/Wiz 4 Components: V, S, XP Casting time : 5 rounds (30 seconds) Range: 5 feet Target: 1 Creature Duration: Permanent Saving Throw: Will Negates (Harmless) Spell Resistance: Yes In order to cast this spell, the subject must be willing and cooperate with the instructions given to her by the spell caster to receive its effects. The caster slowly circles the subject giving instruction and reciting the magical words. The subject must envision in her mind what she wants her body to look like. The transformation begins after the first round and completes after the fifth round. The spell changes the subjects body to match the appearance held in the subjects mind. The changes are cosmetic and have little effect on her statistics. The spell can alter height and weight, but cannot change her size category. It can also change skin color and texture as well as adding, removing, or changing other features (such as horns, hooves, vestigial wings, a tail, etc). Existing limbs can be altered. Hands, feet, breasts, genitals, and other parts can be altered to suit the subjects mental picture. It can alter the subjects charisma by no more than two points in either direction. No other ability scores can be altered. Facial features can be changed as well.

Heal Animal Companion


Wizards.com Spellbook Conjuration (Healing) Level: Drd 5, Rgr 3 Components: V, S Casting Time: 1 action Range: Touch Target: Caster's animal companion touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes (harmless) Heal animal companion enables the caster to wipe away disease and injury in one of his or her own animal companions (gained via class feature or the animal friendship spell). It completely cures all diseases, blindness, or deafness of the animal companion, cures all points of damage suffered due to wounds or injury, and repairs temporary ability damage. It cures mental disorders caused by spells or injury to the brain. Heal animal companion does not remove negative levels, restore drained levels, or restore drained ability scores.

Impotence
For Unlawful Carnal Knowledge

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Enchantment (Compulsion) Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft. /2 levels) Target: One male creature Duration: 10 Rounds/level Saving Throw: Will Negates Spell Resistance: Yes This spell enables the spell caster to render one creature or himself impotent (incapable of sexual intercourse). The incantation consists of a specific personality (such as "Baba Yaga" or Vecna) who might be unappealing to the creature. The saving throw is actually a check on the level of disgust that the personality actually generates in the creature. If the creature finds the person repulsive, he fails the save. OPTIONAL EFFECT: During the period of impotence, the creature will attack at -2 and make morale and saving throws at -2. Wisdom, Constitution, and Charisma scores will be lowered by 1d3 points each for the duration of the spell. Also, during this time the creature will feel downright miserable. For Unlawful Carnal Knowledge Necromancy Level: Sor/Wiz 9 Components: S Casting Time: 1 action Range: Touch Target: Creature kissed Duration: Instantaneous Saving Throw: None Spell Resistance: Yes When the kiss is bestowed, the spell channels a huge amount of negative energy dealing 150 points of damage to the victim. If the targets hit points drop below 9, then the corpse will turn to dust after 1d10 rounds. The creature cannot be resurrected.

Kiss of Sleeping
For Unlawful Carnal Knowledge Enchantment (Compulsion) Level: Sor/Wiz 1 Components: S Casting time : 1 action Range: Touch Target: Creature Kissed Duration: 10 rounds / level Saving Throw: None Spell Resistance: Yes When a wizard casts this spell, she must kiss the intended victim. After the kiss, the victim goes into a deep comatose slumber. Slapping or wounding awakens the affected creature but normal noise does not. Awakening requires one entire round.

Jealousy
Enchantment (Compulsion) Level: Sor/Wiz 2 Components: V, S Casting time : 1 action Range: Close (25 ft. + 5 ft. /2 levels) Target: 1-6 persons Duration: 2 turns + 1 turn/level Saving Throw: Will Negates Spell Resistance: Yes The affected people will become jealous of each other to the extent that they will ignore the wizard or any other source of danger present and quarrel amongst themselves. There is a percentage chance equal to the wizard's intelligence of such an argument leading to blows and, if it does, there is an additional chance equal to the wizard's intelligence of the fight being to the death. If the fight is not to the death, then the combatants will come out of the spell when hit.

Kiss of the Nereid


Conjuration (Creation) Level: Sor/Wiz 8 Components: S Casting Time: 1 action Range: Touch Target: Creature kissed Duration: Instantaneous Saving Throw: Fortitude Negates Spell Resistance: Yes When the kiss is bestowed, the victim drowns instantly. If he/she doesn't drown, he/she finds total ecstasy.

Kiss of Awakening
For Unlawful Carnal Knowledge Enchantment (Compulsion) Level: Sor/Wiz 1 Components: S Casting time : 1 action Range: Touch Target: Creature Kissed Duration: 10 rounds / level Saving Throw: None Spell Resistance: Yes When a wizard casts this spell, she must kiss the intended victim. After the kiss, the subject of the kiss will awaken from any magically induced slumber.

Kiss of Weakness
For Unlawful Carnal Knowledge Necromancy Level: Sor/Wiz 2 Range: Touch Components: V, S Casting time : 1 action Target: Creature kissed Duration: 24 hours Saving Throw: Fortitude Negates Spell Resistance: Yes When a wizard casts this spell, she must kiss the intended victim. This kiss causes the victim to suffer a -2d4 enhancement penalty to Strength for 24 hours. The subjects strength cannot drop below 1. After receiving such a kiss, the victim will be completely helpless for 1d10 rounds.

Kiss of Charming
For Unlawful Carnal Knowledge Enchantment (Charm) Level: Sor/Wiz 3 Components: S Casting time : 1 action Range: Touch Target: Creature Kissed Duration: 2 hours/level Saving Throw: None Spell Resistance: Yes When a wizard casts this spell, she must kiss the intended victim. This is actually a Charm Person spell with no saving throw at double duration.

Kiss of Wounding
For Unlawful Carnal Knowledge Necromancy Level: Sor/Wiz 1 Components: S Casting Time: 1 action Range: Touch Target: Creature Kissed Duration: Instantaneous

Kiss of Death

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Saving Throw: Reflex Half Spell Resistance: Yes When a wizard casts this spell, she must kiss the intended victim. This kiss channels negative energy that deals 1d3 damage + 2 points of damage for each caster level, to a maximum of 1d3+20 points of damage. Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them. Saving Throw: Will Negates Spell Resistance: Yes This spell makes its recipient become so much in love with the mage that as soon as she/he loses sight of the mage, the victim begins to waste away. The victim stops eating food, turns to drinking, and becomes a general wreck, fighting at a 5 penalty to hit. As a result, she/he will die of malnutrition in a number of days equal to his Constitution score plus 10. Also, there is a 10% chance of him committing suicide. What's more, if the mage tells him to go away, he is compelled to do so. This unpleasant condition will wear off eventually, but may also be treated by a cure disease spell.

Love
Encyclopedia Magica Enchantment (Charm) Level: Sor/Wiz 7 Components: V, S Casting Time: 1 action Range: Touch Target: One male creature Duration: Permanent (D) Saving Throw: Will Negates Spell Resistance: Yes With a simple touch of her hand, the caster can create in the creature kissed an undying devotion and infatuation toward her. A male subject is affected as if he had imbibed a Potion of Love (see Chapter 8, Page 191 of the DMG). He is charmed and regards the caster as his one true beloved, willingly following her least suggestion and defending her from all harm. The love spell is one of the most powerful charms known, and the recipient can never free himself unless the enchantress releases him, or a Limited Wish or Wish spell is used to break the spell. Even the casters most hostile and objectionable orders or actions including direct attacks against the charmed character or suicidal commands will do no more than temporarily drive the subject from her presence for a period of 1 to 12 hours, after which the subject cautiously returns, hoping that the love of his life has forgiven him. This spell is restricted to enchanters and enchantresses of good or neutral alignment.

Mindless Rage
Wizards.com Spellbook Enchantment (Compulsion) [Mind-Affecting] Level: Brd 2, Sor/Wiz 2 Components: V, S, F Casting Time: 1 action Range: Close (25 ft. + 5 ft/2 levels) Targets: One person or creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes Creatures affected by the spell mindless rage become so filled with rage that they can do nothing but focus on engaging the caster in personal physical combat. The affected creature cannot use any spells, spell-like or supernatural abilities, or ranged weapons while attacking the caster. The subject's only thoughts are of killing the caster -- if not with bare hands, then with a hand-held melee weapon at best. It's worth noting that the recipient of this spell, though overcome with rage, is by no means rendered an idiot or suicidal. For example, an affected creature will not charge off a cliff in an attempt to reach the target. While under the effect of a mindless rage spell, the subject can make use of all normal melee combat skills, abilities, and feats either offensive or defensive. However, the affected creature cannot use any ability that requires activation or concentration. An interesting side effect of mindless rage occurs when the spell is cast upon any character capable of the rage ability (such as a barbarian). In these cases, the mindless rage episode counts as one of the character's uses of rage for that day. Mindless rage is a fairly uncommon spell. Its believed to have been developed by dwarven fighter/wizards who preferred to face their opponents in melee combat over magical conflicts. Of course, many of the stories tracing this spell's origins to the battle-mages also note that this dwarven method of ensuring melee combat against spellcasters backfired when the group ran afoul of a band of sorcerer/barbarians. Arcane Focus: Successful casting of mindless rage requires the caster to utilize a scarlet handkerchief or similar piece of cloth, which is waved in the target's direction while the caster vocalizes the verbal component.

Love Charm
For Unlawful Carnal Knowledge Enchantment (Charm) Level: Sor/Wiz 3 Components: V, S, F Casting time : 1 action Range: Medium (100 ft. + 10 ft . /level) Target: 1 person Duration: 1 hour/level (D) Saving Throw: W ill Negates Spell Resistance: Yes This spell is identical to Charm Person in all respects but two. First, the caster specifies that the subject become enthralled with a person of the opposite sex. This may be herself or anyone else whose name the caster knows. If it is someone not present, the spells effects are felt only when the subject first sees that person. Second, to the normal effects of a Charm Person (trust and friendship) are coupled a strong desire for romance. The caster must have in her possession something belonging to both the subject and the spells object in order to cast this spell. Love Charm is restricted to those of Rhennee blood, or non-evil enchanters / enchantresses. Those who have access to this spell do not have access to the Charm Person spell and vise versa.

Mordenkainen's Force Missiles*


Wizards.com Spellbook Evocation [Force] Level: Sor/Wiz 4 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Targets: Up to four creatures, no two of which can be more than 20 ft. apart Duration: Instantaneous Saving Throw: None or Reflex half (see text) Spell Resistance: Yes You create a powerful missile of magical force, which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then bursts in a 5-foot blast of force that inflicts half this amount of damage to any creatures in the area (other than the

Love Sickness
For Unlawful Carnal Knowledge Enchantment (Charm) Level: Sor/Wiz 4 Components: V, S Casting time : 1 action Range: 6 feet Target: One person Duration: 1 Week + 1 day/level

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primary target). The primary target is not entitled to a saving throw against the burst, but creatures affected by the burst may attempt a Reflex save for half damage. If the missiles' burst areas overlap, secondary targets make only one saving throw attempt (and only one SR check, if applicable). A character can be struck by one missile (or more) and also be caught in the burst of another missile. In such a case, the character may attempt a Reflex save to halve the burst damage, and SR might apply. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects. For every five caster levels, the caster gains one missile. A caster has two missiles at 9th level or lower, three missiles from 10th to 14th level, and four missiles at 15th level or higher. A caster can make more than one missile strike a single target, if desired. However, the caster must designate targets before rolling for SR or damage. * This is the second of six spells Rich originally wrote for Player's Option: Spells & Magic and has updated for the new edition of the D&D game. 7 8 9+ 7 8 9 4 4 5

Planar Familiar
Wizards.com Spellbook Transmutation Level: Clr 3 Components: V, S, DF, XP Casting Time: 10 minutes Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) In order to cast this spell, you must have a familiar, special mount, animal companion, or other companion acquired as a class ability. The spell does not function on outsiders or undead. When you cast the spell, the target creature undergoes a transformation into a celestial, fiendish, axiomatic, or anarchic creature, depending on the alignment of your patron deity (or your alignment, if you have no patron deity). If your patron deity is good, the creature becomes celestial. If your patron deity is evil, the creature becomes fiendish. If your patron deity is lawful neutral, the creature becomes axiomatic, and if your patron deity is chaotic neutral, the creature becomes anarchic. The axiomatic and anarchic creature templates are detailed in Manual of the Planes. If the target creature is your familiar, it gains energy resistance, fast healing, damage reduction, and additional damage for its smite attack as though its Hit Dice were equal to your character level. Otherwise, use its actual Hit Dice to determine these qualities. If the target creature becomes axiomatic, its linked minds ability applies to you (and only to you). You cannot cast this spell on another characters companion creature. Most creatures consider the transformation harmless and beneficial, but if the creature resists, a successful Fortitude save negates the spell. XP Cost: 500 XP.

Nymphs Aura
For Unlawful Carnal Knowledge Transmutation Level: Sor/Wiz 8 Components: V, S, M Casting time : 1 action Range: Personal Target: You Duration: 1 round/level Saving Throw: Fortitude or Will Negates Spell Resistance: Yes This spell grants the caster the beauty of a nymph and its attendant dangers to all observers. The caster gains the use of the nymphs blinding beauty and unearthly beauty supernatural abilities. Observers gazing upon the caster must succeed at a fortitude save (DC 15) or be blinded permanently as though by the blindness spell. If the caster disrobes, those within 30 feet who look directly at the caster must succeed at a will save (DC 17) or die. The caster need not be female to use this spell. The aura is effective for male casters, as well; these gain dazzling good looks that affect both males and females. The material component of this spell is a vial of nymphs tears.

Power Word, Castrate


For Unlawful Carnal Knowledge Conjuration (Creation) Level: Sor/Wiz 8, War 8 Components: V Casting time : 1 action Range: Close (25 ft. + 5 ft. /2 levels) Target or Area: 1 living creature or one or more creatures within a 10-ft.-radius sphere Duration: Instantaneous Saving Throw: None Spell Resistance: Yes When power word, castrate is uttered you can either target a single male creature or let the spell affect a group of males. If power word, castrate is targeted at a single creature, that creature is castrated if it has 60 or fewer hit points. If power word, castrate is cast as an area spell, it castrates creatures in a 10-foot-radius sphere. It castrates only creatures that have 10 or fewer hit points, and only up to a total of 120 hit points of such creatures. The spell affects creatures with the lowest hit point totals first until the next creature would put the total over the limit of 120. (Creatures with negative hit points count as having 0 hit points).

Phantom Cloths
For Unlawful Carnal Knowledge Illusion (Shadow) Level: Sor/Wiz 1, Trickery 1 Components: V, S Casting time : 1 action Range: Personal Target: You Duration: 1 turn/level (D) Saving Throw: None Spell Resistance: Yes When this spell is cast, the illusionist creates a quasi-real portion of clothing from a hat to a pair of boots or at higher levels a full set of clothing. This clothing is semi -illusory and at 1st and 2nd level it is black, but at higher levels the caster can add additional colors. Caster Level 1 2 3 4 5 6 Number of Articles of Clothing Made 1 2 3 4 5 6 Number of Colors 1 1 2 2 3 3

Power Word, Disrobe


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

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points within a 15 radius sphere. Duration: Instantaneous Saving Throw: None Spell Resistance: Yes When power word, disrobe is uttered one or more creatures of your choice are immediately disrobed, weather the creatures can hear the word or not. It affects the creatures with the lowest hit point total first, selecting subjects one at a time until the next target would put it over the limit of 100. (Creatures with negative hit points count as having 0 hit points.) All of the affected creatures clothing fall away from their bodies, leaving them naked apart from the boots they are standing in. If they are not standing, their footwear is removed as well. This includes any armor but does not include helmets, hats or jewelry. Affected creatures lose their next action and are flat-footed until the following action, for obvious reasons. Hit Points Up to 50 51 to 100 101 to 200 Duration Permanent 1d4+1 minutes 1d4+1 rounds

At the end of the duration, their feathers will magically grow back over the period of 1 round.

Power Word, Rut


For Unlawful Carnal Knowledge Conjuration Level: Sor/Wiz 1 Components: V Casting time : 1 action Range: Close (25 ft. + 5 ft. /2 levels) Target: One male mammal Duration: 1 hour/level Saving Throw: None Spell Resistance: Yes When this spell is cast, the recipient gains a condition of sexual excitement and productive activity. This reflects in the recipient as a gain of a +2 modifier for every three levels of the mage to dexterity with respect to having sex. Thus, this spell won't affect any other aspects of dexterity; only sex. Also due to his hyper state, the recipient gains a +1 enhancement bonus to hit. Furthermore, two points of intelligence and one point of wisdom are lost; and one point of charisma is gained. These bonuses end when the spell ends.

Power Word, Kneel


Encyclopedia Magica Conjuration (Creation) Level: Sor/Wiz 6 Components: V Casting Time: 1 action Range: Close (25 ft. + 5 ft. /level) Target: One creature of one or more creatures within a 20-ft.-radius sphere Duration: Instantaneous Saving Throw: None Spell Resistance: Yes When a power word, kneel is uttered, you can either target a single creature or let the spell affect a group of creatures. If this spell is targeted at a single creature, that creature kneels before the caster if it has 90 or fewer hit points. Targeted at an area, power word, kneel, it kneels creatures in a 20foot-radius sphere. In this way it affects only creatures that have 15 or fewer hit points, and only up to a total of 200 hit point of such creatures. The spell affects creatures with the lowest hit point totals first until the next creature would put the total over the limit of 200. (Creatures with negative hit points count as having 0 hit points.) Creatures affected by the spell are prone, and have to make a moveequivalent action to stand up. Arcanos originally researched Power Word, Kneel.

Precision Polymorph
Wizards.com Spellbook Transmutation Level: Sor/Wiz 5 Components: V Casting Time: 1 action Range: Personal Target: You Duration: 1 hour/level (D) Spell Resistance: Yes As Polymorph Self, but with extra functionality. Before the spell can be prepared, it must be decided what the caster will be polymorphing into, and precisely what changes need to be made. This requires some research. An individual can be studied in minute detail and this spell could duplicate the person with a 2d4 hours of study of the creature. Generally this requires the individual to be willing, although the person could be tricked into it, for instance, if the wizard was pretending to be a tailor. A corpse will work, but it takes an additional 1d4 hours because the wizard cannot observe the creature alive. If internal modifications are to be made, a dissection is in order. Some knowledge of anatomy or books on the subject would be extremely useful in this. To make a complex internal adjustment takes a few days of research, while to do something simple (like omit a kidney) takes only a few hours. Like the Polymorph Self spell, the wizard can easily reproduce himself. During the spell's duration, the wizard may switch between his own form and any that he has researched. Unresearched forms cannot be assumed, even if the wizard could normally do so with a Polymorph Self spell due to the precision needed of this spell. Example: In one of TSR's Drizzt books, a wizard used a Precision Polymorph spell to switch the location of his brain and his bowels. This was in anticipation of a battle with Mind Flayers. Because the Flayer's mind numbing cone was aimed at the head, and the wizard was close enough, his brain wasn't affected. And when the Flayer dug its tentacles in to suck outs its brain, all it got was foul tasting fecal matter. The wizard stood triumphantly while the Flayer ran away to be sick somewhere.

Power Word, Pluck


Earin of Walworth Conjuration (Creation) Level: Sor/Wiz 8, War 8 Components: V Casting Time: 1 action Range: Close (25 ft. +5 ft. /2 levels) Target: Feathered creatures with up to 200 total hit points within a 15 radius sphere Duration: See text Saving Throw: None (see text) Spell Resistance: Yes This spell creates a powerful wave of energy that explosively plucks all of the feathers from one or more creatures. It affects the creatures with the lowest hit point total first, selecting subjects one at a time until the next target would put it over the limit of 200. (Creatures with negative hit points count as having 0 hit points.) Due to the violent nature of the de-feathering, anyone within 10 feet of an affected creature must make a reflex save for half-damage from the quills firing from the subject(s). 1d6 of damage is inflicted for each plucked creature within 10 feet of the unfortunate person. This includes other plucked creatures. Only creatures with feathers are affected. If the creature is capable of flight, it will no longer be able to fly during the duration of this spell. The duration of the spell depends on the total hit points of the affected creatures:

Ray of Depletion
Wizards.com Spellbook Necromancy Level: Sor/Wiz 2, Brd 3

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Component: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes A shimmering ray springs from your hand to disrupt the mental fabric of psionically empowered beings, causing them a loss of power points. You must succeed at a ranged touch attack to strike a target. The ray of depletion affects only targets possessing psionic power points. Non-psionic beings hit by a ray register some momentary unpleasant sensory awareness, but not so much as to disrupt an action or concentration. Affected targets suffer a temporary loss of a number of psionic power points equal to 1+ half the attacker's caster level (round down). Thus a 10th-level caster would deplete 6 points. The victim's available psionic power point total can never drop below 0. Lost psionic power points are regained through normal means. Components: V, S Casting Time: 1 action Range: 10 feet Target: 1 person Duration: Instantaneous Saving Throw: Fortitude Negates Spell Resistance: Yes The victim of this spell feels a forceful slap across the cheek. Creatures must save vs. spell or be distracted and adjust their initiative by 1, dazed by the blow (spell-casters must make a concentration check to continue casting a spell).

Sonic Blast
Wizards.com Spellbook Evocation [Sonic] Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: 5 ft. wide to close range (25 ft. + 5 ft./2 levels) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes You generate a deadly beam of sonic energy from your outstretched hand that deals 1d6 points of damage per caster level (maximum 10d6) to each creature within its area. The sonic blast may shove creatures in the area back along the path of the spell. Any creature failing its saving throw must make a Strength check (DC equal to damage inflicted by the spell); those who fail find themselves bull rushed directly away from the caster as if by a Large creature with a Strength score equal to the damage the spell inflicted. The spell moves with the target; see the bull rush description in Chapter Eight of the Player's Handbook for details on attacks of opportunity, stability modifiers, etc. If a creature is shoved back into a solid barrier such as a wall or a strong door, the creature sustains an additional 1d4 points of bludgeoning damage. Like a lightning bolt, the sonic blast damages or destroys objects in its path. If the damage caused to an interposing barrier such as a closed door shatters or breaks through it, the sonic blast may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier. Material Components: A tiny glass cone.

Seduction I
For Unlawful Carnal Knowledge Enchantment (Charm) Level: Sor/Wiz 1 Components: V, S Casting time : 1 action Range: Close (25 ft. + 5 ft. /2 levels) Target: 1 person Duration: 2 turns (D) Saving Throw: Will Negates Spell Resistance: Yes This spell is used by enchantresses (some enchanters have customized it for their use). This spell causes the affected person (of up to 4 HD or Levels) to cast aside all weapons, armor, and clothing, in an attempt to have sexual relations with the enchantress, leaving the victim virtually defenseless against attacks from the enchantress or any other character or creature. There are seven level variations of this spell (Seduction II at second level, Seduction III at third level, etc). The spells and the difference in area of effect are as followed: Seduction II - 6 HD/levels or less Seduction III - 8 HD/levels or less Seduction IV - 10 HD/levels or less Seduction V - 12 HD/levels or less Seduction VI - 14 HD/levels or less Seduction VII - 16 HD/levels or less Seduction VIII - 18 HD/levels or less

Sterility
Universal Level: Clr 3, Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft. /2 levels) Target: 1 Person Duration: 3 turns/level Saving Throw: None Spell Resistance: Yes This cantrip is the wizards' form of birth control. It is 100% accurate and can be performed on anybody who consents to it. Clerics have high-level spells to accomplish this, but only wizards have such a simplistic form of birth control.

Sex Change
For Unlawful Carnal Knowledge Transmutation Level: Sor/Wiz 6 Components: V, S, M Casting time : 1 action Range: Close (25 ft. + 5 ft. /2 levels) Target: 1 creature Duration: Permanent Saving Throw: Fortitude Negates Spell Resistance: Yes This spell causes the victim's sex to change. Thus, a male becomes female and vice-versa. After the change, the victim must make a willbased saving throw to avoid passing out for 1d10 turns from the stress of the transformation. The DM must make sure the victim of the spell acts in the manner appropriate to the sex. If not, then the spell doesn't really seem powerful.

Stinking Clod
Earin of Walworth Conjuration (Creation) Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. +10 ft. /level) Target: One creature (see text) Duration: 1 round/level Saving Throw: Fortitude Negates

Slap
For Unlawful Carnal Knowledge Transmutation Level: Sor/Wiz 0

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OGL House Rules


Spell Resistance: Yes Stinking Clod causes a creature to emit nauseating green clouds of gas from his person spreading into a 30 foot radius, 20 foot high cloud of flatulence. The subject of the spell suffers only minor effects and is aware that he is the source due to the discomfort and noise caused by the constant passing of amazingly large amounts of flatulence. The discomfort causes a 1d4+1 penalty to dexterity for the duration of the spell. Living creatures in the cloud are nauseated (fortitude negates), making them unable to attack, cast spells, and so on. The only action a nauseated character can take is a single move (or move equivalent action) per turn. These effects last as long as the character is within 20 feet of the clod and for 1d4+1 rounds after he or she leaves the cloud. (Roll separately for each character.) Those who succeed at their saves but remain in the cloud must continue to save each round. Material Component: A rotten egg or dried dung. reveal magical functions (as identify would), only mechanical operations. The spell is used most often to help casters understand the nature and use of an object from another technological level (such as a firearm found in a world where such weapons don't normally exist), or to gain some clues to extremely complex gadgets or puzzles. If used in the latter manner, however, this spell can prove very, very dangerous. Using understand object to figure out how a trapped device operates can be disastrous, as the spell does not distinguish a harmful non-magical trap from any other gadget! And, since the spell starts with the easiest or most general effect first (and traps are often much easier to trigger than non-trap functions of an item), understand object may just tell you how to kill yourself. For example, a character might cast the spell on three interlocking rings found on what appears to be the locking mechanism of a box. The first use of the spell tells the caster that the interlocking rings are, indeed, a locking mechanism and they have to be turned in a certain way to cause a needle to spring out of the box (a trap, though the spell doesn't tell the caster that). On a second use of the spell, the caster learns that turning the interlocking rings also can cause the box to open. Since the interlocking rings have no other function, further uses of the spell reveal nothing. If opening the box causes a fire trap to go off in the opener's face, which is not revealed, since fire trap is a magical effect. But when the spell is used in its most basic way, it can be a boon to adventurers who encounter technological items and strange objects that they have no way of understanding without help. New exotic weapons, high-tech gadgets, and the like are the province of understand object.

Tweak/Goose
For Unlawful Carnal Knowledge Transmutation Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft. /2 levels) Target: 1 Person Duration: Instantaneous Saving Throw: Will Negates Spell Resistance: Yes This cantrip causes the victim to feel the sensation of being "tweaked" or "goosed" as if by an unseen forefinger and thumb. The portion of the body being tweaked must be seen by the caster and be uncovered by armor. Intelligent, medium or smaller sized creatures are distracted (adjusting their initiative down by one). In addition, spell-casters must make a concentration skill check to avoid losing any spell being cast. The caster must make a tweaking motion with his hand in order to affect the spell.

Wombthief
Wyrmul Transmutation [Teleportation] Level: Cleric 4, Midwife 4 Components: V, S, DF Casting Time: 1 full round action Range: Touch, Close (5ft +1/lvl caster) Target: The unborn of touched creature. Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes If the touched creature is pregnant, the unborn child is teleported out of the womb to somewhere the caster can see within range, including another female. The target can make a will save to stop this from occurring. If the child is transported out of it's mothers body before it is ready it must make a Fort save DC equal to 10 + amount of weeks it is early, or the child dies. If the child is transported into another female the new mother must make a Fort save DC 15 plus modifiers or take 2d3 Constitution damage and abort the child. Transplant Mothers of same Race Mothers of same Family Mothers are siblings Original mother Dying * Modifiers do not stack Modifiers -2* -3* -5* +3

Unbutton/Untie (Button/Tie)
For Unlawful Carnal Knowledge Transmutation Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft. /2 levels) Target: One object Duration: Instantaneous Saving Throw: None Spell Resistance: Yes By means of this cantrip, the caster can magically cause the object of the magic - thread, string, cord, rope, and button - to untie or unbutton itself. The reverse ties or buttons the object.

Understand Object
Wizards.com Spellbook Divination Level: Brd 1, Sor/Wiz 2 Components: S, M Casting Time: 1 minute Range: Touch Targets: One touched object Duration: Instantaneous Saving Throw: None Spell Resistance: No Understand object determines the non-magical functions of an object or technological item. The caster must handle or touch the object throughout the casting time and spell duration to gain any knowledge. If the item has more than one function, the spell identifies its most general or most likely use. Casters can gather further information about the item only through additional uses of the spell. Understand object does not

This spell was created by a barren, vindictive, sorceress whose husband had sired an heir with a commoner. She came in the night and stole the child from her husband's lover and brought it to term on her own. The spell was later used by her son as a means of torture and intimidation until his death. The spell was found by a cleric who had been involved in the son's overthrow and death. She used the spell to save the life of mother and child during dangerous pregnancies on more than one occasion.

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OGL House Rules Equipment


Magic Weapons
Shadow Bow (Elvencraft)
Price: Body Slot: Caster Level: Aura: Activation: Weight: 55,430 gp - (held) 6th Moderate (DC 18) evocation See below 2 lb. Melee 1d6+2/1d6+2 20/x2 Bludgeoning Missile 2d4+2 20/x3 110 ft. Piercing 26th 30th Special Purpose: Defeat the servants of Shar. Dedicated Power: Step into Shadow on itself and wielder (+50,000 Gp, Ego 15). Lesser Power: Deathwatch continually active (+2,700 Gp, Ego 16). Price: Body Slot: Caster Level: Aura: Activation: Weight: 74,690 gp - (held) 11th Strong (DC 22) Illusion Spell Completion 2 lb.

Staff of the Shadow War

Dmg (M): Critical: Range: Type:

Simply drawing your fingers in the air near this ghostly translucent bow causes it to string with an arrow of pure shadowstuff. The shadow bow acts as a +2 ghost touch composite longbow that accommodates a user of any Strength. When not in use, the shadow bow appears unstrung. If a shadowcaster makes the gesture of pulling back on a bowstring, a bowstring of pure shadow forms to accommodate her desire. It can fire arrows of pure shadow that deals 2d4+2 points of nonlethal damage. The arrows do not suffer a miss chance when used against incorporeal creatures. The bow can be used to fire normal or magic arrows, but in such causes the bow to not confer its arrow of dusk damage. In addition, the wielder can use the bow to make power shots. To do so, before making attack rolls, choose a number to subtract from your attack rolls up to Umbra's base attack and add the same number to the damage dealt by the bow with any attack that hits. The penalty to attack rolls and bonus to damage rolls last until Umbra's next turn. Being thicker and heavier than a typical longbow, it is specifically designed to function as a +2 ghost touch shadowstrike quarterstaff when used in melee combat. A character wielding the shadow bow can freely interchange melee and ranged attacks during the same round. When wielding the shadow bow, the user threatens the squares around him no matter how he last used the weapon. Magical enhancements to the shadow bow only affect its use as a bow. Enhancements to the melee capabilities of the weapon must be made separately. Prerequisites: Craft Magic Arms and Armor, arrow of dusk. Cost to Create: 27,715 gp; 2,217 XP; 55 days. Base: 730 [Masterwork Darkwood Elvencraft Composite Longbow], +0 [Shadowy Trait]. Melee (each head): +8,000 [+2 Weapon Bonus], +10,000 [+1 Ghost Touch], +2,000 [Use Activated Power Attack Feat]. Missile: +8,000 [+2 Weapon Bonus], +10,000 [+1 Ghost Touch], +1,000 [Use-Activated Arrow of Dusk] +2,000 [Use Activated Power Attack Feat] -6,300 [-30% Requires Specific Class to Use]). Later Melee (each head): +7,500 [Shadowstrike: CL 15, Strong (DC 22) illusion], +48,000 [+2 Unholy]. Later Missile: +48,000 [+2 Unholy].

This +2 darkwood quarterstaff seems to leach light from its immediate vicinity, reducing the ambient light within a 20 foot radius by one level (Bright light becomes normal, normal becomes shadowy, and shadowy becomes dark). This is because it draws energy in order to recharge itself. During the night, it regenerates a single charge. If it spends an entire day in nighttime darkness or shadowy illumination, it recovers 2 charges. An entire day in darkness or on the plane of shadow allows it to recover 4 charges. If this staff is wielded by a divine caster with access to the darkness domain, this staff allows the use of the following spells: Armor of Darkness (1 charge) Blacklight (1 charge) Darkbolt (1 charge) If wielded by a character capable of casting mysteries, it acts as a Shadow Magic Staff allowing the user to use all of the mysteries from the Dark Terrain apprentice path and the Ebon Roads initiate path. Carpet of Shadow (1 charge) Black Fire (1 charge) Clinging Darkness (1 charge) Step into Shadow (2 charges) Pass into Shadow (2 charges) Voyage into Shadow (2 charges)

Traveler Items
Dememorizer
Price: Body Slot: Aura: Activation: Weight: 0 gp - (held) None (Technological) Standard Action, provokes AOO 0 lb.

Shadow Bow Item Familiar Progression 1st Invest Life Energy, Invest Skill Ranks, and Invest Spell Slots. 7th Sapience: Int 10, Wis 10, Cha 12, Ego 4, AL NE. Senses, Communication. th 10 Improved Senses: Darkvision 60' 14th Lesser Power: Detect Magic at will (+3,600 Gp, Ego 5). 18th Increased Sapience: Int 12, Wis 12, Cha 16, Ego 9, AL NE. telepathically communicates in common. nd 22 Greater Power: Deeper Darkness 3/day. This ability emanates from the bow (+16,000 gp, Ego 11).

The Dememorizer is a six inch long cylindrical device featuring three protruding crystals, one button and is capped by a light-emitting crystal. When activated, the item emits a series of flashes so fast that it almost appears as a single flash of light. It affects all creatures within a 30 foot radius. The dememorizer is a sight-based mind-affecting device. Any creature incapable of normal vision or has his vision protected (such as with shaded glasses) is immune to its effect. Furthermore, the item only functions on creatures with an Intelligence score of 3 or more. Affected targets suffer 1d4+2 rounds of stun. Anyone attempting to implant new memories during this period will be able to so with a successful Bluff check (DC equals the subjects Wisdom score + any saving throw modifiers against mind-affecting effects or enchantments). The Dememorizer is an elaborate device that must be activated according to the rules for Traveler technology.

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OGL House Rules Open Game License Version 1.0a


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