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They came in the night, a song so mournful and bittersweet I felt the whole world

stopping. I will never forget that sound. It still keeps me awake on full moon nights,
too terrifying for a survivor to ever live normally again. Nothing prepared us for the The depths of the seas and oceans of Toril are home to many creatures, some benevolent
carnage. We set out from Calimport with the final destination being Baldurs Gate;
and many not so. Many cultures tell tales of beautiful, joyful mermaids saving sailors at
the weather was good and the ship took on full speed. All were in bright moods.
sea, but few recognise their older cousins: sirens. These graceful creatures are dedicated
predators preying on marine fauna and other humanoid races alike. Their guiles secure
certain death for anyone foolish enough to fall for them. Their culture remains a largely
Everything changed on the night of crossing the vicinity of Fort Beluarian. We steered
undiscovered wonder. Few of those who face a siren live to tell the tale.
clear of the reefs and sunken debris when their fiendish dirge hit. Then, The Dawnstars
lower deck began to be flooded, a giant hole letting all the water in. Busy with trying Race: siren
to stem the flow, we werent prepared when the singing started; still, it rendered us Alignment: any
utterly helpless, most of the crew staring like cattle out to the sea where something Hit Die: D8 (unless class taken has lower)
started to stir. I remember that moon elf, the conjurer we picked up to counter bad Class Skills:
winds, falling to his knees as he shrieked to cover the ears. Next thing we saw as the Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft Siren Armour (Int),
level of the water approached the upper deck was half a dozen women, took them for Craft Underwater Basket Weaving (Int), Handle Aquatic Animal (Cha), Heal (Wis), Hide
elves at first, just stronger cheekbones and some olive skin. My first mate, Jowan, shot in Water (Dex), Spring Forwards/Jump (Dex), Knowledge (Underwater Dungeoneering)
for the gunwale, looking drunk as a skunk as he grinned back at the things. As if (Int), Knowledge (Seas of the World) (Int), Knowledge (Marine Life) (Int), Listen (Wis),
completely oblivious to their scaly tails, he reached out to the closest one leaning on Move Silently (Dex), Profession Sailor (Int), Ride Humanoid (Dex), Search (Int), Spot
the wood. She pulled him into the sea before he got to scream, biting into the back of his (Wis), Survival (Wis), Swim (Dex), Perform Sing (Cha), Use Rope (Dex).
neck. Fellow went limp instantly even before she started eating. The wizard fought Skill Points at 1st Level: (6 + Int modifier) 4.
back, trying to hit one with his staff as he cast something fire-based and shouted to
Skill Points at Each Additional Level: 6 + Int modifier.
shrug it off. He didnt make it. Another leaped at the deck, the tail glistening in the
light of the waxing moon as she pulled the poor man into the water. He flailed about
as she flung her arms around him. I got a brief sight of webbing sprouting from between
the fingers. Magic had to be at work, because we heard him cursing and rallying us as
he vanished in the beasts deadly embrace. I I think she took him as a toy. They did
bite straight into most of my men, remember? Guess if I was a lass, I would rather go for
the wizard than Jowan, bless the poor sops soul. The creatures took half of my crew
down before some of us managed to partially regain our senses. When we attacked
back, their lot summoned some mist. We couldnt follow. Thank Sashelas the lifeboat
housed us all. I took those who escaped to Fort Beluarian. The company compensated
us, but none of us would ever be the same after the song.

I will never forget how it felt. Before he went down, the elf tried to shield me with some
spherical spell, guess it made the song die down over time, because I managed to force
myself to cover my ears, but before it, I was ready to follow them to the darkest depths.
Reasoning came later. How can something so beautiful be so cruel? I swear on high,
Sirens possess fin spikes in their tails and ears as well as sharp teeth and webbing
I take every curse I threw at the wimpy conjurer while working with him back.
between fingers (both retractable). These bony forms count as natural weapons (1D4,
critical x2, piercing damage); the tail can be used as a bludgeoning weapon (1D6, critical
x2, bludgeoning damage) through slam attacks.
Taman Hahpet, ex-captain of The Dawnstar and survivor of a siren manhunt,
interviewed by Lavinia Underbough, bard employed by the Keeper of Tomes of
Candlekeep to gather data on sirens, 1333 DR.
Racial bonuses:
+1 CHA. Sirens are naturally apt at emphasising their natural grace to suit their goals.
+1 DEX. The constant force of water hones a sirens body.
-2 WIS. Sirens lead sheltered lives under the sea and find themselves rather reckless.
Size: medium
Base speed: swimming 60 ft, land 20 ft (if moving through means like magical devices or wheel-based vehicles; a siren can also crawl at 10 ft)
Racial languages: Common (only spoken), Aquan.
Favoured class: Sentinel of the Deep Blue
Double DC to be put under sleep spells and effects; +2 racial saving throw bonus against enchantment spells or effects. Low-light vision. When underwater, a siren
who merely passes within 15 feet of a secret or concealed door is entitled to a Search check to notice it as if she was actively looking for it.
+7 Swim, Knowledge Marine Life, Perform Sing, Craft Underwater Basket Weaving
Any siren, regardless of her chosen class(es), automatically begins with 7 ranks in Swim, Knowledge Marine Life, Perform Sing, Craft Underwater Basket
Weaving and Profession Sailor. On every subsequent level, one rank is added to each of these skills free of charge (unless she decided to permanently leave the
waters of their tribe and did not pursue a seafarers career; in this case, only Swim and Knowledge Marine Life advance in this fashion). Any member of the race
starts with Weapon Finesse and Alertness for free; additionally, her stat for Swim and Spring Forwards/Jump is DEX rather than STR. A biological trait allows sirens
drink saltwater with no penalties.

Weapon and Armour Proficiency:

A siren is proficient with the following simple weapons:


Aye f course I know of em sirens. Bloody monsters. They
- the dagger, drown sailahs to eat em an take da tre- tra- STUFF.
- the punching dagger,
- the club, Real lookers, each f em though. Gotta get dat last wish, no?
- the shortspear, Mah brutha says they turn into hoomans, sorta, evry fool full
- the spear,
- the longspear. moon. An then ya could get lucky if ya know what I mean.
They are also proficient with the following martial weapons:
- the shortsword, Gerbo the Gross, patron of The Busty Mermaid tavern, Calimport, interviewed
- the longsword, (spelling retained) by Lavinia Underbough, bard employed by the Keeper of Tomes of
- the scimitar, Candlekeep to gather data on sirens, 1333 DR.
- the rapier,
- the trident,
- the two-handed trident (stats of the greatsword, piercing damage type).

Sirens are proficient with light armour designed for their kind (see Craft Siren Armour skill and Improvise Siren Armour ability); this applies to arcane casters as
well, provided the armour is made for them; Sentinels of the Deep Blue are additionally proficient with shields (except tower shields). That said, the favoured
combat style, Abyssal Whirlpool, requires the longsword and either a dagger or a longsword, whereas tridents and spears are wielded as two-handed weapons or
paired with shields.

New skills:

Craft Siren Armour (Int). Sirens bodies require special designs for their armour. This skill functions exactly like the regular Craft Armour, except the products
fit only sirens and never rust when exposed to water.
Craft Underwater Basket Weaving (Int). A tradition among every siren tribe, underwater basket weaving teaches patience in awaiting prey and resourcefulness
required by the ones living under the sea. You can create baskets, bags, backpacks, pillows, mattresses, and above ten ranks, even clothes. None of these objects
deteriorate through exposure to water; similarly, food stored in containers created through application of this skill spoils at half the usual rate.
Handle Aquatic Animal (Cha). Like Handle Animal, but limited to aquatic fauna.
Hide in Water (Dex). Like Hide, but only underwater.
Spring Forwards (Dex). Sirens learn to leap upon their prey when it is distracted to sever the spinal cord. Like Jump, but adjusted to the siren physique.
Knowledge (Underwater Dungeoneering) (Int). You have either outright inhabited a sunken building of another humanoid race or simply had experiences
traversing such places. It also applies to any underwater cavern system.
Knowledge (Seas of the World) (Int). You possess a working knowledge of various bodies of water around Toril, including cultures of aquatic humanoids and
some of the land-dwelling races inhabiting the shores. Like Knowledge (Geography), but limited to seas, oceans and their coastlines.
Knowledge (Marine Life) (Int). You possess a working knowledge of aquatic flora and fauna. Like Knowledge Nature, but limited to aquatic creatures.

New abilities:

Track (underwater). Like a rangers Track, but limited to aquatic environments.


Abyssal Whirlpool. The martial arts employed by the merfolk in the depths of the aquatic abyss. A definite way to fight underwater, a much more obscure style few
of their kind learn is adapted to fighting on land. It requires quite some strength in the tail of a mermaid or siren; as such, its practice is half to impress and half to
enable the practitioner to become as effective as possible. Obviously sirens, unlike their mermaid sisters, employ their natural weapons as well, making the style
drastically more lethal. As such, a lady with just a dagger, clad in exotic armour, might look less threatening due to her lower half being that of a fish, but extra care
should be taken as not to be sliced in half. Like Two-Weapon Fighting, but adjusted to siren physique.
Improved Abyssal Whirlpool. Like Improved Two-Weapon Fighting, but adjusted to siren physique.
Abyssal Whirlpool Mastery. Like Greater Two-Weapon Fighting, but adjusted to siren physique.
Improvise Siren Armour. You can make adjustments to armour designed for other humanoids to make it fit you.

Culture:

Sirens inhabit most old bodies of water present on Toril as


long as they are of sufficient size to vanish beyond the reach
of other humanoids after a successful hunt. They tend to live
in underwater cave systems or sunken ruins, although there
are rumours of siren cities as well. Elaborate vents they
build disperse heat towards forges where the sturdiest of
sirens do their metalwork. Most sirens loathe the warmth to
a degree and favour the ice cold of the sea such is the cold
nature of their hearts.

While omnivorous, they prefer the diet of a predator.


They take to hunting rather early despite their rather long
life cycle as meat is most often best if eaten instantly,
however they are also known to drag prey down to be
boiled over heat vents, which is an excellent example of
siren culinary arts: as they are incapable of seasoning food
underwater due to spice getting washed off, they rather
bundle meat up in rolls and fill them with any seasoning
they can acquire, mostly from trading ships.
The morality of sirens is pretty straightforward: if it belongs to a surface-dweller, killing them makes you the owner of their belongings. Still, they do not employ the
same rules towards their own and rather deem the next in line to inherit any possessions from their parents if they die. Theft is most uncommon as most groups of
sirens are just one big family and they share the essentials with each other. Trading between different siren families does occur, mostly in regard to siren-forged
items or enchanted objects looted from a sunken ship. Their societys economy strongly relies on barter. A quirky if somewhat morbid own currency exists
employed beneath the waves which most merfolk (sirens and mermaids, but also other dwellers of sentience) accept. The need for it stems from two facts: half the
coins from the surface simply rust too much; moreover, there is no institution which would make surface money worth anything to them. As such they use drowny
pearls (crystallised eyeballs of drowned surface dwellers) as a valid currency. Not every surface dweller comes with two eyes and the crystallisation process takes
some time. Meat is most commonly used for barter as every siren favours one kind over another, with poultry, pork, beef and firm land game considered delicacies.

Most sirens learn combat when they go for a hunt with their family, however some train or are trained in underwater caverns without any water to learn the
ancient arts of fighting on the dry. Such sirens are quite rare and fanatically devoted to protecting their territories. If one spots a siren above water armed with
a dagger and a longsword, they should keep utmost distance whilst engaging one. Warriors are exclusively female: due to the legends of their kind, males
physically smaller and frailer, with a 1:3 ratio in the populace are limited to the strict vicinity of whatever dwelling the family inhabits.

Not much is known in regard to siren customs. Most of the lore is passed from generation onto generation orally as carving the Elven script used by the Aquan
language is time-consuming and tiring. The society of sirens can be quite interesting in regard to gender roles based on physical dimorphism between the sexes as
well as the relative rarity of men among
their race. What little study there is When the world was still young, the People rejoiced in being the only rulers of the waters. AluOSi smiled upon Her
generally agrees on the role of the male creations, for She knew they were magnificent in their form and shape. But some sires were not content with their place
being limited to the household in order to in life. They plotted and schemed to take land, which was then only inhabited by wild beasts, pure in their savagery, and
ensure the future of the species. A sirens
ultimately entered it on the night of the full moon, bringing some of our grandmothers with them under guise of
curious biology is directly linked to the
moon cycle. They can reproduce only on lovemaking. For this trespass for the lack of appreciation of who we are is the greatest sin in the eyes of AluOSi
nights the full moon, during which they She denied them their siredom. They became the accursed who could never again enjoy the boons of the Goddess,
become frenzied, grow elflike lower forced to witness the debasement of their full moon forms, weak and mewling, never to return to the waters.
halves (implying some degree of truth in The faithful sires who remained wept for their treacherous brothers, scarring themselves to show their mourning and
the legend of AluOSi, or the Water forsaking nourishment. They felt they failed the People.
Mother, the only known siren goddess,
research being particularly difficult to AluOSi took pity on both, allowing the weak ones to survive on land at the cost of their culture, and sustaining the
both the sirens elusiveness and the fact faithful during their self-imposed atonement. It purified their souls and minds, imbuing them with flickers of the
they have own names for their deities,
Goddesss own magic they then taught the daughters and the sons, but it took the toll on their bodies, which became
fast to brand anyone suggesting
similarities a heretic interestingly, the frailer, as they are up to this day. The Great Exodus proved sires, while not evil, cannot be entrusted with the most
name can be traced back to Elven) and demanding of tasks. Their peaceful nature thrives best in the safety of the home cave where they serve as our
prepare to mate with each other or lorekeepers, masters of the shellfish farms and artisans. The pure creatures nearly of legend, they must be protected at
members of other humanoid races. all costs and never allowed to venture out towards the shore lest the outsiders whose ancestors were the vile brethren
Usually, due to the taboo against who abandoned the ways of the People deceive them once more.
interacting with firm land imposed on the
males, only sirens couple with outsiders. carving on a stone tablet fished out of the waters near the ruins of Mezro, Chult, translated from Aquan to Common
by Orryn Sindriblaen, gnome diviner and expert of siren studies at the fortress-library of Candlekeep, 1342 DR.
Such unions produce only sirens, unless powerful magic is at work. Then again, in this case the intercourse itself would be entirely optional. Meanwhile a siren
father, if mating with a non-siren, results in the baby of the mothers race without exception. The mating calls echo in the full moon nights, frequently dooming
sailors, fishermen and random humanoids happening to hear them to certain death once the siren has tired of them. All sirens are naturally capable of singing: it is
tied into their very being, their voices luring weary sailors into their doom. Their magic is tied to their voice as well. A siren must use her voice for a spell (their
magic is based on verbal components), typically singing a simple incantation to cast a spell. Proficient siren spell casters have among the finest voices; silencing
a siren by magic or through employing more practical means robs them of most of their magic. as some can still cast, albeit extremely weakly (every DC to cast is
increased and DC of saves of targets must be lowered by half), by humming. Additionally, it should be noted that sirens voices can be and are often used in a more
primal sense as their screech can physically hurt anyone in earshot anyone but another siren. The ones endowed with the most powerful voices are said to be able
to simply scream a storm into being and shatter entire ships with their voice, no magic required, however such is the fabric of legends and most commonly untrue.

Most laymen believe sirens to be mythical women of considerable beauty matched only by their wickedness and lust. While indeed all specimens
spotted along the shores of the Sea of Swords or the Shining Sea are infallibly female, extensive arcane research largely reliant on highly specialised
scrying has uncovered the race indeed has two sexes. Scholars engaging in delicate divinatory rituals targeting siren territories report, in their
momentary clairsentience, repeated sightings of smaller, less muscular shapes bearing some level of similitude to modern TelQuessir whose pectoral
areas, if bared, left no doubt as to their sex. These individuals were invariably engaged in activities of crafting or tending the shellfish farms, magical
study as well, frequently seen rearing siren offspring. A most fascinating account was given by Antinua Galanodel of High Forest, whose scrying
continued for long hours, allowing her to observe a male of indiscernible age nursing two girls as he went about what had to be teaching them the
traditional weaving techniques, until a female swam into the home cave, hauling a carcass of some unidentifiable humanoid she gleefully presented to her
kin. Then, she evidently sensed the seers presence, barked an order, to which the male quickly ushered the girls out, disappearing himself, and reached
for the longsword and the characteristic dagger sirens are known to employ in their traditional combat style. It can be considered a great misfortune to
science that Antinua did not spoke Aquan, for we could have gained a unique opportunity to prove or reject the subsequent theory that sirens, in fact,
possess a society not unlike this of the drow of the Underdark in regard to men being weaker than their women. The few artefacts uncovered during
expeditions to the depths and possible to be deciphered due to Aquan utilising the Elven script bear legends which appear to confirm it.
A conscientious scholar must remember that discoveries of the recent years heavily imply that male sirens classified as sires are rarer (about I:III ratio)
and rarely leave the immediate surroundings of their dwellings, with their female relatives ensuring they are constantly protected and shielded from
outside influence, possibly to guarantee purity of the blood with the higher numbers of sirens than sires. A most daring theory suggests sires can mate
with other medium humanoids just like sirens, however the offspring of a siren father is invariably the race of the mother the opposite of siren unions.
Further data remains to be procured.

Of the Depths by Orryn Sindriblaen, gnome diviner and expert of siren studies at the fortress-library of Candlekeep, 1324 DR.
Sentinel of the Deep Blue spellcasting is different from both divine and arcane casters. It is directly linked to the sirens affinity for water, storms (including forms of
controlling wind and lightning) and mind control. Researchers argue for similarities and differences between forms of connection to the arcane of wizards,
sorcerers, bards, clerics and even druids. Some spells are falsely benevolent, allowing the subject to walk on water or breathe underwater they are used in hunting
for disposable playthings, or for humanoid larders. A siren need not prepare their spells like wizards or clerics do; spells cast count against the limit per day. To be
able to cast again, a siren needs to trance for four hours like an elf (exhibiting some physiological kinship with them) and submerge at least a limb in water of any
kind for a full round. In addition, they have access to every Summon Monster spell, however it can only be of aquatic type (or be otherwise connected to the shore).
A siren may become a different caster class, but must trade the Sentinel of the Deep Blue spell list for the list of her non-siren class. The casting stat for sirens is CHA.

Level 0: http://www.d20srd.org/srd/spells/enthrall.htm
http://www.d20srd.org/srd/spells/acidSplash.htm http://www.d20srd.org/srd/spells/falseLife.htm
http://www.d20srd.org/srd/spells/createWater.htm http://www.d20srd.org/srd/spells/fogCloud.htm
http://www.d20srd.org/srd/spells/ghostSound.htm http://www.d20srd.org/srd/spells/gustOfWind.htm
http://www.d20srd.org/srd/spells/knowDirection.htm http://www.d20srd.org/srd/spells/holdPerson.htm
http://www.d20srd.org/srd/spells/lullaby.htm http://www.d20srd.org/srd/spells/hypnoticPattern.htm
http://www.d20srd.org/srd/spells/purifyFoodAndDrink.htm http://www.d20srd.org/srd/spells/shatter.htm
http://www.d20srd.org/srd/spells/rayOfFrost.htm http://www.d20srd.org/srd/spells/shatter.htm
Level 1: http://www.d20srd.org/srd/spells/silence.htm
http://www.d20srd.org/srd/spells/blessWater.htm http://www.d20srd.org/srd/spells/soundBurst.htm
http://www.d20srd.org/srd/spells/charmPerson.htm http://www.d20srd.org/srd/spells/suggestion.htm
http://www.d20srd.org/srd/spells/chillTouch.htm http://www.d20srd.org/srd/spells/touchOfIdiocy.htm
http://www.d20srd.org/srd/spells/colorSpray.htm Level3:
http://www.d20srd.org/srd/spells/cureLightWounds.htm http://www.d20srd.org/srd/spells/callLightning.htm
http://www.d20srd.org/srd/spells/curseWater.htm http://www.d20srd.org/srd/spells/createFoodAndWater.htm
http://www.d20srd.org/srd/spells/detectSnaresAndPits.htm http://www.d20srd.org/srd/spells/crushingDespair.htm
http://www.d20srd.org/srd/spells/endureElements.htm http://www.d20srd.org/srd/spells/deeperDarkness.htm
http://www.d20srd.org/srd/spells/entangle.htm http://www.d20srd.org/srd/spells/deepSlumber.htm
http://www.d20srd.org/srd/spells/faerieFire.htm http://www.d20srd.org/srd/spells/dispelMagic.htm
http://www.d20srd.org/srd/spells/hypnotism.htm http://www.d20srd.org/srd/spells/glibness.htm
http://www.d20srd.org/srd/spells/mageArmor.htm http://www.d20srd.org/srd/spells/lightningBolt.htm
http://www.d20srd.org/srd/spells/magicMissile.htm http://www.d20srd.org/srd/spells/meldIntoStone.htm
http://www.d20srd.org/srd/spells/magicStone.htm http://www.d20srd.org/srd/spells/quench.htm
http://www.d20srd.org/srd/spells/obscuringMist.htm http://www.d20srd.org/srd/spells/searingLight.htm
http://www.d20srd.org/srd/spells/rayOfEnfeeblement.htm http://www.d20srd.org/srd/spells/sleetStorm.htm
http://www.d20srd.org/srd/spells/shield.htm http://www.d20srd.org/srd/spells/snare.htm
http://www.d20srd.org/srd/spells/shockingGrasp.htm http://www.d20srd.org/srd/spells/stinkingCloud.htm
http://www.d20srd.org/srd/spells/sleep.htm http://www.d20srd.org/srd/spells/vampiricTouch.htm
Level 2: http://www.d20srd.org/srd/spells/waterBreathing.htm
http://www.d20srd.org/srd/spells/acidArrow.htm http://www.d20srd.org/srd/spells/waterWalk.htm
http://www.d20srd.org/srd/spells/cureModerateWounds.htm http://www.d20srd.org/srd/spells/windWall.htm
http://www.d20srd.org/srd/spells/darkness.htm
Level 4: http://www.d20srd.org/srd/spells/dispelMagicGreater.htm
http://www.d20srd.org/srd/spells/airWalk.htm http://www.d20srd.org/srd/spells/findThePath.htm
http://www.d20srd.org/srd/spells/blackTentacles.htm http://www.d20srd.org/srd/spells/heal.htm
http://www.d20srd.org/srd/spells/controlWater.htm http://www.d20srd.org/srd/spells/windWalk.htm
http://www.d20srd.org/srd/spells/cureCriticalWounds.htm Level 7:
http://www.d20srd.org/srd/spells/dominatePerson.htm http://www.d20srd.org/srd/spells/acidFog.htm
http://www.d20srd.org/srd/spells/enervation.htm http://www.d20srd.org/srd/spells/chainLightning.htm
http://www.d20srd.org/srd/spells/hallucinatoryTerrain.htm http://www.d20srd.org/srd/spells/controlWeather.htm
http://www.d20srd.org/srd/spells/iceStorm.htm http://www.d20srd.org/srd/spells/cureSeriousWoundsMass.htm
http://www.d20srd.org/srd/spells/modifyMemory.htm http://www.d20srd.org/srd/spells/eyebite.htm
http://www.d20srd.org/srd/spells/rainbowPattern.htm http://www.d20srd.org/srd/spells/freezingSphere.htm
http://www.d20srd.org/srd/spells/shout.htm http://www.d20srd.org/srd/spells/regenerate.htm
http://www.d20srd.org/srd/spells/solidFog.htm http://www.d20srd.org/srd/spells/shoutGreater.htm
http://www.d20srd.org/srd/spells/stoneskin.htm http://www.d20srd.org/srd/spells/sunbeam.htm
http://www.d20srd.org/srd/spells/wallOfIce.htm http://www.d20srd.org/srd/spells/sympatheticVibration.htm
Level 5: Level 8:
http://www.d20srd.org/srd/spells/callLightningStorm.htm http://www.d20srd.org/srd/spells/cureCriticalWoundsMass.htm
http://www.d20srd.org/srd/spells/coneOfCold.htm http://www.d20srd.org/srd/spells/demand.htm
http://www.d20srd.org/srd/spells/controlWinds.htm http://www.d20srd.org/srd/spells/earthquake.htm
http://www.d20srd.org/srd/spells/cureLightWoundsMass.htm http://www.d20srd.org/srd/spells/polarRay.htm
http://www.d20srd.org/srd/spells/dream.htm http://www.d20srd.org/srd/spells/powerWordStun.htm
http://www.d20srd.org/srd/spells/mindFog.htm http://www.d20srd.org/srd/spells/scintillatingPattern.htm
http://www.d20srd.org/srd/spells/mirageArcana.htm http://www.d20srd.org/srd/spells/sunburst.htm
http://www.d20srd.org/srd/spells/mislead.htm http://www.d20srd.org/srd/spells/trapTheSoul.htm
http://www.d20srd.org/srd/spells/nightmare.htm http://www.d20srd.org/srd/spells/whirlwind.htm
http://www.d20srd.org/srd/spells/permanency.htm Level 9:
http://www.d20srd.org/srd/spells/slayLiving.htm http://www.d20srd.org/srd/spells/elementalSwarm.htm
http://www.d20srd.org/srd/spells/songOfDiscord.htm http://www.d20srd.org/srd/spells/energyDrain.htm
http://www.d20srd.org/srd/spells/suggestionMass.htm http://www.d20srd.org/srd/spells/healMass.htm
http://www.d20srd.org/srd/spells/wallOfForce.htm http://www.d20srd.org/srd/spells/powerWordKill.htm
http://www.d20srd.org/srd/spells/wavesOfFatigue.htm http://www.d20srd.org/srd/spells/refuge.htm
Level 6: http://www.d20srd.org/srd/spells/stormOfVengeance.htm
http://www.d20srd.org/srd/spells/cureModerateWoundsMass.htm http://www.d20srd.org/srd/spells/wailOfTheBanshee.htm
Open Game License

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All rights reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means
copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension,
upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes
the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any
additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative
works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs,
depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters,
spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural
abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the
Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by
a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using"
means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the
licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of
this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by
the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your
original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open
Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT
NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark in
conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark.
The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy,
modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission
from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute,
judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware
of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Of the Depths, Copyright 2017, Melissa Macunado

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