Vulgo duermo ic luz ri caldul Azrul anki soovan ash gri lazdul Konsa ki ersat konsa carthasana La naris rewi lo nethul foala Yoit ki boru chu yoit gli maz Richu tercel grilau gra carthasana seaz Senda opala valra seho Yoit lego carne ic dim nel bo Miyas contara ic yoit anki tobenae Ayala chu lo as iet posle brenae Orea iksan quiem ic nil aca Ye imperi caldul oic ye nila - which, when translated -
Forged in death and bathed in blood For them slain the armed flood Control their power, control the world, All desire answered, all dreams unfurled. Nine souls bound to nine gems made Into a crown to hold the world's fate. When darkness rises with the suns of noon Nine armies will be destroyed, a young girl doomed The eons will pass until nine are gathered Once more to each other that they might be shattered Their fate to be returned and undone By royal blood - or else, by none.
Table of Contents This document is still in revision status, and therefore page numbers are still in flux. The table of contents is, unfortunately, one of the last things to be finalized in a book, so at this point only an outline of the document without page numbers can be provided. Chapter 1. In the Distant Past of Another World (Introduction) Chapter 2. Kindred Races • Dwarves • Elves • Gnomes • Half-Elves • Half-Orcs • Humans • Oyasini (Halflings) Chapter 3: Classes • Base Classes o Barbarian o Bard o Cleric o Druid o Fighter o Monk o Paladin o Ranger o Rogue o Sorcerer o Wizard • New Prestige Classes o Arcanist
o o
Listral's Hand Death Speaker
Chapter 4: Skills & Feats • Skills • Feats Chapter 5: Cosmology • Alignment • Deities Chapter 6: Magic • Descriptors • New Spell Rules Chapter 7: Rituals and Incantations • Spell Lists • Spell Descriptions Chapter 8: Setting Rules Chapter 9: The West Appendix I: Sorted Spells of the Core Rules Appendix II: Advanced Player's Guide Appendix III: Ultimate Magic
In the Distant Past of Another World Chapter 1 Welcome to my world traveler. I share some of its many wonders with you here upon these pages that you might be prepared for the days to come. If you are wise you will learn. If you are not, you will still learn, but at a far higher price. - Telsindria Hello and welcome to the Dusk setting. In this chapter we will discuss the culture, society and world of man upon the island of Telzoa.
The Telzoan World The people of the Dusk setting are known as the Telzoans as they live upon an island they call Telzoa. The island was named by conquerors from the south called the Malchani, and in their language the word Telzoa means “Fire Mountain.” The Malchani came to Telzoa some eight-hundred years ago and their empire has long since fell and faded into memory – though some ruins of the time remain. Many of the nobles of the island trace their lines to the officers of the Malchani armies. They settled in the east displacing the native people known as the Cuolshans and also dispersing elves, orcs, goblins, et al as they settled the coasts and lowlands. After a time they formed a nation called Dalsundria which controlled the eastern part of the island. Telzoa marks the northernmost reach of known human civilization, making it a frontier region of the world. They call their world “Carthasana,” meaning “All Earth and Sky.” The Telzoans are a xenophobic and troubled lot, with a history of internal struggles that have left their island scarred. Understanding the Telzoan peoples involves understanding how those struggles have shaped their attitudes about the outside world. As Telzoa enters its fifteenth century since the closing of the great gates to Selacdrual at Castle Semberholme, the kingdom faces the difficult task of reuniting itself or, failing that, the dread fate of falling in on itself. Although the people of Telzoa think of themselves as one to some extent, they've already begun to form the national identities of their baronies. Even as the nobility struggle to subjugate one another, the people struggle to continue their existence on an island as volatile as the tempers of their lords
Life and Death "Each life a circle. Each existence a chain." - Druidic Teaching. Life expectation in Telzoa is exceedingly low by our standards, with most folk dead before the age of thirty. Part of this is due to the infant mortality rates of the island - only half of all children born see their first birthday. Half this surviving number die before the age of five. The average woman in Telzoa will give birth twenty times, but only three of her children will see adulthood.
over the last hundred years. And the effects of 4 major earthquakes and one volcanic eruption in the last century cannot be overlooked in terms of their death toll, which may be as high as 90,000. If death is a far more familiar sight in Telzoa, its counterpart - birth - is as well. With no birth control available beyond the most primitive of forms, many sexual interludes will lead to pregnancies. Some Telzoan women bear children quite literally whenever they can. While this has lead to families numbering with as many as 27 children, it would also explain why so many women die at a young age of apparently natural causes. Marriage too often occurs very early – noble children have been betrothed at as young as five, but actual marriage doesn't occur until 9 at the very earliest (Even this is very rare - 12 is the usual age). Most women don't successfully bear children until 15 - those that do are often killed by the pregnancy. Despite all of this, faith remains strong upon the islands in the gods. Priests remain somewhat detached from the situation, and even if they can help they often won't, as disease is viewed as a manifestation of the will of the gods - a punishment for transgressions either in this life or in another. The general attitude towards life and death in Telzoa is that it is part of a never-ending cycle. Telzoans believe in reincarnation after a time - and that the acts in life are either rewarded in the paradises of Aborea or Valrea, or punished in the hells of Shuun and Sodrea. This afterlife lasts, according to most beliefs, for a century or so, and then most must return to life and begin a new test. Once all the tests are complete then the soul will reach its perfection and be allowed to rest for eternity. This belief, which pervades much of the priestly rhetoric given in the temples, helps to soothe the heartache of the populace.
Wealth and Trade "While you can't take it with you, you can enjoy your stay." Timmon Although the death rates in Telzoa are alarming, her population is growing. A combination of the censuses taken in 1300 SR place the number at or around 2,306,000, although this figure doesn't include demi-human races. Analysis of the Matachan Ruandi Nombren would indicate that the population in 1360 SR was around 2,615,000 and currently it is probably somewhere in the neighborhood of 3,000,000.
Not surprisingly, this mortality rate has an effect on the attitudes of the people concerning infants. Telzoans regard their very young children much as we would a family pet – with caring and affection, but the expectation that death may take them at any moment. Grieving is usually short for those taken at this precarious time. As children age and approach adulthood though, the attachment afforded them increases and at the age of fifteen the child is assumed to have reached majority.
The population growth has led to a growth in trade throughout the island and with its neighbors. Eastern Telzoa's chief products cross a wide range of goods. The island is rich in iron, gold and copper ore, so much so that gold has a lesser value as a currency on the island than elsewhere in Carthasana. Her agricultural products are dominated by wool, but this is supported by the growth of potatoes, rye, barley, wheat and oats. Eastern Telzoa also trades a large amount of finished goods with the nearby nations of Armandy and Telmandy. These nations, for their part, provide rare spices from the southlands, silver ores and gems and a trickle of rare fabrics brought up from the Estarian Empire far to the south.
Several factors conspire to maintain a life expectancy this low - plague and war chief among them. In the last century alone Telzoan scholars have estimated that the sporadic warring between the baronies has killed as many as 100,000. Smallpox and bubonic plagues have also swept the island several times along with a unique magical disease called Crimson Death. While priests magically abate the worst of smallpox and bubonic plague, the last outbreak of Crimson killed as many as 270,000 people. Predatory and poisonous creatures, most famously dragons, but also ranging from dragons to humble mountain lions and snakes account for as many as 7,000 deaths
Of the various industries on the island the textile industry is the fastest growing. Telzoan wool and cloths command high prices in Estarian markets, and the profit to be made in these ventures has not escaped the attention of the nobles of the island. As a result, in the last hundred years there has been a dramatic growth in the amount of sheep enclosures on the estates of the island. While in most areas this hasn't caused too much trouble, in some areas it has caused food shortages. This is particularly true in Alsland, where commoners sometimes complain of being starved to death
by the sheep. The balance of trade shift this causes is more than a little dangerous - the fields of Telzoa, what with their rich volcanic soil and fairly temperate, if geothermically induced weather, is the only favorable area to grow foodstuffs north of the Calishmere. There is some terrace farming done in the cliff-lands of Armandy and in Telmandy, but the output of these farms is barely sufficient to support these nations and can little afford to export to Telzoa should the increased sheep-herding on that island cause a shortage of some type in the future. Within the island trade is mostly dealt with on a barter basis. Nobles typically tax their charges in terms of a number of foodstuffs, such as chickens, cattle, vegetables and wood chords. Players be warned that coinage is not used in most areas, and money holds value equal to its weight and purity. Most gold pieces are alloyed with silver such that they only count for half value outside the jurisdiction of their minters. To further complicate matters, no less than 24 nations and cities are printing money somewhere on the island. Despite this trade is on the rise, and several countries have made inroads to attempt to standardize currency. Dalsundria and Dabrinia have been the most successful in this endeavor.
Nobles & Commoners "I will never understand why one minority sect of your society treats all the rest as dogs." - Trishdare, Elven Sorcerer Telzoans have an interesting sense of what separates the gentle classes from the rabble, tied mostly to idleness - the ability to pursue earthly pleasures whilst avoiding earthly work. This is not to say that Telzoans are lazy, but the noble Lord who does no direct work is held in higher esteem than the actor who's trade does not require manual labor, but is meager in its own right. The actor in turn holds more prestige than an artisan such as a cobbler, who does work with his hands but does not work out of doors. Those who's lot it is to till the land are held in lowest regard, especially if their work is indentured for crimes or past debt. The actual distribution of wealth is indeed stark - 90% of the wealth of the country is in the hands of 6% of the population. This upper tier of nobles also control 85% of all the land in Telzoa that is under human control. The power enjoyed by these families is enormous - and their shifting allegiances are the principle agency by which the Succession Wars have been continued, on and off, for the last 200 years. There are only 15 families in Telzoa with heraldry dating back to the arrival of the Malchani. Beyond this core are only around 42 more families that have lands and titles granted by the self-styled kings that control the twelve baronies of the island. The middle classes are still considered, along with the nobles, to be "gentlemen." This hodgepodge group also contains the landless nobles who are, as a rule, the second and third born sons of the landed families, denied lands and titles by the predominate inheritance system of primogeniture. Knights, priests, scholars, entertainers, lesser government officials and persons of similar station round out the group. Craftsmen may or may not be included in this group - blacksmiths certainly aren't, but whitesmiths (those who work in soft metals, particularly silver and gold) are. This class holds considerable power in the cities and their wealth has earned them some begrudging respect from the upper nobles who often find themselves in need of their services. It can be assumed that most "adventuring" characters, such as the role the PC's most likely fit, fall into this social strata and as such are charged with the modes of behavior appropriate to their station (the details of this are to be detailed further in the book). The commonfolk who work the land are not considered gentile in any way, and are often the butt of jokes and derision of the upper classes. Despite their lowly stasis though, their role is important enough that they do enjoy some basic rights under common law. Telzoa society's classes are fairly locked down, and while movement does occur through the ranks, it is rarely more than one or two steps in a single generation. Those who attempt to fight their way up the social ladder are usually admired by those beneath them; begrudged respect of those who are their equals, and disrespected by their superiors. The two main exceptions to this are priests and wizards. Priests have their own hierarchy based primarily on merit (depending on the temple). Wizards are feared universally by non-wizards, and they are so lacking in number that they
rarely attempt to striate themselves within their own number (so far as is known by the commonfolk). There have been some half-hearted attempts to keep the rabble in their place, most famous of which are the sumptuary laws. These laws prohibit the wearing of expensive cloths and jewels by those of low station. As a rule, these are almost never enforced, and even when they are such enforcement is by moderate fine. There are also innumerable loopholes in the law that have found themselves placed there over time. One of the principle obstacles to their enforcement is the ready proof of station. Only high nobles carry badges of heraldry to prove their lineage, and the sumptuary laws are not so specific as to limit cloths to them. Thus, in the end, the only effective obstacle in what a character can cloth himself in is what he can afford - although players should be warned that bureaucrats are infamous for using little known laws to advance their cause.
Riot and Disorder "The peasants are revolting - that much is known at all times. Pray then that rank alone is their offense, as opposed to arms." - Quip from the play A Noble Supper Between the harsh conditions imposed by nature and the harsh conditions imposed by those in power, it should not be surprising that several times in Telzoa's history that armed revolt by the peasantry has occurred. Typically these rebellions are put down in brutal and sometimes gruesome fashion. That only one rebellion The Merchant's Rebellion in Dabrinia (1343) - has been successful and hundreds have not hasn't daunted those who would move against the powers that be. Most of these uprisings have been pell-mell attacks that collapse on themselves. Most of the participants are slain, the leaders hunted down and publicly executed, and then the nobles usually rectify the problem that caused the uprising in the first place - provided that is convenient. The afore mentioned Merchant's Rebellion can be measured successful since it ended King Maidoc of Milicsundria's control of Dabrinia and established the island nation's independence. Fought between 1343 and 1345 SR, it took advantage of the fact that Maidoc had already weakened his resources in a vain attempt to pursue territorial rights in Telmandy. In its wake Dabrinia has become on the surface the most forward thinking territory of Telzoa, although it is rife with political maneuvering between its powerful merchant families. Other rebellions have met more ignominious ends. The so-called Barley Rebellion of 1306 in Dalsundria is a typical case. Provoked by several bad harvests, a rumor somehow got started that then Duke Charles Orlanis was stockpiling huge amounts of barley and grain for export to Hone Rae despite the fact his people were starving. The two weeks of fighting and insanity ended with the perpetrators being burned at the stake in the marketplace at Ultan. Many of the riots that have occurred in Telzoa have shared several causes. Most of the time a shortage of some type, usually food, compels the rebellion. At other times festivity simply gets out of hand and turns ugly. Classic times for this to occur include the Rizaldi Tunis (Rose festival), the Hula Tunis (Harvest-tide festival) and the new year's celebrations. These outbreaks are to be expected and sometimes even go somewhat unpunished depending on how much blood is spilled during the confusion. More insidious, at least from the noble point of view, are planned rebellions. Paranoia comes cheap on an island of near constant civil war, and chief amongst the targets of the fear are adventuring companies. These well armed groups often gain some amount of fame from their exploits, and as their popularity grows so too grows the suspicions of the nobility. Wise kings know to keep very close tabs on the allegiances of these well armed, well trained, and often magically adept groups so they do not become a threat - or can be removed at the first sign of being a threat. Wizards and sorcerers in particular are kept closely watched - for they had a key
role to play in the Merchant's Rebellion, which was successful - a fact not lost on anyone holding power in Telzoa. Adventurers are advised to tread lightly and move often.
Legal Status of Women "You call me fair, beautiful and super-praise my body. Never forget my wit, or my power" - Queen Tiliansia Women are denied many basic rights throughout most of Telzoa, especially once they consent to be married. Single women are the charges of their fathers or uncles, but in the absence of each of these they can hold and inherit property, run a business, sign her name or affix her seal to legal documents or even sue at court. Most women in this position are widows, as fathers and uncles usually try to get their unwed daughters and nieces married as soon as they can afford the dowry and find an appropriate suitor. Neither men nor women have any legal right to choose their spouses – this is decided by their parents. Women do not traditionally gain political office unless no men are present to inherit. Even then it is unclear how far into other family branches one can go in search of a male heir before a female heir is accepted. This is a particular point of contention in Dalsundria, where Princess Nelaria Ellery Tuval is the direct heir to Elgrel's throne, yet her uncles each conspire to take this from her or at least act as her regent whether she wants this to occur or not. There are exceptions to this rule of course, but as mentioned previously most of those exceptions are widows. The most famous case of this manner is Teresa Orlanis, Duchess of Dibili and the matriarch of House Orlanis. Baroness Jalsi and Baroness Mintrube of Ultan are two more examples of powerful women in Telzoa on the local political scene. On a national scale one of the most famous figures is Queen Tiliansia of Hone Rae. A highly intelligent and endlessly crafty individual, this half elf has kept her country out of many wars through virtue of her unwed status and the manipulation of powerful suitors, including Prince Parsifal of Poc Sian. Married women do enjoy some power. She is the primary heir to all his estates until she bears a male heir. Further, she can legally divorce him, but by strange quirk of Telzoan law, he cannot divorce her. In the role of wife many women have mastered the art of husband manipulation in order to continue to enjoy some freedom and independence. Within careers women usually advance as their merits allow. This is particularly true in those priesthoods that admit women, and it should be noted that there are several priestly sororities - Cuane's priestesses most famous among them. Women tend to take to the art of magic more readily than men and there are, as a result, more female wizards than men. Among the ranks of warriors and knights are women seen least often. Women are not generally as strong as men, and this, combined with the chauvinistic nature of most military orders has limited their numbers in this profession. The parity between male and female rogues is about even - as this is a field where personal skill and aptitude alone are the keys to both success and survival.
The Telzoans and “Others” "Racism exists where understanding does not - the two cannot coexist." Telsindria Non-human races exist outside of Telzoa’s social structure, and this presents numerous problems but also some unique opportunities for members of these races. Legally the Telzoans recognize elves, oyasini (halflings), and gnomes as “civilized” races. Despite this, they hold almost no legal rights beyond a right to live and not be killed or robbed without cause. Depending on the region and relations with races in the area though even these rights can disappear. This is still better than the situation faced by other races that can be hunted and killed like animals without legal ramification. Telzoans have an even dimmer view of half-elves and half-orcs in most areas. The very existance of each these races drives a cold knife into the ideas of blood purity and human superiority. Half-orcs are particularly
reviled most circles and in some areas they can be killed like animals just as their orcish parents can. Despite all this, the amount of antagonism to be viewed between the local populace and any of the demihuman races is more likely than not to be caused by recent events rather than be triggered by long standing racial prejudices. Since most of the demihuman races live longer than humans they have learned how to avoid testing the volatile tempers of humans, especially large groups of humans. Nevertheless mob attacks on demihumans do occur from time to time, and anyone not of human race within the cities of Telzoa is highly advised to observe caution. Elves have perhaps the easiest time, so long as they can conceal their racial identity. It is a trivial matter for most elves to pass them off as adolescent boys or girls in the right costuming, and most do when traveling outside of their own domains. Nevertheless elves face some severe prejudicial laws in some areas. In Altania it is not against the law to kill an elf, regardless of the circumstances. In most of the other countries of Telzoa elves cannot testify in human court as they are deemed untrustworthy, expert liars. Most areas have a bounty out for any elven mage and many an unfortunate elf has been brought in for the bounty simply because he's able to read. In other areas elves are more accepted. While the laws in Dalsundria are still barbaric where elves are concerned, the people don't seem to notice even openly costumed elves overmuch particularly in the cities. In Hone Rae they are held in the highest regard - but this is to be expected perhaps in a country with a populace composed of at least 40% half-elves, and nearly everyone in the country has an elven parent within 3 generations of themselves. Dwarves can't conceal their identity as easily, but their skill in "useful" crafts, particularly weapon smithing, has kept them clear of most admonishment, except from jealous human competitors. Still, dwarves distrust humankind, especially in light of the treatment of the elves in recent generations (the Black Week massacres in Pildania, were as many as 40 elves were rounded up, drawn and quartered is still spoke of in dwarven and elven circles). Dwarves want no part in such insanity, and unlike the elves they see no reason to believe that the Telzoans will change their ways unless they want something - and then your only safe until they get what they want. Hence dwarves maintain a cold relationship on the island with the Telzoans. They also harbor a collective grudge for the failure of humankind to help them when Kilidzear was destroyed. Halflings are the least seen of the "common" demihuman races in Telzoa. They refer to themselves as “Oyasini” and most people in Carthasana follow suit. The halflings native to Telzoa almost exclusively stay west of the wall, and only the rare few adventurers come out of those domains to mingle with humankind. Of those folks who've seen an halfling, the vast majority have only seen the males, or Oyasoi. Females (oyasi) are too rare and valuable to the race to be readily found outside their clan-holds, despite the fact that the females run the society from those clanholds (a concept that boggles the minds of more than a few knights told of the fact). Oyasi that do make these sorts of journeys take special care to conceal their wings from casual observance, as they (rightfully) fear that the more ignorant members of the Telzoan populace would accuse them of witchcraft or of being demons. While individual gnomes often manage to make individual impressions on Telzoans, as a race they are held as a great unknown. Few indeed are the humans that can remember seeing a grouping of gnomes, and some believe that they aren't a race at all, but aberrant dwarves - a belief dwarves actively deny and gnomes ignore while they continue to smile and nod. Very much the great enigma to humans, gnomes would prefer to keep things that way lest they fall upon the kind of hatreds that humans have espoused to the other races from time to time.
While humans may dislike elves, distrust dwarves and ignore the small folk, their feelings for orcs are very plain: hatred. And the feeling is mutual. However, orcs are pragmatic enough never to pass up on an opportunity to fight as mercenaries, and as a result most of the fighting that orcs have been involved in since Hanial's War have been as mercenaries. And while human lords won't turn orcs loose on any task requiring finesse, supervision, or non-combat related skills, they will certainly hire them as ready, and usually willing, cannon fodder. Trick is, human paymasters often assign the orcs to assignments that virtually assure half of them are killed reducing the actual pay that must be made. In return, orcish chieftains usually only send good troops to human commanders that have proven themselves willing to use those troops well. Others are supplied with inexperienced or outright green troops. This habit has led to the assumption by many lords that orcs are weak. That is a dangerous assumption - for the orcs remain some of the best fighters in the region, and they've repeatedly proven themselves to be among the better soldiers of the world. Goblins, on the other hand, mostly deserve their reputation as fierce but utterly incompetent fighters. Goblins actually perform better than orcs in small groups though, and orcs recognize this fact and make extensive use of goblin scouts. Telzoans claim to despise goblins, but most can't tell them apart from orcs - as indeed the differences between the two races are about as slight as the differences between elves and humans. Goblins avoid confronting humans in large numbers, but enjoy preying on individual travelers and virtually any other target of opportunity they can find. All the nations of Telzoa have a bounty out goblin scalps, and all goblins realize that going into a human city is just asking to have that bounty collected. Kobolds are at once the most dangerous and most maligned of the "goblin" races, despite being physically the weakest. Kobolds are opportunists like the goblins, and use highly structured units to make up for their physical weakness while exploiting such opportunities like the orcs. Kobolds have become masters of making sure that any misbehavior on their part is blamed on the goblins. For their effort they are actually able to carry on trade with the Telzoans of some regions, particularly in Altania, where one band of kobolds has figured out how to spin spider's silk into cloth and garments. They have been able to demand and gain very high prices for these items. While kobolds aren't actively hunted in most regions, they are still viewed with disdain and fear, and they know it. Kobolds traveling among humans usually do so in comparatively large robes to conceal their stature.
Magic & Miracles
Outside the council the only known society of wizards are the Academy in Hone Rae. This organization actively teaches magical arts to those willing to pay the price of tutelage. As a result the Academy has become quite wealthy, even if they've demonstrated a marked willingness to teach almost anyone with either a great amount of money or a great amount of talent. Whispers abound of wizardly involvement in history, but outside of a few isolated episodes there presence can never be proven conclusively. Why this is remains unclear to outsiders. Perhaps it is because wizards enjoy the prestige the mystery brings. Or perhaps something far darker is being hidden by the ancient masters. As for priests, they and their magic remains quite open and overt. Most priesthoods will grant a spell boon for sufficient donation and penance to the temple - and as a result most of the temples have become quite wealthy. Some of the finest buildings on the islands are the monasteries, with which few mortal buildings can compare. Noble trust of the priesthoods has always been uneasy. The temples have been given roughly 10% of the land in Dalsundria, and there are more than a few manors ran by this or that abbot. What worries the nobles most is the sheer power the temples of the way have over the heart of the people - both through magic and also through faith. But they dare not move against the priests, and would instead maneuver the priests against each other, relying on their historical hatreds of each other to keep their powers in check and their forces occupied.
History While it is possible through the consultation of elves, dragons and other long lived races to trace the history of Telzoa back a couple of milenia, this section will only address what the Telzoans know themselves of their history which is, with the exception of some scattered legends, limited to the last four-hundred years. For the most part it is only the nobles and the temples that track history to any great degree. Commoners rarely worry about events beyond their own experience and those of their parent’s generation. Hence the ongoing war between the nobles is, to the commonfolk, the only condition they’ve ever known. They, sadly, cannot remember a time when their nation wasn’t embroiled in civil war.
"It never ceases to amaze me what faith and will can conjure." - Telsindria The role of wizards in the history of Telzoa has been one carried out mostly in the shadows. These mysterious figures of power are almost universally feared regardless of race, and male or female they are almost never shown quarter by their enemies. While there may indeed be five forms of magic, to the Telzoan commoner there is only one form of magic not granted by the gods - black. To this end, even when the local government doesn't sanction it, wizards are persecuted and often hunted, especially when they are weak in power. Most priesthoods do little to mitigate the situation. They view wizards at best as charlatan rivals - persons granted power by the dark gods yet tricked into believing they wield their power by themselves to fuel their ambition and arrogance. These factors have conspired to drive wizardry underground, but not completely from the island, or from history. Such is magic's lure that no amount of danger or social prejudice can drive everyone away from its grasp. Secretly wizards thrive in Telzoa. The most famous of the wizard orders among the commonfolk are the members of the mysterious Order of Tanzeos. Allegedly established by the brother of Otal I, Alblasker, the Order of Tanzeos is said to control those who would assault the crown, or the nobility with magic. Secretly they keep tabs on any magician of note. Publicly they register and track the heraldic badges from their offices in Merryville - and by some twist of fate they have managed to remain the only national office of Otal's Dalsundria that has not disintegrated with the breakup of the nation.
Origin of the Peoples "There are certain things that will never be found. A river without a source for one." - Telsindria The peoples who inhabit the island of Telzoa come from four stocks. The first, and most common, are the Dalsundrians, who speak the language that serves as a common tongue on the island, Dalsundrian. They include the nobles who came during the Malchani conquest of the island. The second group is the Cuolshan people who are, as far as is known, the original inhabitants of the island. Intermingling and intermarriage of the Cuolshans with the Malchani and later the Dalsundrians has led to their near disappearance from the island. The third group, the Telmish, where driven onto the island by the same orcs who destroyed the Malchani empire. They married into the Dalsundrian families and, with time, have disappeared as a distinct group in Telzoa though they hold a nation of their own across the Channel of Miandris that separates the island from the continent. The fourth, and smallest group, are the Jilini – a people from the distant south who occasionally wander the island in tribal bands. The Jilini are certainly the most transient, holding no lands and coming and going from the island on ships. To the current inhabitants these historical footnotes affect their language and religion. The Telzoan faith, Telensitary (“The Way”), was formed from the merger of at least three distinct religions, with isolated deities that may have came from a fourth. The
merger of peoples also has affected languages – while the people speak Dalsundrian many of their place names have Cuolshan roots. The peoples who came to Telzoa settled in over a period of four hundred years. For a time they were united under the Malchani Empire, but as that empire collapsed the island split into tribes with incursions of the Telmish. Telzoan history as a distinct subject usually starts with the collusion of those tribes, due in large part by the actions of King Mirand. He began his campaign in earnest around 870 SR and it ended in 986 SR when he captured and executed his last rival, Elsered.
The High King "Many men have been a King of Dalsundria. But Dalsundria has only known one king that was great." - Alblasker The son of Mirand would be fated to become the most famous of all the kings of Dalsundria, due in large part to the epic circumstances that erupted during his reign. Otal was crowned King Otal in 997 SR. He was the eldest of triplet children - his siblings being Princess Anatole and Prince Alblasker. He would be on the throne less than a month before he was forced to raise an army and wage a war of survival against the orcish warlord Tancher. It is unclear to this day how or why Tancher came to power when he did, what is clear is that he somehow amassed an orcish army over 20,000 strong. With this army in tow he struck into the southern regions of the eastern peninsula of Telzoa, in the areas now known as Threndis and Poc Sian. The conflict between the two armies lasted well over two years, and ended when Otal managed to isolate Tancher from the rest of his army and slay him. This having been done, the rest of the army melted away.
While Dalsundria had a regent queen in Alanis a generation before, many of the nobles balked at the idea of serving a woman. Nevertheless, Anne was crowned Queen Anne I. Her reign would last only two months before an assassin shot her in the stomach with a poisoned crossbow bolt. As she lay in the arms of her courtiers, who included Erin and Alan Yorick in their number she uttered a curse and prophecy that has so far went fulfilled - "No man shall ever unite this country." With those words she died. Until the orcs were vanquished the rivals for the vacant throne cooperated, but afterwards they fell into infighting, with Erin Tuval, Alan Yorick, and Stalnin Haskel as the chief rivals for the throne. Within a couple of generations the territories were further divided among their sons, with only Erin's line staying relatively intact.
Attempts at Reunification and Conquest "To give is easier than to take. To give is more rewarding than to take. So why do men take?" - Princess Anasa Tolie A great number of skirmishes have been fought between the kingdoms of eastern Telzoa since the first split in 1180, and in this introduction it serves little to no purpose to detail them all. Most of the notable ones are located in the timeline, and in the descriptions of each individual country the conflicts its citizenry have become embroiled in are detailed in full. The largest of these conflicts will be discussed in brief here.
"It is much harder to rule well than to serve well, so why is that one task hardest of all tasks - is the one so many men seek?" - Princess Anasa Tolie, in her diary
The first real attempt to bring the rebel kings back in line was launched by Miro IV in 1212 and would continue until 1223. Known as the Owl Ridge war for the location of a great many of the battles, neither the Dalsundrians nor the Milicsundrians gained any real headway unless their goal was to form a lot of bad blood between each other, bad blood that remains to the present, as Milicsundria and Dalsundria have fought no less than 8 times in wars of varying lengths. In the end the war died with its instigator, Miro IV. His wife, Sarah, sued for peace as soon as she had control as regent. The country had hardly settled down when Tezolan broke away from Dalsundria. This time Queen Sarah was not as pacifistic, and she ordered the rebels caught and beheaded. By the time she was able to mobilize any real force though, the rebel nobles had assembled an army of nearly equal size.
The latter half of Otal's reign as well as that of his son Elgrel I are often considered the golden age of Dalsundria. It was during this time that the many of the standing roads and major temples of the island were built. Local trade flourished and the Dalsundrian empire pushed it's holdings south into neighboring Armandy and east into Telmandy. Yet despite these glories the kingdom began to decay from within. The nobles became decadent and the common classes began rioting with increasing frequency near the end of the 12th century Sealed Reckoning. The fatal blow would come from without however, not within.
Such was the nature of the fractionation of the country. Alsland broke up when Alan's son and grandson (through different wives) decided to peaceably split the country rather than bow to one another. Milicsundria lost Pildania while weakened from the Owl Ridge war, and lost Dabrinia when King Maidoc exhausted his military and economic resources pursuing territorial rights in Telmandy. Creania broke off from Tezolan when the alliance was no longer convenient and when the priests of the island all but eliminated the nobility there.
In the year 1154 an orcish warlord known as Hanial attacked and destroyed a section of Otal's Wall, and then poured into Dalsundria with an army of enormous size. Human accounts of the time placed the army's size at nearly 100,000, but elven records and memories from the period put the estimate at a more probable 7,000 orcs. Regardless of the size of Hanial's army, their effect on Dalsundria was immediate, especially once Hanial successfully surrounded King Alskin I's army and captured him. When ransom negotiations with the orcish warlord broke down (and when, according to some records, Alskin slapped or spit on Hanial) Hanial executed the king and sent his severed body piecemeal back to his queen.
Hone Rae, as is its wont, presented the oddest case of all. During the reign of Elgrel II the region was established as a protectorate of the crown in 1107 for, according to the charter, "Persons of elven descent who are outcast either from their society, or ours." At that time the region was one of the last stretches of completely untamed wilderness left east of Otal's Wall. But by the time the fighting broke out between the would-be kings of Telzoa Hone Rae had become sizable sub-nation. When the true king became unclear the council of the country decided to declare their sovereignty, and did so with little notice from any of the other nations until well until the late 13th century when Hone Rae's wealth became readily apparent. Several attempts have since been made to subjugate the silvan state, but Hone Rae's rulers have become masters at playing each of the kingdom's rulers off of one another. It is currently understood by all the rulers in the region that it is better for Hone Rae to remain independent than for its libraries and, perhaps more importantly, its mages to come under the sway of another ruler. To date Hone Rae and its rulers have done their best to foster this uneasy neutrality, but even they’ve been invaded - most recently by Altania.
The rest of Otal's reign was a period of building. Otal repaired and built roads throughout the island to encourage it's trade, drove the goblin species to the west entirely, and built what would eventually become known as Otal's Wall to mark the western frontier of Dalsundria and guard it from goblin assault.
Hanial’s War
Alskin's lack of a male heir did little to slow down the Dalsundrian hunt for Hanial, which was redoubled after the king's death. Finally, in 1172 Erin Tuval raided the orcish camp and killed Hanial in his sleep. With their leader gone the orcs fell into disarray. Eventually they gained new leadership under Exeter, but he would not prove to be as effective a leader as Hanial, and his forces were soundly defeated at the Battle of Stone Bluff. After this victory though, the Dalsundrian forces fell to infighting to determine who would be the new king. At first Anne Tuval attempted to take the throne. As Alskin's lone daughter, she unquestionably had the strongest claim save for one flaw - her sex.
The Rise of Pentalism
Geography & Climate
"One people, One faith." - Priest Colsken, at the execution of several Pentalist heretics in 1392
"You cannot escape the ground you stand upon." - Meglar, Dwarven chief
When diplomatic ties were first established with the Estarian Empire by Dalsundria in mid-1370 a new religion from that distant land found its way onto the island. Known as Pentalism, or the "Five Paths." this new religion rebuked the idea that there were several hundred gods and put forth that their were only five. The religion began around 300 SR in Sandiem with the teachings of Cleric Gregory. Since then the religion that evolved out of those teachings has become the state religion in the Estarian Empire, and bitterly embroiled in war with "The Way" elsewhere. In Telzoa "The Way" had been unchallenged, but Pentalism is finding fertile soil amongst the middle class and some of the nobles. It is most popular in Dabrinia, but nowhere has it managed to debunk the standing religion or even get a temple built.
Telzoa is a geologically active land with multiple volcanoes, especially in the west. Everyone on the island has felt a noticible earthquake at some time, as this occurs at least once every five years. Highly destructive earthquakes occur on a less frequently cycle of around 30 to 60 years, and the last one of note was in the year 1395, so it is unlikely that another will occur soon. When earthquakes do occur on the island they are usually followed by tidal waves of varying magnitudes.
The established priestly courts of Telzoa have already begun to move to snuff out the religion, but unlike those they have fought before this religion holds equal appeal for the masses and, more dangerously, can't be tracked down to one point. Having already lost incredible amounts of ground to the Pentalists elsewhere, the priests of The Way in Telzoa do not wish to lose the considerable influence they hold now. Their current removal activities focus priority, naturally, on the Pentalist priests who are capable of magic. With the country still largely caught up in a political civil war, the leaders of the country not only would prefer to keep religion out as a side issue, but quell the priests from dividing precious man power from their own cause. For the most part, the established Way priests begrudgingly agree, but the Pentalist are attempting to convert rulers to their cause and make their attempts to hold their own kingdom, or conquer the others, into a holy cause. The situation is dire indeed, especially given rumor that King Salsis of Milicsundria may convert. There is already enough bad blood between Milicsundria and Dalsundria without the former changing religions and bringing all that entails into the mix. Yet it would seem that Salsis, who is known to consider himself abandoned by the gods of The Way, might do precisely that.
The Natural World The world around the Telzoans has shaped their culture in many ways. Telzoa is a harsh land of short summers and bitter winters punctuated by the occasional earthquake and even volcanic eruptions. These natural phenomena have given rise to much of Telzoa’s mythology and religion – though the Telzoans themselves believe fervently that their gods brought about these changes in the land and that these myths are indeed fact.
The Sky Above "All things begin in dreams, and dreams begin above - 'tis little wonder then that the dreamers face the sky." - Telsindria Carthasana’s sky would truly be alien to us. The sun she is in orbit about is known as Val, the life sun. This star is part of a binary pair, and it's smaller partner is called Sod, the dead sun. The center point of the pair lies well outside Carthasana's own orbit, but it is useful in descriptions to think of Val to be fixed and that Sod completes an orbit once every fifty years. It's distance fluctuates between 10 and 20 astronomical units - the distance of earth to the sun and, roughly, the distance of Carthasana to Val. Because of the distance to Sod, Carthasana receives no appreciable heat from it, only light. Still, that light is a thousand times as bright as the full moon, sufficient to turn the sky from midnight black to the dark blue we see an hour or so after sunset or before sunrise. Hence, for half the year, the world does not have night as we know it. Speaking of moons, Carthasana has three. The nearest, Shun, completes an orbit once every 36 hours, but this causes it to move across the sky backwards relative to the other two and pass through an entire cycle of phases while it does so. The second, Balcra, completes an orbit once every 6 days, and the third, Abora, once every 24 days. Their combined mass is less than the moon, but all are closer in than our moon and occupy roughly the same amount of space in the sky.
Telzoans have learned over time how to build on such unstable ground to some degree, and most homes can withstand modest to strong earthquakes without sustaining enough damage to destroy them outright. Temples and major structures are built with magical reinforcement when necessary, or at least under magical guidance to insure the buildings can withstand the restless earth. Eruptions are a different matter. Telzoans know the locations of each of the more powerful volcanoes and fear them. All of them are basalt volcanoes like Mt. St. Helens or Mt. Vesuvius, meaning they will explode rather than gently erupt like the Hawaiian volcanoes. Many local traditions have evolved around the volcanoes ranging from ritual sacrifices to the mountains of livestock or, although illegal, fellow humans. Char, the dark god said to rule the volcanoes is fickle in his behavior, and though his priests are reviled, they are protected somewhat by the volitale power wrapped within the mountains. The weather itself is also harsh and particularly active. Telzoa is a land surrounded by seas warmed by geothermal activity while Artic airmasses slam into the island during winter. Rain and snow is frequent, especially on the island’s west face where falls of as much as 10’ (2.1 meters) have been recorded. Winter is spectacular and fierce lasting three months of the ten-month year. It is followed by a highly rainy spring which turns into a humid though somewhat dry summer and late summer. Fall tends to be dry with only occasional rain, and the threat of forest fires sparked by dry lightning is ever present. This weather is reflected in the clothing of the Telzoans. Even in summer most dress fully as summertime temperatures are only around the 60’s and 70’s. At the height of winter temperatures can drop to –20 and below.
Rituals "What we do is part of who we are." - Telsindria The lives of most Telzoans are punctuated by rituals, of which four are of keen importance: Birth, Coming of Age, Marriage and Death.
Rites of Birth The beginning of life holds high significance to nearly all societies and the Telzoans are no exception to this rule. There are three ceremonies associated with birth as follows: Asiana, Madriana, and Nosiana.
Asiana The first ceremony formally recognizes and celebrates the pregnancy. It is a private ceremony that is held at home with only close friends of the family invited unless the parents to be are high ranking nobles, in which case the event is occasion to throw a large celebration, especially if the pregnancy is the first for the marriage. The involvement of a priest in this ceremony is limited to a blessing on the expectant mother, and this act may be carried out at a temple if the priest cannot (or more likely will not) go to the home of the expectant parents. The first Asiana also finalizes the consummation of the marriage bed.
The only act of special significance carried out in these quiet ceremonies is the choosing of the Anglecani, or "Angel Parents." This individual(s) will serve as the step-parents of the child should death claim the blood parents at some point in the child's life. Also it is traditional that a male noble child serve his squire training under his Anglecani should that person be competent and able to provide such training when the time comes. This high honor also has political repercussions in the case of royal children. Should the King and Queen die before the child is of age to take the throne it is the Anglecani who serves as the Regent to the throne. Given these facts it's not surprising that an Asiana is an elaborate affair for the nobility, but then again, aren't all things elaborate when the rich and powerful become involved. For the poor the Asiana may only involve the nuclear family but otherwise carry on without to much hoopla. Only the first or Asiana Primera receive special attention among the poor and there a couple of reasons for this. For the father the event marks the assurance that his bloodline will continue in some form, although total assurance won't be had until the child is proven to be male. For the mother the event marks the fulfillment of her womanhood. With this event she becomes the equal of her own mother in a sense, and for this reason the Asiana is a female dominated celebration where the actual ceremony takes place. The ceremony, whether at home or in temple, occurs along these lines. The couple stand before either the altar (in temple) or the hearth (at home) with the priest before them. He blesses them both, then a second bless is set upon the mother. Next the parents offer the Anglecan to the individual they have chosen for the task, and that individual accepts before the priest and swears to protect both the parents and the child. At this point the formalities are concluded and what occurs next is largely an issue of personal taste. As a general rule though the parents ironically separate to be with their sexual peers - that is the men congratulate the father in one room while the women congratulate the mother in another. Feasting may be (and often is) thrown into this mix, but on the whole the evening is segregated as a rule.
Madriana Essentially a Telzoan baby shower, this private occasion is held at about the middle of the third trimester. A friend of the mother to be or the Anglecani arranges it if that person is a she. Men do not take part in this ceremony for the most part, nor are any priests involved. Her friends give gifts to the mother and they spend part of the evening praying for a safe birth for both mother and child. In some areas the Madriana is not practiced at all, and in others it is a more elaborate affair with the whole village involved.
Nosiana In a sense this ceremony begins with the rigors of birth itself. Once the birth is complete the child is "set before the eyes of Tean" which is to say he or she is presented to the suns, then the true name of the child is called out. Within the next ten days the ceremony of the Nosiana is performed. The child is brought to a temple of Aurnon and there presents the child before three priests - one of Cuvanill, one of Tean and one of Matacha. The mother kneels on her right knee and calls out to the priest, "The one who speaks for the Mother of Mothers speak, for I seek her guidance." The reply she receives is "I am here child. Cuvanill guides you." Her next line is "The one who speaks for the Ever-watching Father speak, for I seek his protection." And the reply, "I am here child, Tean protects you." The two priests receive the child and place it upon the altar. The child is blessed by each priest which involves marking the forehead in ash powder and sprinkling holy water upon the child. As this is done the parents speak the true name of the child when prompted. Then the presiding priest of Matacha adds what is arguably the most ominous part of the ceremony, "Mother, speak the name of your child that all may know, that I may record it herein in this the Roll of Names." The elaborate reply is, "I call (him/her) (name), and may Oralea bless (him/her) with many years before (his/her) name is recorded again thereupon."
Now it should be noted that what transpires above is the consistent core of the ceremony. Other areas add their own distinctive touches, as do individual families. A royal Nosiana is a full day affair, while the poor may barely afford the cost to go to temple. Regardless of the amount of pomp and circumstance actually afforded the occasion though, it is an important one in the lives of all people - it is the beginning.
Rites of Passage "There is a special time in the lives of all people when the child without dies and the adult within is born" - Telsindria Telzoans celebrate four major coming of age ceremonies held at the ages of 9 and 15. Further the nature of these ceremonies is highly segregated by sex. The various coming of age ceremonies are held by many persons in Telzoa as cherished memories. Further, it is at this time that many Telzoans begin to walk the path they will follow in adult life.
Untalis Crindal Translating literally as "First Bleeding," this ceremony is held for girls after they experience their first menstrual bleeding, at between the ages of nine to as late as twelve. The ceremony is a solemn one with no men present, and it is usually held during the moon festival of Tiania that occurs immediately after the event. The ceremony is overseen by druids and held within their groves when possible. The girl (or girls, for it is not unusual for several to undergo this ceremony together) that are to undergo the rite are dressed in brilliant white cotton or linen dresses for the occasion and are unadorned by makeup, jewelry or the like before the ceremony begins. All others present at the ceremony are completely nude. As the ceremony begins they are lead by their mothers and elder sisters to the center of the grove, and there left while their relatives join the circle of druids at the grove's edge. Three matriarchs occupy the space between the girls and the ring formed by their sisters and mothers. The first represents Cuvanill, Goddess of Mothers. The second represents Cuane, Goddess of love. The third, and master of ceremonies is a priestess of Tiania, Goddess of Nature and Natural cycles. For about an hour hymns and chants are sung in praise of the three while the girls sit quietly facing out from the center stone of the grove. As this is concluded the priests approach the children. The first to speak is the priestess of Cuvanill. "I, who speaks for our Mother of Mothers, welcome you children. Today you pass from Chiantu my daughter's protection unto mine. Today you celebrate the first step of womanhood. Ayla! " With that said the children are motioned to stand. The ground beneath their feet begins to glow. The priestess of Cuane speaks, "Today thou art fertile. Today thou may bear children as your mothers, your grandmothers, and all the generations before. Ayla!! " The ground beneath the feet of the girls catches fire, but they and the priests next to them are unharmed by the flame. The priestess of Tiania speaks, "Today you have completed a circle of life, yet many circles remain before you. We shall continue to watch, we shall continue to pray, and we shall continue to guide. Ayla!!" The flames catch the girl's dresses and begin to burn them away. Some of the girls flinch in pain, and almost all present begin to cry. All the priests and women present begin to chant along with the girls, "All are born by us! Ayla!! All are nurtured by us! Ayla!! We are the keepers of the flame! Ayla!! We are the sources of the river! Ayla!! We are women! We are forever!! Ayla!!! "
The flames subside with a blinding light, and the girls are left as nude as their mothers and sisters. They are covered in sweat, but unhurt. With this the ceremony concludes.
Decandi The male companion to the Untalis Crindal has no biological signal, so the tenth birthday is used as the marker to celebrate this transition in life. At or around this point of the child's life he is taken by his father to the nearest temple of the branch of faith the father holds trust in. The child is put alone in a room (or in the center of a grove if druids are involved) and not given food or water for two days. The location is gradually heated (or exposed if outdoors). During this the boy is to meditate. Most fail to really do so during the whole time period, but those that are the most successful in this task do often garner the attention of the priests. Eventually the boy passes out and has a vision. The priest interprets the vision and it determines the vocation of the boy and to whom he is to be apprenticed (In theory. Some parents and children go against the vision and take up some other task). After this rather grueling test a feast is held in the child's honor at his home. The vision, the parent’s finances, and everyone’s personal tastes shape the details of this feast.
Rites of Marriage "We all live - never truly alone, and never truly together save with one - or without one." - Alisan, Priestess of Cuane Marriage is the most important pact a Telzoan will ever make. It forms a bond of trust and love that is never truly severed without great consequence. A spouse is seen as such a part of one that cutting them off is as serious as needing to amputate a hand or foot. Divorce can occur and be justified, but divorcee's are ostracized in Telzoan society all the same. The marriage ceremony itself is all that is covered here. Proposals of marriage and betrothals (in the case of arranged marriages) vary to wildly for an introduction to handle, but the marriage vows are one of the most consistent parts of the Telzoan religion. Priests of Cuane and Poen are preferred when handling a ceremony, but any married couple will do. That is the one caveat of the Telzoan wedding ceremony - it is not a priest, but another wed couple that marries one. Further it cannot be your parents. Since priests of Cuane and Poen invariably intermarry they are often chosen - further they have access to spells to further sanctify the marriage. The ceremony begins at dusk of the preceding day. From sunset to the ceremony itself it is considered bad luck for anyone of the opposite sex to see either member of the ceremony, and this is often enforced with the occasional exception given to overly doting parents. At morning the two are led to opposite sides of the ceremonial grounds in the nude, and then one at a time they walk to the center of the grounds alone. In the center of the grounds, also nude, are the priests or presiding couple. To the right of the priests are the bride's parents, and to their left the grooms - the three couples form a triangle. Parents may or may not be clothed for the occasion as determined by age and area. The bride and groom enter the triangle from the side of their parents. The words of the ceremony are as follows: Priestess: "Her enchanting lady," Priest: "And her eternal consort." Both: "Invest their power in us." Priestess: "Oralea [fate] has chosen that you to meet." Priest: "And you have chosen to love." Priestess: "This love has grown." Priest: "Hence you have brought it before us" Priestess: "For eternal blessed confirmation." Priests: "Shall we proceed?" Couple: "Yes" Priest: "Very well, Do you give your heart to this woman, that she shall never be alone; Do you give your faith, so that she shall never be in want of trust; Do you give your life, that she shall never fear harm; Do you give her your love, through which each of you shall be eternally strong." Groom: "I give my heart, none else can tame it; I give my faith, none else can claim it as she; I give my life, for none shall shame her while I live; and I give my love, with no restraint now or ever."
Priestess: "And do you accept what he will give?" Bride: "Yes, I, now and forever, claim his heart, faith, life and love!" Priestess: "Very well, Do you give your compassion, that he may never again know sorrow; Do you give your hearth, that his journeys may always find an end; Do you him give your mercy, so his wounds might find comfort; Do you give him your love, through which each of you shall be eternally strong." Bride: "I give my compassion, his tears are mine alone to weep; I give my hearth, his home is mine alone to keep; I give my mercy, his joy is mine alone to need; and I give my love, with no restraint, now or ever." Priest: "And do you accept what she will give?" Groom: "Yes, I, now and forever, claim her compassion, hearth, mercy and love!" Priestess: "Two came unto us," Priest: "Two as one depart," Priestess: "Two shall love forever." Priest: "Two shall ne'er depart." (The priests give a rose to the couple, and they place it tightly between their palms and face one another.) Priestess: "Cuane of the Roses" Priest: "And Poen of Song" Both: "Bless you, Unite you, and Free you, Two made One."
Rites of Death "The end which comes once and comes to all is always at hand prepare." - Matachan saying Much ado is made over the whether or not one will have peace or torment after they die, or in the cases of some of the evil sects of Telensitary, whether one receives torment or gets to inflict it. Hence placating the gods almost always has death in mind anyway. This said, funerals are for the living and not the dead. It is in these ceremonies that we remember the ones we loved and lost. Funerals serve the necessary function of allowing the living to find closure. As for the dead, they too need closure – an unburied or mistreated member of the deceased can come back to haunt the living in Telzoa, and some care is taken in Telzoan tradition to placate the dead. If one knows they are going to die they will seek the counsel of a priest of their patron god so that they might confess their sins before dying. If this is not possible a Matachan priest can take such a confession, any priest is preferable to none and at the very least someone should be there. Telzoans hate to die alone. When someone dies in a character's presence they are expected to know and to say the decorum or last rite. Delce de decorum trist Delce de decorum delenerum torum Translated this Liternanin phrase means "All are born hence, all are fated to die someday." The preparation of the body for burial takes only a few hours and if a priest is involved it will include castings of bless and gentle repose. The rich often have elaborate costumes prepared for their death, and the body is cleaned for its journey, but left undressed. Naked we enter the world, so too do the Telzoans deliver the bodies of the dead to their rest. Burial ceremonies begin at dawn when the body is set out for visitation. The friends and relatives of the deceased remain on the premises. Two hours before nightfall the body is taken to the local temple and the Incardra is performed by the priests of Matacha. During this ceremony the body lies just before the altar and the immediate children of the deceased form a semicircle around the casket. They are arranged from eldest to youngest from the right to the left of the body if it were to stand and face them. If the
parents or spouse of the deceased survive they stand on the rightmost hand before the children, although this is a rare occurrence, it is not unheard of. Behind them in a second row are any grandchildren. In the third circle come all other relatives, and these relatives make a full circle around body and altar if there enough of them. They are arranged starting directly in front of the altar and progress clockwise around the body in this order – siblings, uncles & aunts, cousins. A fourth ring is composed of all other friends to the deceased – in the case of royal or high noble funerals this ring will be arranged by pecking order and a fifth ring will be formed of the non nobles present. There will be one or two presiding priests – the first is always of Matacha. The second is determined by whether or not the deceased had a patron god (most do). In this case the god of the priest will be the same as the patron. The Matachan priest begins the Incardra by repeating the decorum. The second priest then recounts the deeds of the deceased, and this may take around a half hour. The Matachan priest then calls out to the spirit to behold those who have come to bid them farewell. Each person present then says their last words to the priest and concludes with, “I, [Name] bid
thee farewell.” It is customary to keep this last farewell under a minute or so, depending on how many folk must say their last farewell. In the case of very large ceremonies only the inner two circles perform this process. After each person says their farewell they turn away from body, and light a candle. When all have turned away the Matachan priest opens a copy of the Ruandi Nombren and sets it upon the altar, and then enters the name of the deceased into the book. He says what he writes aloud. The song of the Ruandi Nombren is sung afterward, and when this song is completed the Matachan priest slams the book shut. With this cue all present snuff their candle, and hold the wick as long as they can even if it burns them. All present bow their head as eight “Death Speakers” enter the ceremony room (or grounds) from behind the altar. They close and take up the casket, and deliver it to the burial grounds. After they leave the survivors are free to go. Some accompany the body to it’s burial grounds. In some areas the body is cremated on the spot.
The Kindred Races Chapter 2 Once we were all the same, before the first rebirth, before the schism. At that time the only peoples of the world where the Tal ‘Isan. There was a wizard-king, whose name was Mariel. He desired more than earthly power, and made war upon the heavens. He gathered his finest armies and laid siege to the plains of Valrea. And so enraged where the gods at his audacity that each army was changed to hate the others. So arose the goblins, the orcs, the bugbears and their lot. There were those who did not follow Mariel into the æther, but when his forces returned they began their assault. The remaining peoples where scattered by this blight to the four corners of the world. The survivors where blessed with powers of their own to stand off the assaults of the goblin races. So arose the elves from the forests, the men from the plains, the oyasi of the islands, the dwarves of the mountains and the gnomes of the swamps. Of the Tal ‘Isan, only a few remained, and their numbers have since dwindled in the succeeding wars to but five. I suppose if you asked one of them, you would learn if this story is true – after all, each race has their own version where they get to play the hero. Who knows what the truth is? It, like this summary, probably lies somewhere in the middle. - Teresa, Human Wizard The first chapter exhaustively detailed the world of men, for like most campaign worlds Carthasana is unquestionably human-centric. This chapter details the so called kindred races - those races which humans most frequently consort peacefully and which are introduced in the core rules.
Dwarves "Beware a cheery dwarf." - Berondibas, gnome wizard Denizens of the deep mountains, dwarves throw themselves passionately into any and every task they engage in. Producers of some of the finest arts or all types in the realm of Carthasana, dwarves are greatly honored by all races for their skills even though their temperaments can sometimes make them very difficult to get along with. Physiology: The differences between dwarves and humans run far deeper than a difference in stature. Despite their height dwarves weigh as much or more than humans on average. They also are have a wider stance than humans, which exagerrates their short, squat appearance. Longevity: Dwarves of Carthasana don’t live appreciably longer than humans. Their lifespans typically run into the 75 to 100 year range (remember that humans on Carthasana rarely live past 30) with some venerable dwarves reaching 125. Senses: Dwarves are best known for the extraordinary ability of darkvision. This ability allows a dwarf to see the reflections of the light of his own aura – though such light is weak, hence the limited range of this ability. A dwarf’s normal vision is roughly as good as a humans though the race has a much higher occurance of near-sightedness. Dwarven hearing, touch and smell are roughly equivalent to a human’s, but their sense of taste is decidedly poor. Dwarves ironically love spicy foods though, but as a result of their poor taste they often spice their food to the point nearly overpowering. Physical Build: Dwarves are more dense than other races. While physically smaller than humans they weigh the same and are equally strong despite
their size. Dwarven bones are massive and, ironically, dwarven thighbones are a favorite club among orcs. Dwarves have exaggerated livers, spleens, appendices and kidneys. Their bodies are far more efficient at dealing with and removing poisons from their system. Dwarves are also outright immune to several substances that can slowly kill humans outright – not the least of which is lead. Dwarves use lead in almost all their utensils yet it has no effect whatsoever upon them. Thanks to divinations other races are aware of the slow danger lead poses on Carthasana, though dwarves brag it is just weakness. Mineral poisons have next to no effect on dwarves in general, though natural and synthetic poisons can affect them normally. These abilities are the reason for the +2 racial bonus dwarves have to their constitution scores. Birth & Childhood: Dwarves develop slower than humans, due largely to their massive bones. They don’t stop growing until age 30, and childhood is generally regarded to last until the same. Dwarven pregnancies last 11 months. Personality: Carthasna’s dwarves are not dour and taciturn, but rather bombastic and overbearing to an extreme that is equally annoying. A dwarf says what he thinks before taking any time to ponder how others may react. This extreme lack of tact is why dwarves, as a race, have a -2 charisma penalty. Description & Clothing: Dwarves make and wear clothing we’d describe as Scottish, with elaborate patterns throughout. Dwarves decorate all their tools and often fashion their hair and beards into knot work patterns. The attitude of most is that if something is worth making it’s worth making well. Relations: Dwarves are extremely warm and friendly with their family and clan and equally guarded in their dealings with strangers. They prefer to keep other races at arms reach – but especially men. Several times in the last two centuries has one or more Telzoan king tried to claim the mountains for their own, only to be beaten back by the dwarves. Marriage & Family: Family is at the core of dwarven life, though dwarves don’t tend to keep large clanholds on Carthasana like they do in other worlds. Instead, clans loosely ally into councils which meet only to drink and argue, rarely deciding on anything unless an urgent need presents itself. Dwarven females have far more parity with their male counterparts than human women. Unlike human females dwarven females do not tend to be any frailer or less aggressive. Indeed, their willingness to be beligerent often catches humans off guard. Dwarven Lands: Dwarves typical lord over freeholds in narrow mountain valleys that are both mineral rich but also afford them the ability to grow what food. Dwarves prefer to be self-sufficient and will avoid lands that cannot produce all their needs. Dwarven cities can grow quite large, but grow organically with little planning. Since most are primarily underground it is possible to become lost for days or weeks in the mazelike passages. Religion: Dwarves engage in what is essentially an elaborate form of ancestor worship. Each clan, during ceremonies, recites the names of all the members passed and sings the tales of their glory. At the head of the ancestry are three powers presiding over the cycle of life in this world – most commonly called Freyalis, Dulthos and Nalru. However, most clans have a local deity and it is not unknown for the names of principle deities to be changed from stronghold to stronghold.
Alignment: Most dwarves live in mountainous lands that are associated with Shunra, but despite this the race trends towards a Valran mindset. The bonds of community and clan are instilled in dwarves from a very young age. This said, some dwarves rebel from the expectations of their peers. Language: Dwarves speak a tongue they call Kilrasic, and it is essentially the same as the tongue used by gnomes. This probably owes to the fact that gnomes move in and among dwarven settlements as much as halflings move among the humans of other worlds (though halflings do not mingle with humans often in Carthasana). The language has an alphabet known as the Smarskritic and that alphabet is often co-opted by goblinkin when they have cause to write something down (which is rare). Dwarven is a very harsh and guttural tongue. Elves sometimes jokingly refer to it as “growling earth speak.” Names: Dwarves tend to be proud and yet secretive about names. They proudly vant out their clan names and work to honor their clan. Further, most go by their clan name when working with outsiders (even dwarves from other strongholds). Personal names are kept relatively secret, and true names are given out only rarely and it is a mark of high trust. Adventurers: Most dwarven adventurers are out for a thrill and a fight – not necessarily in that order. That they might profit during the struggle is often only secondary to enjoying themselves in the process.
Galrinican (Mountain Dwarves) Most dwarves encountered in Carthasana are Gerinisan dwarves, or "Hill Dwarves". These are the dwarves we've discussed so far, and they match the dwarves of the Core Rulebook. Mountain dwarves are somewhat uncommon by comparison - while their society is very similar to their cousins their physiology is a bit more exotic. •
+2 Strength, +2 Consititution, -2 Dexterity: Galrincican are very durable and powerful, but not especially quick or manuverable.
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Galrinican dwarves are physically denser than water. They cannot swim and cannot take ranks in the swim skill
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Mountaineer: A Galrincan dwarf is immune to altitude sickness and doesn't lose his Dexterity bonus to AC when making climb or acrobatics checks. This ability replaces stability.
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Extreme Toughness: Galrinican dwarven toughness is legendary, even among dwarves. The character uses the next higher die size for hit point rolls and if the character class has a d12 hit die they gain a +2 bonus to the hit die roll.
Elves "So Teresa," Trishdare began, "How do humans view elves?" "As the fern envies the oak," she replied smoothly. Elves are the most prominent of the “sylvan” races of Carthasana. Humans often see them as ideal versions of themselves, yet the free spirit of the elves has grated on the nerves of more than one human king and emperor. While elves are willing to be allies, they are not willing to be servants. Physiology: While physically closer to humans than any other race on Carthasana, the elves are upon close examination more alien than any other race. While grotesque in visage, goblins, orcs, ogres and the like share humanity’s frailties of disease and mortality. Elves are free of these concerns, and this freedom shapes their very psychology. Longevity: The most dramatic difference between elves and humans is longevity. Elves live to approximately 300 years, though individuals over 400 years old aren’t unknown. In addition to a naturally long lifespan elves are immune to almost all diseases that affect humans. Elves however do have to contend to diseases unique to their species – most of which are at least partially magical and difficult to treat. They also are in danger of dying from an ailment called the ashtasila sundre, or “weary death” where an elf becomes so depressed from his memories and experiences that he goes into a catatonic state and starves.
Senses: The elven eye is about twice as sensitive to light as a human’s having a far more dense concentration of rods than a human’s. It is also about a quarter size larger than a human eye. Elven eyes have a much more reflective tympanic membrane behind the retina that reflects unabsorbed light back to the retina for a second try at absorption. Some of this light escapes though so an elf’s eye shines in the dark just as a cat or dog’s will. This visual acuity comes at some price. The muscles that move the eye are less developed in an elf than in a human. This means that an elf cannot look out of the corner of their eyes or cast a sidelong glance at someone. To follow most objects an elf must move her entire head just an owl does (which can’t move it’s eyes at all). Elves also have a far greater likelihood of being born colorblind than humans. Elves have a functioning and transparent third eyelid that protects the eye from flashblindness (the lack of this third eyelid by goblinoids is why they are vulnerable to flash blindness and elves are not). Elves have a more sensitive and higher hearing range than humans. An elf can hear a “dog whistle” and it isn’t uncommon for elven scouting parties to use such whistles as signals their foes can’t intercept. Despite this advantage, elves are no better at discerning the direction of a sound than humans are. Elves have about the same sense of smell and taste as humans, and their sense of touch is actually weaker at picking up temperature changes than humans. Extrasensory: Elves have an almost instinctual sense when it comes to magic. Even those with no training whatsoever can feel the presence of a spell if they enter its area of effect (and with most spells by then, it’s too late). Elves also have the ability to feel the emotions of those they touch. Two elves holding hands know the emotions of the other and they, as a rule, find physical contact more desirable at all times than humans. Elves like to touch and be touched and they don’t discriminate sexually in this regard. A typical elf would prefer to have someone else groom them or to groom another than to groom themselves. So great is this need for contact that those who capture elves frequently have learned that solitary confinement works wondered on the elven resolve. Physical Build: Elves have a much less dense bone structure than humans. Though their bones are about the same size, they are more hollow. Major bones such as the femur (legbone) and hip have strips of cartilage intermingled with true bone to give added flexibility. This comes at a price, elven bones break easier than human ones though usually they will bend first. Elves do not weigh and indeed cannot weigh as much as humans – their skeletons would collapse under the weight. Elven muscle tissue is stronger per pound than human muscles, but there is less of it in most individuals adding to their frail look. These highly dense but light muscles take a long time to grow, adding the immature period most elves undergo. Elves therefore have much more flexible bodies on average than humans, but at a price of being more easily injured – hence their -2 adjustment to constitution. Reverie: It is well known that elves not only don’t sleep, but can’t. Their minds are always active on some level and they are always aware of their surroundings. However, elves do have to enter a state called the reverie. While in many respects this is an advantage, sometimes it can be a weakness. During reverie the elven mind accomplishes what the human mind does with sleep – discarding unneeded memories and strengthing those that are desired. However, for an elf this is largely a conscious process. Elves need to spend at least four hours a day in this state though they can spend more. Elves who fail to reverie the proper amount of time don’t suffer the same kind of fatigue as humans, though the game effects are the same. As the period between reveries
increases the elven mind becomes increasingly disoriented until finally it collapses in on itself and the elf enters a coma. These comatose episodes are about the only time an elf experiences unconsciousness and it is frightening to them in the extreme despite the fact that it is in this state that most elven infants linger in on and off until their minds are developed enough to begin to reverie.
takes twenty years. At this point the care of the children is passed from parent to maschadri, which is an elven term roughly equivalent to god parent. It is this individual, who is almost always male and usually the father (or assumed father), that trains the child in whatever art they've chosen. This training in turn tends to last twenty years as well.
Birth & Childhood: Elven females, unlike their human counterparts, are only capacle of becoming pregnant once a year. This phenomena is known as an “eustral cycle” and is seen in deer and other prey animals. Even when the chance of pregnancy is present it is fairly rare – most elves only successfully get pregnant five or six times in their lifetimes. Since elven females need not fear unwanted pregnancies as often they tend to be more promicscuous than human females, and elven society is certainly more tolerant and unstructured where sex is concerned.
Elven families are traced by via matriarchy, though elves do not value long term family heritage in the manner of the other races. They are also aloof and cold when they observe such ties among humans and have no understanding of it whatsoever in the extreme that dwarves take it. The affection afforded between mother and child is extremely strong, though all other bonds are missing. Elves, for their own part, see no problem with this, and tend to explore love (or as observing races put it, lust) in as many ways possible. Indeed, in this one respect elves show no signs of their age. Their love burns hot, but it burns briefly.
When an elf does become pregnant she undergoes a year long pregnancy that delivers up two infants of three to four lbs. In almost all instances one of the infants is stillborn and it isn’t unusual for both to be. Elven infants are born even less developed than human babes with their eyes closed. They will not open their eyes at all until around six months old. They also have no hair at all and lack fingernails and toenails. The babes must suckle for the first year, their digestive system being unable to handle anything more complicated than mother’s milk. Elven milk isn’t especially nourishing either, but it is reflective of the slow developing process that is the racial achillies heel of elves. Another elven weakness from a physiological standpoint is that once an elven female has bore a child –successfully or not – it will be some ten to as long as twenty years before she can bear another. During this time her body doesn’t ovulate at all. Elves take around 24 years to reach physical maturity, and around considered adult until 30 years. Human musing of elves requiring a hundred years to reach adulthood are largely false though elven society doesn’t confer full adult rights to anyone less than a century in age. Personality: Elves delight in the world around them as they’ve always known it as a culture. Their personalities can be warm, passionate or reserved, but they often give off a feeling of reserve. Elves can live a long, long time, and most aren’t willing to risk that longevity to rash dangerous actions, yet at the same time they speak with their hearts as well as their mind when asked. Description & Clothing: Frail and thin, elves epitomize beauty to the eyes of many humans. Their clothes are long and flowing, but cut with comfort instead of modesty in mind. Since they aren’t bothered as much by temperatures as humans they tend to dress lightly, and they have no qualms about not dressing at all when among their own kind, though they find that is best to be appear to be modest when dealing with humans. Elven weaving processes take a long time to perform by tradition, and these items are never rushed. Their fabrics are highly prized and very durable. Elves tend to use forest colors with all their fabrics – be that green in spring and summer, or stark whites for winter and oranges and golds in fall. Relations: Elves prefer to remain aloof in their dealings with the members of other races. Part of this is again due to the differences in lifespans – individuals of other races don’t live anywhere near long enough to honor what elves would perceive as a long-term commitment. This non-commital stance is very off-putting to Carthasana’s dwarves, though humans don’t like it either. This same attitude actually helps them get along with gnomes and oyasini, each of which tend to want to tinker with things more than elves like. Marriage & Family: Since elven females do not run a risk of pregnancy for most of the year they have a reputation (largely deserved) of being promiscuous. Despite their long life spans elves rarely enter into long term commitments (although this is a relative thing - a commitment of 40 years is hardly long term to them) as they see it as wearing to their souls. Love is one such aspect that elves hold a much different view upon than humans do - elves do not marry in the human sense, and fathers are never really involved in the lives of their very young children even if they do know which child is theirs. Women raise their children one at a time, a process that
Elven Lands: Elven domains are fairly ambiguous in boundary as elves make no attempt to divide the land as other races do. Nor do elves answer to a common elven king (though in their negotiations a local clan leader may say he’s “king” to placate human needs to speak to an authority figure). This lack of a marking on their territories make it possible to enter and leave elven villages and cities, often without even knowing you were there. Elves dislike artificial and unnecessary changes to the land. Hence elven homes and cities blend into the landscape and wildlife is welcome to move within their villages. Elves do not establish large cities because of the damage such establishments can do to the environment. Several large tracts of apparent wilderness in Carthasana, such as the Calishmere and the Voolrean Forests, are elven nations. Unlike the elves of other worlds, Carthasanan elves are not especially capacle craftsmen of metals or magical devices. They also prefer magic drawn from the land or from the self and study magic in an introspective pattern as opposed to “book learning” of the art as elves of other worlds do. Religion: Elven religion is centered around the dichotomy of the Seelie and Unseelie courts. There are five deities in each court and they are held to each rule half the year. Every elf is said to have an unseelie side which must be suppressed Like so many other aspects of elven life, religion is a personal pursuit that each individual must walk for themselves. Elves do not congregate except on the turns of the seasons, and the religious focus of those celebrations tends to be overshadowed by reveling. Outside of these ceremonies elven priests contemplatively follow the path set before them by life. They make themselves available to council those elves who request it, and they maintain shrines and holy sites for the benefit of their communities, but on the whole religion and religious observance does not dominate elven life in the way it dominates humans. Alignment: Elves are rightfully associated with Abora, and it unusual to find an elf that has entirely forsaken this alignment, though many elves have double alignments due to their long lifespans and the varied experiences those lifespans bring. Language: The elven tongue is more or less uniform throughout the race unlike the human tongues, though it has regional dialects. These dialects can be so contorted that they should be treated as separate languages except that, once written down, they can be read readily. Elven writing is an artform in and of itself, and it is very important to them. An elf’s memory of event specifics is no better than a human’s, so without writing’s to remind them they’d forget their childhoods and young adulthood by the time they become venerable. Names: Elves purport to hold little meaning in names and change them frequently. Unlike most races, they rarely have or go by
family names – if asked for a last name most will give their mother’s name. Elves, like other races, have a true name, but most elves rarely know their true name having never been told it by their parents. Adventurers: Elves adventure primarily out of curiousity, or for many of the same reasons as humans do – except that they rarely attempt to amass wealth or property. Most adventuring elves are still fairly young, as elder elves tend to settle down and enjoy finer and more peaceful pursuits.
Kimpoutani (Exalted Elves) The elves so far described are known as the Silvani - the seasonal or the common elves. Kimpoutani elves are fairly rare among elves in the north with their only family enclaves found scattered about the elven kingdoms. Kimpoutani are ever so slightly stockier than the Silvani and their complextions tend towards stark white or pastels. Blonde and red are the only two hair colors known to them, and their hair is very fine and worn long. Most Kimpoutani are found in the distant south. •
Kimpoutani have a +2 to their starting wisdom score instead of a +2 to dexterity.
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Arcane Focus: Kimpoutani are more interested in the arcane arts than in weaponcraft, which they consider crude and primitive. They have a +2 racial bonus to concentration checks to cast arcane spells defensively. This ability replaces weapon familiarity.
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Urbanite: Kimpoutani are more tuned in to the social interactions than the rules of the forest. They have a +2 racial bonus to diplomacy checks made to gather information and sense motive checks rolled in social situations. This ability replaces keen senses.
Gnomes "Seen one gnome, seen them all," Timmon quipped. "You only see what we wish you to see boy." Johan sternly corrected. Of the major races, gnomes are the most reclusive and secretive. Often confused for dwarves and sometimes even for halflings, gnomes prefer to keep to themselves and have no dealings with others as a race. The ones which adventure are more outgoing than this, but they have a (mostly deserved) reputation for scamming those they encounter as they try to get ahead in the game of life. Physiology: Gnomes of Carthasana stand around 3 feet tall, and would easily pass for halflings where it not for their facial hair and enlarged noses. Gnomes have a superb sense of smell and enjoy particularly strong odors of all types the same way that other races revel in strong colors. Like dwarves they have darkvision and they share the dwarven ability to injest materials that could easily kill most men. Gnomes can live for up to 150 years, making them the second longest lived race in Carthasana after the elves. Personality: Carthasana’s gnomes tend to be self-centered in one or more ways. Even the more gregarious ones tend to deal with others in terms of what they stand to gain or lose. They love to tinker with people as much as things, and often push buttons until someone explodes. Of course, the amount of malice in such acts depends on the individual gnome. Gnomes are very fast to shoot off insults, and one can rarely be sure if those insults are meant in jest or not. Description and Clothing: Gnomes, like dwarves, do not delight themselves in exceptionally fine garments. They hold functionality over beauty in most respects, however gnomes love to encrust their garments and tools with polished stones of various values. No race can begin to compare with gnomes in the arts of jewel crafting and white smithing (working precious metals). Gnomes use lame (metallic cloth) more often than other races, and often they embroider precious cloths gained from other races in trade. Gnomic dress resembles dwarves in that males do wear kilts - however their designs are always solid or two color designs, unlike dwarven weaves which may use up to 15 different color threads. Gnomes also love hats - it is rare
to find a gnome without a hat, and many individuals feel naked without them. Among their own kind gnomes where a conical hat known as a cycla, but in the company of humans they prefer to use hats that don't label them as readily as gnomes. Gnomic female dress is virtually identical to male dress save that skirts stand in for kilts. Women sometimes forgo a hat for a headscarf, but like the gentlemen they rarely go without wearing something on their head. Like dwarves, all male gnomes wear beards, although unlike dwarves, gnomes find some of the most outlandish ways to style their beards, from goatees to sideburns. Relations: Gnomes get along acceptably with all races, though humans and elves tend to suspect their motives. Gnomes lack the physical strength to hold and maintain kingdoms of their own, so they mesh into other socities and exploit gaps they leave behind. Unfortunately, gnomes often get blamed for catastrophes and the like, and mobs have more than once sent all the gnomes in one kingdom packing and leaving for the next. Marriage & Family: Gnomes marry, and marry for life. Divorce is a completely alien concept to them, and if a spouse should befall misfortune it is uncannily rare for a gnome to remarry. Despite this stability within the marriage, family takes a back seat to guilds in gnomic life. Gnomes usually marry within their guild, and their children join a guild at adolescence and the bond they forge with the guild quickly eclipses their family. Why this is so is something of a mystery to outside races, but gnomes view it as a practical issue. The trades of the community must be passed on, and the guilds do that more efficiently than the family. This is not to say that family has no place to gnomes. Even when they enter a different guild, gnomes retain tight ties to their family. Also, for many gnomes guild and family are one and the same - but if an individual wants to leave one family and its trade for another than there is no fuss involved in that at all. Gnomic Lands: Gnomes tend to settle into enclaves within kingdoms ran by larger races and hold no lands of their own, at least in the vicinity of Telzoa. They’re willing to at least pay lip service to the ruling race’s customs, but if they become overbearing gnomes will simply leave. Religion: Gnomes participate in a religion ruled by four deities – one for each season. A gnome’s patron is as much a function of his age as it is his beliefs. But gnomes aren’t a particularly devout folk – and to outsiders they often seem to have no faith at all. Even clerics rarely mention their deities to non-gnomes. To further confuse matters gnomic religious observances, when held, are more accurately described as festivals – festivals known to often get quite out of hand. Alignment: Gnomes trend to Sodra as a race. They value individual freedoms more than family ties, and explore the world on their own terms rather than seeking to do so in groups. If an individual gnome decides to pick up a trade or hobby non of his fellows have done before none of his peers will find that especially unusual. Gnomes also have a mostly deserved reputation as a group for being greedy. While dwarves want fair compensation for work, they will provide help freely. Meanwhile there are tales of gnomes bickering over the price of water with a man dying of thirst. Language: The gnomes don’t have a tongue of their own but have co-opted the language of the dwarves. This, along with other similarities, has lead sages to suppose the two races are actually one – a theory both races deny. Names: Gnomes use names as a matter of convenience and switch them so often that most respond to “hey gnome” faster than whatever name they happen to be using at the moment. Gnomes do not readily share their given name (let alone true name) to nongnomes. Instead they use nicknames, particular ones that are difficult to say.
Adventurers: Gnomes adventure in search of one or more of three things – fun, trouble or profit. Adventuring is one of the few activities that provide a lot of all three.
Oyasini (Halflings)
Half-Elves
The halflings of Carthasana call themselves the "oyasini." They lie between the world of elves and pixies, similar to each race but directly tied to neither.
Just as Trishdare and Teresa began to kiss Timmon merrily piped in from the other side of the campfire, "Now, now you two - the world has enough mongrels such as I." Dwelling in the gap between two cultures with a great deal of animosity and prejudice for one another, the life of a half-elf is a precarious one at best, and a dismal one at worst. For bigots in both camps their very existence brings up the specter of miscegenation - that elves nor humans are as separate from each other as some would rather believe. Half elves usually favor the elven parent in bone structure, and their human parent in hair and eye color, but this is by no means constant. In all but an extraordinarily few cases half elves are raised by their mother and almost never know their father. Be they born of love or hate, theirs is the lot despised by those who should call them kindred. Half elves get along best with half orcs, who like they are despised by the races of their parents. The abilities of half elves are not variant with their elven parent, although the exact subrace of elf that was a parent will be noticeable in the features of the individual. This can lead to additional racism on the part of both elves and humans. The half elves do have one place to call home and a people who will call them friend. The Kingdom of Hone Rae, and her people accept half-elves, and many other misfits as well. The reason for this is largely historical - for the kingdom of Hone Rae was founded as a protectorate for the half-elves of Telzoa (or more accurately a place to banish them to). Now the people of that kingdom have strong elven blood in their veins, so much so that their children occasionally are half-elven even when the parents are not (see Human, Hone Raean). Since half-elves have no real culture of their own, refer to the race which raised your character for details personality quirks, costume and so on.
Half-Orc Hugo tapped on Timmon's shoulder, "Mongrel?" then he snorted in contempt and left into the darkness. "I think you hurt his feelings," Teresea snapped at Timmon. "Feelings? Him? He's part orc.." Trishdare teased. Teresa slapped him hard and left in the opposite direction. "Oh well," Johan the gnome giggled, "That'll set you back at least two weeks Trish." As much as orcs and humans hate one another and find each other's appearance to be repulsive it is not surprising to note that, unlike half-elves, half orcs are more often than not the unfortunate products of rape. Most half orcs have human mothers as a result of this awful trend which only serves to redouble the hatred humans have for any nearby orcs, especially in the aftermath of any large incursions. The emotional scars that such an upbringing leaves causes many half orcs to act as monstrously as their orcish parentage would indicate they should. Not a few go insane by the incessant emotional, and as often physical attacks rendered to them by the society they grow up within. Despite all of this a rare few of them come up civilized, and a rare few of them also come into power in one of the two races that form their heritage. Half orcs tend toward sullen, moody and quiet behavior more so than any other group. All of them have rage pent up inside though, and one should be very cautious about drawing their ire or wrath. As with half-elves, half-orcs have no culture or society to call their own, though more than their half racial kindred they stay to the fringes of society far more frequently with the exception of especially large and cosmopolitan cities which tolerate variance more than small villages and hamlets are likely to.
“The world can be a big place for one as small as I, but being small gives you a proper prespective.” - Geldasin
Physiology: Oyasini are the smallest of the kindred races, standing 3’ tall at the most with some as short as 2 ½’. Their skin ranges from chalk white to a light blush hue - their silk fine hair runs the gamut of red and blond shades, although on rare occasion light cyan and white are seen among their number. Oyasini eyes are blue, pink, violet or steel grey. Like elves, Oyasini have somewhat exaggerated eyes, but they don’t share the larger race’s inability to move their eyeballs. They have much the same bone structure as elves, but since they are smaller they don’t suffer the slow growth effects of the larger race. Oyasi (the females) have a pregnancy of 7 months and childhood for the oyasini is only 10 years, though many act socially childish well into their thirties. Player character Oyasi are assumed to be around 20 at which time they’ve developed a bit more common sense. Oyasini differ from the halflings of other worlds because the females have wings that, while too small to allow true flight, can allow them to fall safely from any height. These wings grow out to 6’ when extended, but they can retract down and be hidden under flowing robes and gowns. Personality: Oyasini are infamous for their senses of curiousity. Some are all too willing to parrot an near endless series of “why’s” to anyone foolish enough to answer the question. A popular game among the oyasini is the question game – where every response is phrased as a question. This said, oyasini are only truly irritating when they want to be – most are wise enough to understand that the bigger races don’t appreciate the endless interrogation. Still this irritation stems a bit from something deeper. Oyasini always question things. They are patient to a fault and want to make sure that they all their options are understood. So despite their nimble forms, oyasini society and individuals tend to be a bit plodding when plotting courses of action. Description & Clothing: Oyasini prefer flowing gowns above all other types of dress, and both the males and females are unlikely to be found in any other type of garment while among their own kind. Their dress is not colorful - usually it is a single white or with a hint of color. When traveling among humans or elves they favor the use of cloaks and other garments that break up their outline. Relations: Oyasini lack the size to easily defend themselves in a head to head conflict, so they prefer to act as peacemakers, particularly when travelling in foreign lands. Their easy-going nature makes them welcome among all of the kindred races, though their reputation for picking things up or outright stealing makes sure they are usually well watched. Marriage & Family: Oyasini practice polyandry - which is to say that one wife will have multiple husbands. Three is the usual number, though rich matriarchs with as many as twenty husbands are not unknown. Part of the reason for this practice is that females only account for one-sixth the population of race. Males are expendable - females are not. While matriarchy may tinge some of the other cultures so far explored in this book, it is firmly entrenched in Oyasini society and the status quo. Females wield great political power within the numbers of oyasini. They hold all the priestly and administrative positions of the clan hold government and their rule is largely unquestioned. Oyasini Lands: Oyasini prefer to live near to the sea or in commerce centers where news travels quickly. Their homelands are the Great Kristobal Forest in the south of Losineris. There giant
trees hold whole cities miles off the ground. Oyasini, regardless of where they are, prefer to sleep as far off the ground as practical.
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Fetchlings were trapped upon Sodra which is the setting's equivalent to the shadow plane.
Religion: Oyasini religion is purely monotheistic. They believe that the goddess Ooyas-shandra created the world for them and then created spirits to administer her world. Oyasini tend to classify the gods of other religions as mere spirits that have gone renegade and forgot their true place in the world.
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Gillmen of Carthasana lack the tragic background put forth in the Advanced Race Guide. They are simply native to the eastern jungle lands of Kelusi, and of the races described here they are most familiar with the Catfolk and Gripplis
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Names: An oyasi will have 3 main names – her own is first, then her mothers and then her clan’s. An oyasoi (male) will have 4 – as listed above and his “maiden” name since lineage in oyasini society is traced by matriarchy. Among humans oyasini tend to use whatever nicknames their friends have given them.
Goblins are the most likely candidate for player characters of the other races in this section. Goblins are frequently held as slaves in the Estarian empire in particular, and goblin slaves are a rare though not surprising sight even as far north as Telzoa. Goblins that come from a line of servitude tend to be less feral than their free counterparts, but they are no less dangerous - indeed perhaps they are more so depending on the individuals disdain for their legal status.
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Gripplis are native to the jungles of east Kelusi.
Adventurers: Most oyasini adventure to sate their endless curiosity.
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Hobgoblins are most frequently found in the uncivilized regions between the cities throughout Delcerni.
Oyasi (Female Halflings)
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As mentioned above, have wings. The wings are wisp thin, highly fragile and believed to be semi-magical, and they can be collapsed and hidden under flowing robes and cloaks. This grants them the ability to glide and they diverge from Core Rules halfling in the following manners.
Ifrit hail from Shunra and, like the Aasimar, come into the world in places where the veil between that plane and the material world are weak.
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Kitsune are natively found in the Distant South of Delcerni, particularly on the island of Dragonelli. The foxfolk however are very wide ranged and some of the more adventurous of their number have travelled as far north as Sandiem. Also, the sitting Grand Druid is a Kitsune.
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Kobolds trade more frequently in Carthasana than they do in other worlds, usually in spider silk which they've discovered the secret of safely harvesting and tend to jealously guard.
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Merfolk are most frequently found in the Malisandan seas, the island besotted warm waters south Estaria between the continents of Delcerni and Kelusi.
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Nagani are relatively rare in their homelands in the distant south and the sourthern side of the Blood Sea region. Rarer still to encounter one in the main area of the Dusk setting (Losineris and Telzoa)
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Orcs serve the same role as they do in other worlds are are just as much despised by the members of the kindred races. According to legend, the first orc was the dwarf who committed the first murder among the people of that race. Regardless of the truth in this, the emnity between dwarves and orcs is particularly fierce on Carthasana.
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Oreads, like ifrit, are commonly found on Shunra and only occasionally drift into the material world.
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Ratfolk are native to the far southern lands of Dragonelli near the southern tip of Delcerni (The distant south has much the same role in this world as the far east has in ours).
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Samsarans are native to Abora, and it is verbotten for them to leave that plane to enter into the material world. On Abora they are truly imortal - they do not age their and so their forays into the material world tend to be brief. Any age infringed upon them by the material world vanishes from them once they return to Abora.
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Strix are found on the western side of Kelusi. Where they are natively found, their numbers are strong. They are more likely to come into conflict with catfolk than humans in their native lands, but as humanity expands into the east this may change.
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Sulis, like the jann, are native to Abora, though like the jann they are likely to wander between the five outer planes for reasons of their own. When found on the material plane it is usually because they are on their way from one land to another.
Language: The oyasini language is similar in most respects to elven (silvani) save that it contains plosive sounds. Oyasini use a modified version of the elven alphabet for their writings.
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Oyasi do not tend to get into as much trouble as the Oyasoi (males) and so don't have the +1 luck bonus on their saving throws.
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Oyasi receive a +2 to Wisdom instead of Charisma.
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Gliding Wings. The wings of an Oyasi are too weak to allow actual flying but they do allow them to fall at a safe, controlled pace. She safe fall any distance on a DC 15 fly check as if using feather fall. While doing so she can make an additional DC 15 fly check to glide, moving 5' laterally for every 20' fallen. This ability replaces sure footed
Other Races While the kindred races account for the majority of the sentient beings on Carthasana, especially in the area of Telzoa, there are species from other planes and lands that the party may encounter and, with the GM's permission, may be player characters. A number of these are presented in the Advanced Race Guide. Here are the setting specific notes for the races found in that book. •
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Aasimar come from the plane of Valra. There are multiple places where the veil between Valra and the material world is weak enough to simply walk across, and there are individual members of the race which have crossed that barrier to find themselves in Carthasana. Aasimar do not speak celestial as that language is not present in the setting - in its place they speak Valran common. Catfolk: These creatures are native to the continent of Kelusi, on the far side of the Asidian Ocean from the Eastarian empire. This continent is dominated vast savannahs and jungles from which members of this race arise.
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Changelings can be found upon Carthasana though they are so rare that a player character of this race may go their entire life without encountering another of their kind at all.
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Dhampirs: Biologically impossible on Carthasana, no canon mention of them will be made in any of the Dusk setting books.
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Drow are known as Durani elves in Carthasna. Unlike other worlds, they have not been driven underground, instead ruling vast kingdoms to the south of the Estarian Empire in an area known as Sulenia.
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Duergar rule the Sulonic mountain region to the west of the Drow held lands. Their domains are among the highest in the world and they are unaffected by thin air which will fatigue any characters forced to move about in it for any length of time.
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Svirfneblin are the only race known to stay to the deep world on Carthasana. Why they choose to dwell in the night below is a mystery, but to hear them speak of it they seem to fear something in the waking world far more than what they face in the depths.
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Sylphs are native to Balcra, and like their Shunra equivalents the Ifrit and Oreads, they enter into this world in places where the veil between the planes are weak.
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Tengus are from the far western Voolrean plains region of Carthasana.
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Tieflings are native to the plane of Sodra, unlike the fletchings whose ancestors where trapped there and later adapted. They begin play with Sodran common instead of infernal.
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Vanaras are found both in the jungle regions of east Kelusi but also further south in Dragonelli and nearby regions of Delcerni.
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Vishkanyas are a created race when found in Carthasana, something akin to a golem. The only land where they are found in notable numbers is the distant south.
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Udines are native to the plane of Balcra as the Sylphs are, though they tend to stay to the great depths of that plane rather than its skies.
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Wayangs are found in Sodra where it parrallels the Distant south. Native to that plane, they are loathe to leave it to enter into the material plane.
Character Classes Chapter 3 Each member of a well honed organization has a purpose, and each member is expected to serve their purpose. If they don’t, their organization will fail. I do not accept failure gentleman – am I understood?” - Travis Triel One of the first decisions you’ll probably make (after determining your ability stats) is which class? Class defines your role in the party more than any other choice you’ll make about your character. This chapter presents the changes to the core classes and the new prestige classes of the setting.
Core Classes The eleven core classes represent the most commonly encountered roles that occur within the setting.
Barbarians Barbarians are primal warriors who tap into their inner fury of their hearts to drive themselves into rages that are terrifying for opponents to behold. Though usually from lands outside Telzoa, they quickly find acceptance in a land in search of powerful warriors. Adventures: Barbarians typically either adventure to find new lands for their people, or when their people have been driven from their homes by more powerful monsters. Even things other characters accept as mundane are often wondrous to a barbarian. Characteristics: Barbarians are best known for their ability to fly into a powerful fury which increases their strength and endurance for a time. Barbarians are also masters of survival in wilderness environments. Religion: Barbarians who find themselves in Telzoa more readily accept and are accepted by Court Rizaldi and Court Shadrea, depending on the alignment of the individual. Terix and his priesthood in particular enjoy having barbarians around - they make ideal (if somewhat dangerous) straitmen for pranks. More traditional barbarians will follow the teachings of the druidic courts. Tiania figures most prominently in the lives of these individuals. In the teachings of war Sana and her wild (if evil) ways appeal more to barbarians than the slow, prodding defensive teachings of the priests of Cuvanill. Background: As mentioned above, most barbarians are outsiders. As such they usually speak the local tongue with a halting, heavy accent, as befits both the individual's intelligence and willingness to be accepted. Barbarians from closer to Telzoa are likely to be half-orcs who have left their violent orcish parentage to seek out a new, hopefully better life. Races: Barbarians are rarely from any of the established human cultures save the Cuolshites, which have a large number of barbarians in their midst.
Game Mechanic Changes •
Alignment: Barbarians must have a dominant Shunrian (red) alignment, which they use to tap the primal fury of their rage.
Bards The most famous bards of Telzoa hail from the land of Hone Rae. These people are largely descended from half-elven stock, and their love of music, lore and dance is unparalleled on the island, such that members of that culture consider the bard their favored multiclass. But music is not the property of the Hone Raeans alone - bards can be found among all of the peoples of Telzoa bringing cheer, or at least some mystery to the locales they visit. Adventures: Bards travel to gather and spread tales. Stricken with an incurable wanderlust, a bard adventures for the sake of adventurering alone.
Characteristics: Bard dabble in multiple areas. They are Jack’s of many trades, and masters of none save one – they are the entertainers and inspirations of many an army. Religion: Most, if not all bards follow Court Rizaldi. The College of the Rose is devoted to this group of deities and is the largest bardic college native to the island. Within the court Poen, Lord of Music and God of Love is the most popular of the deities. More than a few legends relate that it was Poen who invented the Methods of Loom which are used by bards to cast their spells. Terix the prankster is also a popular choice, and evil aligned bards sometimes swear fealty to Narisane. Background: Any given bard's background is guaranteed to be at least as colorful as he. Some bards are simply born to the music and ply their trade for years before being accepted into one of the colleges or societies. Others work as apprentices to the masters and already have considerable prestige as they begin their careers. Still others are independents, owing no allegiances. Races: All races have bards, though the musical style of a particular bard will be largely shaped by his racial heritage. Human bards are the most diverse both in styles, aims and goals. Dwarven bards are famous for their abilities in freeform percussion. Elven and half-elven bards are masters of the stringed instruments, whilst Oyasini bards are among the best at the wind instruments. Beyond this each race has its own ideas on what is beautiful in music - for even the best dwarven music is classified by elves to be "noise."
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Alignment: Bards must have a Shunrian alignment, which allows them to tap into the passion required for music, dance and art.
Rose Bards A rose bard is a priest of Poen, Patron of Bards and Lord of songs. This variant class has the following changes from the base bard. •
Divine Caster: A rose bard is a divine caster. As with all divine casters he does not have spell failure chance due to armor worn, but can lose his magic if he offends his patron.
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Domain Magic: A rose bard selects one of the following cleric domains: Air, Charm, Guardian, Liberation, or Protection. He gains the granted powers of the chosen domain. This ability replaces Bardic Knowledge.
Clerics Clerics are the best known practioners of mana de invocia, or “Magic by divine will.” Their spells usually come from established deities, but almost any outsider can grant a cleric some magical power and clerics which worship demons and devils instead of gods are not unknown though they are rare. Adventures: Clerics most frequently adventure to proactively seek out and destroy enemies of the faith. Characteristics: Clerics are devout and fanatical followers of whatever deities they serve. This can make them valuable allies to some and determined foes to others. Religion: Clerics come from almost any religion given to actively fighting others (which is most of them).
Table 3-1: Cleric Domains & Deities
Game Mechanic Changes
The table below lists domains, and the deities that grant them. Domains missing from this list have no deity that grants spells from them in the setting. Domains in bold text are new to this book.
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Alignment: Deities have only one or two alignments. A cleric's starting alignment must match one of them. As the character progresses most deities will allow a cleric to stray so long as his strongest alignment matches one of the deity's alignments, but a few deities are intolerant of deviation. Check with your GM.
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Spell Access: The base spell list of a cleric depends on his religion, and modified by his deity, as detailed in Chapter X. A cleric that doesn't have a deity has access to the spells in the Core Rulebook so long as they are not in the Evocation(Invocation) subschool (such spells require a deity to be used. A cleric can learn rites for other spells outside his base list through research or acquiring prayer books that include those spells. Unlike a wizard, once a cleric has found a rite for a spell and learned it he doesn't need to keep the book available for further reference.
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Spontaneous Spells: A cleric which channels positive energy spontaneously casts cure wounds, a new spell with a level of X. A cleric which channels negative energy spontaneously casts inflict wounds, another spell of a level of X.
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Languages: Clerics do not gain any access to the bonus languages in the Player’s Handbook - specifically Celestial, Abyssmal and Infernal. They instead gain Liternanin, the language of the Malchani Empire and the only surviving written language in Telzoa (When something needs to be written in the other human languages Liternanin is pressed into service just as English uses Latin letters).
Domain
Deities
Aid
Indralia, Tean, Matacha, Cuvanill, Gintuse, Rosalynn, Ooyashandra Poen, Char, Paltos, Sanshan Freyalis, Nalru Tala, Januel, Fas Balaxa Dulthos Cuane, Poen, Narisane, Landala, Trishdare, Belandra Cuvanill, Cuane, Indralia, Freyalis, Ooyashandra Senda, Kepho, Narisane, Sana, Char, Belandra, Lirashnal Balaxa, Calruldal Senda, Sadier, Imlocrin, Trishdare, Lirashnal, Belandra,Grimwall, Nalru, Elrico Sekoon, Kepho, Tharpoen, Senda, Sadier, Nalru, Elrico Sekoon, Char, Sadier, Imlocrin, Nalru, Elrico Berenash, Senda Freylais, Dulthos, Nalru Berenash, Landala, Dulthos, Nalru, Fas, Ooysashandra Januel, Alisar, Panial, Frey, Warrick, Imlocrin, Trishdare, Lirashnal, Belandra, Grimwall Cuvanill, Cuane, Tala, Januel, Freyalis, Sanshan, Ooyashandra Matacha Sekoon, Char, Landala, Imlocrin, Calruldal, Ooyashandra Matacha, Poen, Tala, Grimwall, Freyalis, Ooyashandra Tean Sanshan, Calruldal, Fas, Elrico Ooyashandra Sekoon, Tela, Tharpoen, Apenca, Berenash, Belandra Rosalynn, Indralia, Alisar, Freyalis, Sanshan Tean Gintuse, Balaxa, Alisar, Calruldal Cuane, Poen, Balaxa, Terix, Seloku, Sadier, Panial Terix, Landala, Trishdare, Panial Tela, Terix Paltos, Alisar, Fas Balaxa, Sana, Dulthos Berenash Tela Tala, Januel, Fas Matacha, Poen, Indralia, Warrick, Dulthos, Ooyashandra Tean, Matacha, Cuvanill, Gintuse, Rosalynn, Ooyashandra Matacha, Frey Tean, Apenca, Sana, Landala, Grimwall Gintuse Cuane, Frey Cuvanill, Apenca, Sana, Grimwall, Warrick, Dulthos Tean, Januel, Alisar, Panial, Frey, Warrick, Calruldal Seloku, Paltos Terix, Tela, Senda, Narisane, Paltos, Panial, Trishdare, Sanshan Beranash, Sekoon Kepho, Sadier, Nalru Cuvanill, Sekoon, Sana, Warrick, Dulthos Cuane, Paltos, Frey, Elrico, Ooyashandra Char, Tala, Imlocrin, Ooyashandra
Air Ancestor Animal Artifice Cavern Charm Community Corruption Creation Darkness Death Destruction Discord Dwarf Earth Elf Family Fate Fire Guardian Glory Gnome Halfling Hate Healing Justice Knowledge Liberation Luck Madness Magic Metal Nobility Pain Plant Protection Purity Repose Retribution Rune Sea Strength Sun Travel Trickery Tyrrany Undead War Water Weather
Cleric Domains Listed below are the new domains used by the deities of Carthasana. The deities that grant spells from the existing domains are listed on the table to the left. Spells in bold are new to this book.
Aid Deities: Rosalynn, Indralia Granted Powers: You take upon yourself the burdens and sufferings of others that you might aid and comfort them. Burden Bearer: Choose a penalty on your saving throws up to your wisdom modifier. Your allies within 30' gain a holy bonus of the same. Burden Taker: Beginning at 6th level you may touch a creature to remove a status effect from them. You make a fortitude save against the effect (whether it granted one originally or not) and if successful the effect is neutralized. Otherwise it is removed from the creature you touch and you suffer it until its duration runs out or 24 hours, whichever is less. Domain Spells: 1st - aid, 2nd shield other, 3rd - spirit link, 4th revive, 5th - rejuvenate, 6th - aether slide, 7th - refuge, 8th greater restoration, 9th - circle of hands
Ancestor Background: Many of the priests which later become clerics are the second and third born sons and daughters of the nobility. As primogency is the primary scheme of inheritance, these individuals have little to gain in remaining with their families and can become a financial burden to the smaller houses. As a result, many of them are given over to the various temples at a very young age. Also, many of the good aligned temples run orphanages and will train orphans with talent to further their cause (and even some of the evil aligned temples have been known to do this). Races: Religion is the most divisive factor in Telzoa. Though a character of any race can be a cleric, he must follow a god of his race's pantheon. Clerics who follow gods not of their race are practically unheard of.
Deities: Freyalis, Nalru Granted Power: You call upon the spirits of your ancestors for most of your guidance and spirtual power. Spirit Guide: You have an ancestral spirit guide whom you can summon a number of times each day equal to your wisdom modifier. The spirt can advise you for a minute during each summons.
Spirit Sense: At 9th level you can use true seeing for a number of rounds equal to you class level. The rounds need not be consecutive.
Granted Power: You draw power from the dwarven gods Great Endurance: Your hit die for this class is d10
Domain Spells: 1st - detect undead, 2nd - augury, 3rd - speak with dead, 4th - divination, 5th - atonement, 6th - quest, 7th - legend lore, 8th - prophecy, 9th - moment of precience.
Resistance of Stone: At 10th level you gain spell resistance of 10 + your wisdom modifier.
Cavern Domain
Domain Spells: 1st - magic weapon, 2nd - endurance, 3rd - glyph of warding, 4th - greater magic weapon, 5th - fabricate, 6th - stone tell, 7th - dictum, 8th - protection from spells, 9th - elemental swarm (earth or fire)
Deities: Dulthos Granted Power: You draw power from the deep places of the world. Knowledge dungeoneering is a class skill for you.
Elf Domain
Ways Beneath: When underground, you always know where you are in relation to the surface, what paths lead out and which lead deeper, and how far you are beneath the ground. You also have a +2 insight bonus to all skills used underground.
Deities: Januel, Alisar, Panial, Frey, Warrick, Imlocrin, Trishdare, Lirashnal, Belandra, Grimwall
Burrowing: At 8th level you can burrow for a number of rounds equal to your caster level. These rounds need not be consecutive.
Divine Archery: You may place a spell with a range of touch onto an arrow and have that spell affect the target of the arrow. This power may be used a number of times equal to your wisdom modifier each day.
Domain Spells: 1st - detect secret doors, 2nd - darkness, 3rd - meld into stone, 4th - mage's secure shelter, 5th - passwall, 6th - find the path, 7th maw of stone, 8th - earthquake, 9th - imprisonment
Corruption Domain Deities: Senda, Kepho, Narisane, Sana, Char, Belandra, Lirashnal Granted Power: You are devoted to the defilement and corruption of the world and draw power from that act. The granted powers of this domain are identical to the evil domain. Domain Spells: 1st - afflict, 2nd - duress, 3rd - contagion, 4th - poison, 5th brittle bone curse, 6 - diseased weapon, 7th - befoul, 8th - terror, 9th - drain life
Creation Domain Deities: Balaxa, Calruldal Granted Power: You are gifted and craft and creation, and the spells that aid the same. Artisan's Gift: You are considered trained in all craft skills, even those you have no rank in. You have a +3 sacred bonus to the use of these skills. The items you do have craft ranks in can be made masterwork at half normal cost and time. Enduring Creation: Double the duration of the spells minor creation and major creation whenever they are cast. Domain Spells: 1st - create water, 2nd - minor image, 3rd - create food and water, 4th - minor creation, 5th - major creation, 6th - heroes feast, 7th permanent image, 8th - prismatic wall, 9th -refuge
Granted Power: You draw your power from the elven gods.
Gifts of Elvenkind: At 8th level you are blessed with the secrets of the manufacture of the elven racial equipment. Further, any masterwork cloak and boots you wear will behave as cloaks of elvenkind and boots of elvenkind respectively. Domain Spells: 1st - true strike, 2nd - cat's grace, 3rd - snare, 4th tree stride, 5th - commune with nature, 6th - find the path, 7th liveoak, 8th - sunburst, 9th - antipathy
Family Domain Deities: Cuvanill, Cuane, Tala, Januel, Freyalis, Sanshan, Ooysashandra Granted Power: Your powers are granted to shelter, norish and bolster those you love. Hero's Guard: Once per round, as an immediate action, you may trade spaces with an adjacent ally and any attack against them becomes aimed at you. Shelter the Kindred: Beginning at 6th level you may as a swift action you may protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 holy bonus to AC. This supernatural ability lasts 1 round per level, and any affected creature loses this bonus if they move more than 20’ away from you. You may affect yourself with this ability. The rounds of effect of this ability need not be consecutive. Domain Spells: 1st - shield other, 2nd - sheltering branches, 3rd helping hand, 4th - imbue with spell ability, 5th - forbid, 6th - mass shield other, 7th - dispelling screen, 8th - protection from spells, 9th - prismatic sphere
Discord Domain Deities: Berenash, Senda Granted Power: You are charged with sowing discontent and discord among the people of the world and thrive on the strife they show. Shadow of Paranoia: Diplomacy and sense motive checks done with 60' of you suffer a -2 penalty. Paranoia's Gaze: At 8th level you can inflict paranoia as a gaze attack, with a save DC of 10 + 1/2 your cleric level + your wisdom modifier. You can use this power a number of times each day equal to your wisdom modifier. Domain Spells: 1st - command, 2nd - paranoia, 3rd - ??, 4th - dissension in the ranks, 5th - gratuitous violence, 6th - ??, 7th - eyebite, 8th - antipathy, 9th - ???
Dwarf Domain Deities: Freyalis, Dulthos, Nalru
Fate Domain Deities: Matacha Granted Power: You sense the coming and goings of the world of spirits, the fates of the living and the destinies of the dead. Blessed by Fate: Once per day per wisdom modifier you may roll two dice when making a saving throw and take the better of the two dice. Curse of Fate: Beginning at 8th level you may force an opponent to roll twice against a spell or effect as an immediate action, and take the worst of the two results. Domain Spells: 1st - true strike, 2nd - augury, 3rd - second chance, 4th status, 5th - aether slide, 6th - quest, 7th - vision, 8th prophecy, 9th - foresight
Guardian Domain Deities: Matacha, Poen, Tala, Grimwall, Freyalis, Ooysashandra Granted Power: You are appointed with the role of guardian and keeper of your people. Perception is a class skill for you. Hero's Guard: Once per round, as an immediate action, you may trade spaces with an adjacent ally and any attack against them becomes aimed at you.
Tean's Grace: You have divine grace as per the paladin ability against Sodrean spells. Holy Lance: As per the ability outlined for the Good domain, but instead of affecting evil characters holy weapons affect Shunran and Sodran aligned foes in this setting. Domain Spell: 1st - zone of truth, 2nd - prayer, 3rd - mark of justice, 4th - compulsion, 5th - limited resources, 6th - quest, 7th absolute law, 8th - absolute grace, 9th - manifest probability
Vigilance: At eighth level you no longer need to sleep that you might keep vigilance at all times. You become immune to spells which induce sleep. Finally, when you stand upon hallowed ground you may stand sentinel as per the spell without casting it.
Metal Domain
Domain Spells: 1st - alarm, 2nd - vigilance, 3rd - obscure object, 4th sentinel, 5th - dismissal, 6th - forbiddance, 7th - guards & wards, 8th dimensional lock, 9th - inviolability
Granted Power: You are a forger of tools, weapons, and armors to the glory of your patron. You have a +2 on appraise and spellcraft checks with items primarily composed of metal.
Gnome Domain
Safeguard: Items in your possession have a +4 bonus to their item saving throws.
Deities: Sanshan, Calruldal, Fas, Elrico
Deities: Balaxa, Sana, Dulthos
Compelling illusions: The DC of your illusions has a +1 sacred bonus.
Metal's Truth: At 8th level you can bestow the metalic property of your choice for a number of rounds equal to your cleric level. During this time the weapon bypasses damage reduction of the appropriate type. You can use this ability once at 8th level and an additional time for each 4 levels afterward.
Fade out: At 6th level you may turn invisible as a free action anytime you are struck. You have a number of rounds of invisibility in this manner equal to your cleric level and wisdom modifier.
Domain Spells: 1st - magic weapon, 2nd - heat metal/chill metal, 3rd - keen edge, 4th - rusting grasp, 5th - wall of iron, 6th - blade barrier, 7th - rusting ray, 8th - iron body, 9th - blade storm
Granted Power: You draw power from the deities of the gnomish people. Bluff is a class skill for you.
Domain Spells: 1st - silent image, 2nd - invisibility, 3rd - minor image, 4th minor creation, 5th - hallucinatory terrain, 6th - mislead, 7th - screen, 8th irresistible dance, 9th - freedom
Halfling Domain Deity: Ooysashandra Granted Power: You worship the goddess of all the oyasini and receive power from her. You have the lightning reflexes feat, and the skills stealth and sleight of hand are class skills for you. Halfling Luck: At 6th level or higher you may reroll any failed saving throw with a +2 bonus to the second roll. You gain an additional use of this ability at every 3rd level thereafter. Domain Spells: 1st - magic stone, 2nd - cat's grace, 3rd - flying, 4th freedom of movement, 5th - confusion, 6th - heroes' feast, 7th - refuge, 8th ethereal jaunt, 9th - moment of prescience
Hate Domain
Pain Domain Deities: Tela Granted Power: You delight in causing pain and misery in others and follow Tela the Bitch Queen. Intimidate is a class skill for you. Displine of Pain. You are immune to a pain touch spell cast by a character of lower level than you. Sharing of Pain. At 8th level whenever an opponent strikes you with a melee attack you may as an immediate action share the pain with them. They take the same damage you did, fortitude save for half against a DC set by your cleric level + your wisdom modifier. You can use this ability once per day at 8th level and an additional time per day for every 4 levels thereafter, but a given opponent may only be targetted once a day by this ability. Domain Spell: Pain Touch. This is an X level spell spanning 1st to 9th level on its own. See Chapter 6 for information on this sort of spell.
Deities: Sekoon, Tela, Tharpoen, Apenca, Berenash, Belandra
Purity Domain
Granted Power: You channel the power of deities of hate and spite, seeking ill for all who oppose you and even some who don't.
Deities: Tean, Matacha, Cuvanill, Gintuse, Rosalynn, Ooysashandra
Touch of Spite: You can touch a creater a standard action and grant it a profane bonus to all attack rolls, skill checks, ability checks and saving rolls equal to half your cleric level (minimum 1) for one round. You can use this ability a number of times a day equal to 3 + your wisdom modifier. Sadistic Glee: Beginning at 6th level you gain a bonus to attack and damage rolls equal to the number of foes you've slain, up to your cleric level. The bonus lasts until you spend more than a minute out of combat. Domain Spells: 1st - doom, 2nd - scare, 3rd - hatred, 4th - bestow curse, 5th - exsanguination, 6th - wasting curse, 7th - wilting curse, 8th - antipathy, 9th - wail of the banshee
Justice Domain Deities: Tean Granted Power: You an adjudicator and bringer of justice to a world filled with injustice.
Granted Power: You are charged with the eradication of evil in the world, insofar as your deity interprets such. To this end you have the ability to destroy the spells and effects which corrupt the common people. Oathsworn: As with the members of the paladin class, you are oathsworn against one of two alignments - Sodra or Shunra. You cannot choose an alignment your deity has (so a cleric of Matacha must choose Shunra since Matacha is Valra/Sodra). Against spells of that alignment you may add your charisma bonus to your saving throws. Bursting Smite: Beginning at 8th level you may use two uses of your channel energy ability to harm creatures possessing your oathsword alignment. Domain Spells: 1st - sanctuary, 2nd - pacifism, 3rd - remove disease, 4th - dissmissal, 5th - break enchantment , 6th purge, 7th humble, 8th - purify, 9th - holy.
Retribution Domain
Druids
Deities: Tean, Apenca, Sana, Landala, Grimwall Granted Power: You have the power to strike with vengeance against your foes.
Animists (called druids in other worlds) are the guardians of the most sacred woods and places throughout Carthasana. They couple magical power with the ability to shapeshift into the forms of the creatures of the world.
Strike of Vengeance: If you have been harmed by someone in combat you may make a strike of vengeance with a melee or ranged weapon against that individual. If the attack hits you deal maximum damage. This is a supernatural ability usable 3 times per day + 1 time per wisdom modifier you have.
Adventures: When animists adventure it is often to learn more about themselves or about the forces which threaten the lands they hold sacred. Some adventure to explore new vistas they haven’t seen.
??? Domain Spells: 1st - shield of faith, 2nd - endurance, 3rd - reflect gaze, 4th shout, 5th - baleful polymorph, 6th - banishment, 7th - spell turning, 8th final punishment, 9th - storm of vengeance.
Sea Domain Deities: Cuane, Frey Granted Power: You are blessed with the power of the sea. Water breathing: For a total time per day of 1 minute per cleric level you possess you breathe underwater as if under a water breathing spell. This effect occurs automatically as soon as it is needed and lasts until it runs out or is no longer needed, and can operate multiple times each day up to the total daily limit of minutes. This granted power is a supernatural ability. At 8th level you can instead confer this ability to someone else and for you it becomes permanent. Domain Spells: 1st - buoy, 2nd - clearsight, 3rd - water breathing, 4th - deep water, 5th - force hull, 6th - freezing sphere, 7th - control weather (double duration, but only at sea), 8th - capsize, 9th - elemental swarm (water only)
Characteristics: Animists are the servants of Tiania, the goddess the woodlands and natural cycles. While not as militaristic as clerics, they are more powerful and more dangerous as spellcasters. Religion: Animists are the servants of the religion of Siliani, practiced principly by the Cuolshan tribes which occupied Telzoa before the coming of the Dalsundrians. Background: Animists are very much on the fringe of Telzoan society. While the clerics of Telensiarty begrudgingly acknowledge the role of the deities of Siliani, they have all worked to undermine the role of the animists in Telzoan society. Clerics of Pentalism do not even begin to acknowledge animists as divine spellcasters in any form. Individual animists are usually the children of animists themselves, and those that are not are all but adopted by their mentors at a very young age. Races: Like barbarians, animists tend to hail from primitive societies with a more primal tie to nature.
Game Mechanics Tyranny Domain
•
Alignment: Animists must maintain strong ties to nature and hold an Aborean alignment.
Granted Power: You follow an ancient power bent on the enslavement of all beings to its will, and desire to be higher on the pecking order than the masses.
•
Summon Creature: Animists spontaneously cast summon creature which replaces the nine summon nature's ally spells.
Serpent's Gaze: Once each day you can force any creature that meets your gaze to keep it's eyes locked with yours. In this state it suffers a -2 penalty to attacks and a -4 to all other checks, but so do you (unless you attack the creature you are gazing at). A will saving throw negates this effect. You can maintain the gaze for 3 rounds + your wisdom modifier in rounds.
Fighters
Deities: Berenash, Sekoon
Suggestion: At 6th level you can make a suggestion as per the spell. You can do this once per day at 6th level, and an additional time for each three levels thereafter. Domain Spells: 1st - command, 2nd - entrall, 3rd - discern lies, 4th - fear, 5th - greater command, 6th - quest, 7th - grasping hand, 8th - mass charm, 9th dominate monster
Undead Domain Deities: Kepho, Sadier, Nalru Granted Power: You draw power from the forces of shadow, darkness and undeath. Touch of undeath: Your lifesigns are especially weak and with some effort you conceal them further to conceal your lifeforce from the undead. This allows you to become invisible to undead, per the spell, for 3 rounds + your wisdom modifier. Bolstered undead: The undead you create have two extra hit dice. Bonus Spells: 1st - detect undead, 2nd - bloodpet, 3rd - animate dead, 4th no rest for the wicked, 5th - corpse control, 6th - create undead, 7th - control undead, 8th - create greater undead, 9th - Ciranu's foul transformation.
While war persists there will always be men and women to fight those wars. A fighter may be short on many things, but work is rarely one of them. Few also are the fighters that need to worry about a retirement plan, for their lives tend to be nasty, brutish and short. Adventures: There are as many reasons for fighters to adventure as there are men and women who take up the sword. Some fight for a cause, others fight for themselves. Some fight to amass glory, and other fight to amass wealth. Characteristics: Fighters are the undisputed masters of combat, melee or otherwise. While a barbarian can come close while in a rage, he doesn’t even come close without it. Religion: Two deities are likely to figure prominently in a fighter's life - Sana, Goddess of Aggressive War and Slaughter; and Cuvanill, Goddess of Defensive War and Protection. Between these two most fighters make a choice. Then again, fighters tend to be among the more free of classes where religion is concerned, and there are many fighters who fight for no deity whatsoever. Also, many folks with strong religious beliefs tend to become paladins or clerics. Background: Fighters tend to hail from military backgrounds. Many have already served in one or more wars, proven themselves, and become decorated. Some have found they have a real knack for it and would rather test their skills and courage becoming a legend. After all, it beats the hell out of simply guarding some fat lord's castle.
Monks
•
Oathsworn Alignment: A paladin not only has to stay true to the edicts of the Valran alignment, he must choose which of its two enemies he is oathsworn to seek out and destroy. The members of these alignments must be reformed or vanquished regardless of whatever other views they hold. The abilites of the paladin which are attuned to spells and creatures of a certain alignment instead affect spells and creatures with those alignments. Certain spells, such as bless weapon, affect only the this opposed alignment.
•
Divine Sponsorship Required: As outlined for the cleric class.
Monks in the Dusk setting are members of the relatively young, widely feared and misunderstood religious sect known as the Listralans. Founded c. 1000 SR by Tia Listral, in the years since the establishment of her order, the Listralans have become the hated targets of nearly all the priesthoods of Carthasana. Religion: Monks teach and believe that the gods, all of them, are nothing more than ascended mortals themselves, that there is divinity locked in every soul and one can, with patience and practice, tap into that divinity. The path one follows on the way to such enlightenment is bent towards focusing mind, body and spirit into a cohesive whole. Background: The Listralan Way has its roots in the western section of the Estarian Empire, but its followers have been driven from that area through the persecution of the Pentalist League. Scattered to the four winds, it is possible to find a Listralan anywhere, though if they still maintain monasteries these structures have been well hidden from the outside world indeed. And as the years of persecution have forced the Listralans to hone their combat skill (particularly unarmed combat skill since carrying weapons attracts unwanted attention), it would be a formidable and deadly task to try to destroy one of those monasteries. Races: Humans are the only race known to espouse the Listralan Way. A PC of any other race is allowed, but such an individual would be a unique example.
Game Mechanic Changes •
•
Alignment: Monks must have a Valrean (White) alignment. They seek perfect order within and without themselves, a philosophy that is only compatible with the Valrean alignment. Weapons: As there aren’t any oriental weapons in the Dusk setting monks are allowed to use any simple weapon they choose. They are also proficient in light and one handed martial weapons.
Paladins Champions of good and purity, paladins are the rarest of all warriors in Telzoa. As agents of Aurnon, they are called upon to deal with the worst of dangers to the faith. Adventures: Paladins serve Tean, lord of the twin suns. All adventures and actions they undertake in the name of their lord. Characteristics: The paladin is a holy warrior with supernatural abilities and spells which augment his combat prowess. Religion: Paladins serve Court Aurnon, and in particular Tean, God of the Twin Suns. They are directly responsible to the priests of Tean, then to the priests of Court Aurnon.
Rangers Guardians of the woodlands, or at least exploiters thereunto, rangers act as civilizations vanguard against the wilderness. Adventures: Rangers typically act as guides and guardians in the wilderness, though just as often they act as trackers seeking to trace down those who would use the wild to hide. Characteristics: Rangers make excellent and highly mobile skirmers in combat. They can strike a foe hard and out of nowhere, then disappear as quickly as they appeared. Religion: Rangers of Telzoa follow Court Siliani in preference to any other set of gods. They are closely aligned with the druids of that court, though unlike paladins they are under no compulsion to follow the orders of the druids. They often do anyway. Rangers receive their spell abilities from Tiania, so they will at least revere the Mother of Cycles. Background: Rangers are loosely organized in Telzoa, with such organization aided partly by the druids. They are either born to the wilderness or sought it out in preference to the civilization they hail from. All rangers tend to be solitary, coming into towns and villages only rarely to pick up what few supplies they cannot manufacture on their own. More so than any other class a ranger is likely to learn a wide variety of crafts in order to be completely self-sustaining. Races: The most famous rangers are elven, and the most common ones are Cuolshite. Cuolshite rangers get along better with druids than any other group, as it is believed that the Cuolshite people are somehow linked to that mysterious religion.
Game Mechanics •
Alignment: Rangers must maintain strong ties to nature and hold an Aborean alignment.
Rogues
Background: Paladins are called. The when, the why, and even the how is a personal experience unique to each paladin, but after the call comes the Test of Purity. This test occurs just before the paladin reaches first level. The player and the DM are encouraged to detail the events of the test, as they can be life shaking. The test shakes the character's wisdom, constitution and charisma - the character must successfully roll an ability check for each of these during the test. The wisdom test is one of insight the character must solve a moral dilemma. The constitution test is one of sheer endurance of pain to see whether the character can maintain his faith through physical adversity. The third test, of charisma, pits the character against his worst fear. The nature of each test is customized to the wouldbe paladin.
Thieves, scoundrels, rapscallions, bandits, charlatans, the list of names go on, and all of them describe rogues. As long as there are things of value to take, there will be folks out to take them, be it simple gold or trust.
Races: Historically paladins have always been members of the Human and Half-elven race, but who knows what the future holds.
Religion: Rogues tend to follow chaotic deities - Terix is the current favorite, but Narisane, Poen, Cuane, and Tharpoen rank right up there. Many rogues are at least slightly altruistic in their religious life - willing to convert at lightning speed if it will save their bacon.
Game Mechanic Changes •
Alignment: Paladins must have a Valran alignment. They are the defenders of the order the tenents of this alignment holds so dear.
Adventures: To a rogue, life is often one adventure after another, as most of them have a penchant for getting into a lot of trouble one way or another. Characteristics: Rogues rely on their skills more than other characters do. This makes them one of the most flexiable groups since their role in a party often changes depending on the role they take on.
Background: Rogues come from all backgrounds - this is as true of Telzoa as it is true of anywhere else in the D&D game.
Sorcerers
Magi
In Telzoa, and throughout Carthasana, sorcerers are members of clans. The bonds of blood encourage them to act in concert, choosing different spells to complement each other, and making them very dangerous as a group.
In the World of Carthasana it is far more common to encounter wizards which study magic according to its alignment instead of its school. These wizards are known as magi.
Adventures: Sorcerers adventure to explore themselves and unlock the latent power locked within themselves. Their comrades find their devestating powers to be a boon on almost any situation.
Unlike schools, each alignment of magic is intrinsicly opposed to two others - you can't choose your opposition alignments. Further, your character's personal alignment must match his spells.
Characteristic: In terms of sure magical potential, the sorcerer is easily the most powerful of the spellcasters, although he isn’t the most flexiable.
A magi cannot prepare spells of his opposition alignments at all. In exchange for this restriction he can prepare spells that are of his alignment regardless of the class the spell normally belongs to without needing a divine focus (though other components must be met and certain spells have components that cannot be met without multiclassing, like the song component of some bard spells). These spells occupy two spell slots instead of one. For example, a Valran magi can prepare cure wounds or perform the raise dead ritual, but fireball is forever barred to him because it is a Shunran spell.
Religion: A very few sorcerers worship Pektos, God of Magic, but the vast majority follow the principles of the Listralan Way. This rebellious sect teaches that one can become a god by perfecting one's abilities and uniting the mind, body and soul. This sits well with sorcerers who, as a group, tend to rank among the more vainglorious and egotistical individuals of the land. True devotees of the Listralan Way become monks however. Background: Sorcerers are their family. Outsiders believe that a sorcerer's spells are predestined by his family in the same way as hair or eye color. This isn't true, but sorcerers play up that belief - further it is a well-known fact that certain clans have trademark spells. Races: Any member of any race may potentially become a sorcerer. The gift does run down family lines though, even among barbaric races such as orcs, and it is uncannily rare for a sorcerer to manifest in families with no history of such an ability. When this happens the fledgling is often sought out by the established societies as it helps relieve their lines from excessive inbreeding.
Wizards While there are many users of magic, there exists only one group that studies magic. Wizards not only personify magic and possibility, but they alone study it's laws and structure exhaustively. They are the only class in Carthasana that is free to create any new spell they desire, on any whim that may occur to them. Sorcerers rarely really understand what they are doing, and usually do not care about arcane formulae enough to actually explore them to the degree that wizards do. Wizards are the only class that, in theory, can learn all the spells in the game. They are the innovators and tinkers of the world of magic. Adventures: Wizards adventure in search of lore to add to their scroll collections. It is extremely rare to see a wizard travel without one or more well armed companions in case her spells should prove useless. Characteristics: If sorcerers are the most powerful spellcasters, wizards are easily the most flexiable. Wizards are the only spellcasting class to pass down their knowledge of the art through spellscrolls (books haven’t been invented yet in Telzoa so most wizards use vellum scrolls). Religion: Pektos, God of Magic, figures most prominently in a Telzoan wizard's life if he is at all religious, although he grants no prayers and has no (known) priests, so how one is to worship the "Keeper of Mysteries" is very much in the air. Some wizards follow other deities of course, though their devotions are as unique as each individual. Background: Most wizards in Telzoa are taught by the time-honored method of apprenticeship. Among elves this is the only accepted method of teaching - elves believe in the principle of one master, one apprentice in all tasks. Humans are more pragmatic, but it is rare to see a master with more than one apprentice. There is a college of wizardry in Merryville, and a much larger academy in far off Sandiem, but aside from those two locations there are no schools that teach the craft as one might learn physics in a college today. Races: Dwarves who learn magic face being ostracized by their clan hold and that fact is a serious deterrent to insure that dwarves who learn magic are very rare. If a dwarf can endure such a fate (most can't) he can become a wizard - and every generation or two it does occur. Oyasini are inclined towards conjuration and gnomes towards illusion - neither race is stigmatized for choosing other schools or none at all. Wizardry requires writing - and very few cultures and races have developed this art.
As with school specialization, each alignment gives the character a number of powers gained as the character advances. Also, the character receives a bonus spell slot to prepare spells of their own alignment in - and this slot can hold an out of class spell by itself instead of requiring a second slot.
Aboran The spells of nature and growth, Aboran magic heavily overlaps with the druid and ranger spell lists. These wizards are unable to use Balcran or Sodran magic. The most painful spell lost is dispel magic and similar effects, and while most all necromancies are also lost characters of this order wouldn't be likely to use such spells anyway., Wild Empathy: Aboran wizards share this trait with druids and rangers. Survival is a class skill for wizards of them. Nature's Boon: You can bolster the attack strength of an willing creature you touch, or yourself, to deal extra damage equal to your level. The boon persists for 1 minute or until the attack lands. Wild Shape: At 8th level you may assume wild shapes as a druid four levels lower than you.
Balcran Wizards of this alignment are master diviners and illusionists and understand the workings of magic perhaps better than any other character. Balcran wizards do not have access to the fiery magic of Shunra which contains most of the overt naked force spells in wizardry. They also have no recourse to Aboran magic which holds enhancement and bolstering effects. However, their own magic is notorious in its subtlety and powerful ability to dispel magic or counter it. Vast Knowledge: Like bards, Balcran mages horde knowledge. While the bent of their knowledge is likely to be more scholastic than personal experience or story based, the end result is the same - these wizards can attempt any knowledge check untrained and add half their level to all their knowledge checks. Spell Breaker: You can counter any spell with any spell that matches the target spell in school or descriptor and is the same level or higher. Spell duel Mastery: Beginning at 8th level You may use an immediate action in response to an immediate action, usually to counter a counterspell. (It is well known that a spell duel with a Balcran mage is usually a losing proposition).
Shunra Few wizards are a chaotic or trigger happy as Shunran Magi. Even evokers tend to be taken aback at their aggression and power. This
comes at a cost - without Valran and Balcran spells these magi have next to no wards or dispel abilities to speak of. Intensified magic: The damage dice your spells employ increases a step magic missiles using d6's, fireballs with d8's, and so on. Energy bolts: You may evoke bolts of fire, ice, electricity or force and propel them at foes as a touch attack. If they hit they deal 1d6 damage + your intelligence modifier. The bolts fly out to medium range. You have a base attack bonus with these bolts equal to a fighter of your level, and throw multiple bolts if you have multiple attacks. This ability is useable at will. Greater Pyroclastic Burst: At eight level you can convert any spell preparation you have into a fireball that deals 2d6 damage per level of the spell and takes an energy form of fire, ice, or electricity.
Sodra Sodra is the magic of the self and the concerns of the self. It's practioners are most notorious for necromancy, but they also have considerable skill with mental compulsion. The are unable to use Valran and Aboran magic, but since many of those spells are druidic and clerical respectively that doesn't represent a significant change to the selection of spells the character has as some of the other magi posess. Life Magic: Sodran magi often resort to using their own life force to bolster their spells. For every 4 points of damage they are willing to take they can apply one level worth of a metamagic feat to a spell. Damage taken this way can't be healed magically for 24 hours. Inflict Wounds: Sodran wizards can spontaneously cast inflict wounds at any of its levels. Puppet Strings: At 8th level you can animate any corpse or skeleton with temporary necromatic energy as a standard action and direct its actions. It falls disanimate when you cease directing it. You can perform this action any number of times during the day. Every four levels past 8th you can direct an additional corpse in this manner.
Valra Valran magi have a great deal of overlap with the spell selection of clerics, without the bother of being answerable to a god, but without the benefit of armor or weapons. Worse, the better wizard offensive spells are forever denied to them. Increased Vigor: Your hit die is a d8. Common Cause: Allies within 20' of you that share your alignment gain a +1 bonus to attack rolls, skill checks and saves. This bonus increases to +2 at 4th level and again each 4 levels thereafter to a maximum of +5. Warding Circle: At 8th level you can create a magic circle of protection around yourself that lasts a number of rounds equal to your level and your intelligence modifier. Raising the circle is a swift action. The rounds of protection need not be consecutive.
Other Classes The various Pathfinder supplements have introduced a number of new classes. More than a few of these classes won't be found in Telzoa but may show up in the far corners of the world.
Alchemist
Characteristics: Alchemists are viewed as dangerous eccentrics at best, and foolhardy maniacs by most. Their potions and extractions, while useful, are rarely stable or dependable. Unlike wizards, alchemists do not have established guilds or societies within Estaria, though a few individuals are looking to remedy this in Sandiem. Religion: Alchemists have no rhyme or reason to their choices of religion, and the few that are well known seem to be apathetic to the topic as it is a distraction from the study of the chemical interactions that make up the world. Background: Alchemists are an independent lot, and trend towards Sodra, Shunra and Balcra for their alignments. Most come from the merchant class, and many are apothecaries who have stumbled upon the magic inherent in certain material compositions, Races: Gnomes are the only race with a notable number of alchemists in their population. Perhaps this shouldn't be too surprising, as a race gnomes love embracing the latest discoveries and technologies.
Inquisitors To the south of Telzoa lies the Estarian Empire and the Faith of the Pentalist League. The Grand Order of the Inquisition is feared throughout the empire and the members of this class are the agents of that inquisition. Inquisitors rarely range as far north as Telzoa, as the habit of the Pentalist Order of executing clerics from other religions has led to retribution in kind - should a cleric in Telzoa learn someone is an inquisitor they are likely to kill them even if their goals are otherwise compatible, for the emnity between Telensitary and Pentalism runs violent and deep. Adventures: The life of an inquisitor is an adventure. They are the field agents and foot soldiers of Pentalism, charged with locating threats, both percieved and real, to their faith. The order is viewed with suspicion by outsiders at best, and fear and loathing is the usual reaction of someone upon learning they are dealing with an Inquisitor. Religion: Inquisitors serve one of the five gods of Pentalism. No other faith counts members of this class in their order. Background: Most inquisitors are like the clerics of Estaria - nobles who are the second or especially third or fourth born children of their parents - and sent into the religious orders so that they might not inherit and cause the estate of their families to be divided upon their parent's death. The particularly zealous and violent ones are the ones that take to the inquisitor path. Races: Pentalism accepts converts from all races, but non-human priests of any type are rare.
Game Mechanic Changes •
Judgement: The bonuses of judgements are always sacred, at least from the point of view of the inquisitor wielding the power. Mechanically the bonuses have the alignment of the inquisitor. The smiting abilities of the inquisitor are aimed at one of the two antithetic alignments to the inquisitor's own, but not at the same time.
Alchemy and its practitioners are found throughout the Estarian Empire, particularly near Sandiem and Ilstag. Then again, you're likely to find anything in Sandiem itself. Still, the strong trade networks upon which these cities sit as a hub means that practitioners of the alchemist's art are usually not in want for most of the substances they use to make their extracts
Prestige Classes
Adventures: Alchemists adventure for many of the same reasons as wizards and sorcerers do, though admittedly they are better trained for the situations one tends to encounter in the murky depths than their arcane counterparts are.
Arcanist
The following prestige classes are present in the Dusk campaign setting.
The arcanist is an unusual and powerful spellcaster who takes the inborn talents of the sorcerer and applies the study of wizardry to
them. The result is a spellcaster with an awesome range of spells and the ability to cast them spontaneously.
Skill Ranks per Level: 2 + Int Modifier / level
The purpose of this prestige class is to reward the usually unwieldy sorcerer/wizard multiclass, although it is possible to combine the wizard and bard classes with some loss in effectiveness.
Class Features
Hit Dice: d6
All of the following are the abilities of the arcanist. •
Spells per Day: When an arcanist level is gained the character gains new spells per day as if she'd also gained a level in both the prepared and spontaneous spellcasting classes she belonged to previously. No other benefits of those classes are gained. If a character has more than one arcane class of either type the player must choose which class the arcanist levels will apply to for purposes of spells per day.
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Arcane Mastery: At first level an arcanist can spontaneously cast prepared cantrips as if they where permanently known to the character. At each level of the class the maximum level the character can perform this feat increases by one, to a maximum of 9th level as a tenth level arcanist.
Requirements All of the following are requirements to become an arcanist. •
Spellcasting: Ability to prepare 2nd level arcane spells and the ability to spontaneously cast 3 2nd arcane spells / day.
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Feats: Any three metamagic feats
Class Skills The arcanist's class skills are Appraise(Int), Bluff(Cha), Craft(Int), Fly(Dex), Knowledge(all)(Int), Linguistics(Int), Profession(Wis), and Spellcraft(Int)
Table 3-2: The Arcanist Level
Fort Save
Reflex Save
Will Save
Special
Spells / day
1
Base Attack Bonus +0
+0
+0
+1
Arcane Mastery - cantrips
2
+1
+1
+1
+1
Arcane Mastery - 1st level spells
3
+1
+1
+1
+2
Arcane Mastery - 2nd level spells
4
+2
+1
+1
+2
Arcane Mastery - 3rd level spells
5
+2
+2
+2
+3
Arcane Mastery - 4th level spells
6
+3
+2
+2
+3
Arcane Mastery - 5th level spells
7
+3
+2
+2
+4
Arcane Mastery - 6th level spells
8
+4
+3
+3
+4
Arcane Mastery - 7th level spells
9
+4
+3
+3
+5
Arcane Mastery - 8th level spells
10
+5
+3
+3
+5
Arcane Mastery - 9th level spells
+1 level existing spontaneous arcane spellcasting class +1 level existing prepared arcane spellcasting class +1 level existing spontaneous arcane spellcasting class +1 level existing prepared arcane spellcasting class +1 level existing spontaneous arcane spellcasting class +1 level existing prepared arcane spellcasting class +1 level existing spontaneous arcane spellcasting class +1 level existing prepared arcane spellcasting class +1 level existing spontaneous arcane spellcasting class +1 level existing prepared arcane spellcasting class +1 level existing spontaneous arcane spellcasting class +1 level existing prepared arcane spellcasting class +1 level existing spontaneous arcane spellcasting class +1 level existing prepared arcane spellcasting class +1 level existing spontaneous arcane spellcasting class +1 level existing prepared arcane spellcasting class +1 level existing spontaneous arcane spellcasting class +1 level existing prepared arcane spellcasting class +1 level existing spontaneous arcane spellcasting class +1 level existing prepared arcane spellcasting class
Table 3-3: The Death Speaker Level
1 2 3 4 5 6 7 8 9 10
Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5
Fort Save
Reflex Save
Will Save
Special
Spells / day
+1 +1 +2 +2 +3 +3 +4 +4 +5 +5
+0 +1 +1 +1 +2 +2 +2 +3 +3 +3
+1 +1 +2 +2 +3 +3 +4 +4 +5 +5
Holy Blast +1d6, Matacha's Will Holy Blast +1d6, Holy Blast +1d6, Matacha's Touch Holy Blast +1d6, Holy Blast +1d6, Matacha's Rest Holy Blast +1d6 Holy Blast +1d6, Matacha's Awe Holy Blast +1d6 Holy Blast +1d6 Holy Blast +1d6, Matacha's Ward
+1 level existing divine spellcasting class +1 level existing divine spellcasting class +1 level existing divine spellcasting class +1 level existing divine spellcasting class +1 level existing divine spellcasting class +1 level existing divine spellcasting class +1 level existing divine spellcasting class +1 level existing divine spellcasting class +1 level existing divine spellcasting class +1 level existing divine spellcasting class
Table 3-4: Listral's Hand Level
1 2
Base Attack Bonus +0 +1
Fort Save
Reflex Save
Will Save
Special
Spells / day
+1 +1
+1 +1
+1 +1
+1 level Monk Abilities, Magic Fist, Expanded Ki +1 level Monk Abilities, permanent spell (1st)
+1 level existing class +1 level existing class
3 4 5 6 7 8 9 10
+1 +2 +2 +3 +3 +4 +4 +5
+2 +2 +3 +3 +4 +4 +5 +5
+2 +2 +3 +3 +4 +4 +5 +5
+2 +2 +3 +3 +4 +4 +5 +5
+1 level Monk Abilities, Enchanted Touch +1 level Monk Abilities, permanent spell (2nd) +1 level Monk Abilities, Ray Touch +1 level Monk Abilities, permanent spell (3rd) +1 level Monk Abilities, Diamond Soul +1 level Monk Abilities, permanent spell (4th) +1 level Monk Abilities, Arcane Replenishment +1 level Monk Abilities, permanent spell (5th)
+1 level existing class +1 level existing class +1 level existing class +1 level existing class +1 level existing class +1 level existing class +1 level existing class +1 level existing class
Ex-Death Speaker
Death Speakers Death speakers are the servants of the Matacha, the Goddess of Natural Death and the Dead. Unlike many deities controlling this portfolio, Matacha is good aligned and her priests are charged with the task of maintaining the sanctity of death. Part of this charge is the duty to destroy any and all undead they encounter as she considers undeath to be a direct mockery of her. Most death speakers are clerics in service to Matacha before they enter this prestige class, but this isn’t mandatory. Hit Die: d8
Requirements To become a Death Speaker, a character must fulfill the following. •
Deity: Matacha
•
Spells: The character must be able to cast 4th level Valran spells.
•
Feats: Extra Turning
•
Skills: 8 ranks Knowledge (Necrology)
Class Skills The Death Speaker’s Class skills and the key ability for each are Concetnration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha) Knowledge (Arcana)(Int), Knowledge (Necrology)(Int), Profession (Wis), Scry (Int), and Spellcraft (Int) Skill Points at each level: 2+Int modifier
Class Features All of the following are the abilities of the death speakers •
Spells per day/Spells Known: When a death speaker level is gained the character gains new spells for the day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not however gain other benefits of that class not directly related to spellcasting (spells / day, spells known if spontaneous, increased effective level of casting). If a character has more than one spellcasting class he or she must choose which class the deathspeaker level will stack upon.
•
Holy Blast: When turning the undead the death speaker adds 1d6 / level to their channel energy damage. They do not add this damage to uses any other uses of channel energy.
•
Matacha's Will: A death speaker adds their death speaker level to their charisma score when calculating their effect on any charisma based power or skill used against undead except Matacha's Awe (see below), including and especially channel energy.
•
Matacha's Touch: The death speaker gains the ability to unerringly attack incorporeal foes. His attacks gain the ghost touch property. This is a supernatural ability.
•
Matacha's Rest: Foes slain by a death speaker may not be returned to life or unlife except by a spell effect with a caster level four higher than the death speaker's. This ability will counter the death avoidance abilities of certain undead, notably liches (a lich slain by a death speaker will be permanently slain unless it is four levels higher than the death speaker).
•
Matacha's Awe: Undead may not approach within 30' of a death speaker unless they save at a willpower save DC 10 + death speaker level + charisma bonus (not including the Matacha's Will ability ). In all other regards this ability works like frightful presence except that it only affects the undead despite the fact those creatures are normally immune to frightful presence. This is a supernatural ability.
•
Matacha's Ward: The death speaker becomes immune to level draining and death spells and effects as per the death ward spell. This is a supernatural ability.
A death speaker displeases the goddess Matacha loses all spell abilities and granted abilities of this class until she returns to her favor.
Listral’s Hand "The fool looks without for support. The weak stand upon the backs of tools The wise knows that true strength and purity comes from within. Only by purifying oneself can one begin to be whole, divine, and great." -Tia Listral, 987 SR. Since their inception during the latter half of the Orgstal Wars in what is now the Estarian Empire, the teachings of Tia Listral have earned the persecution of any and all priests they encounter. For she taught that the gods where nothing more than ascended mortals - great in power yes, capacle of granting spells, certainly, but the cosmos was not their plaything, and that they were no better than the mortals that served them and that they once where. She also taught that if one worked hard enough they could awaken the divinity inherent in all souls - a divinity that gods harvested through worship and a power that was not rightfully theirs, but only rightfully belonging to each soul that possessed it. Despite persecution, the Listralan way has spread - especially among individuals already given to a certain degree of meglomania such as wizards and sorcerers. Hit Die: d8
Requirements To qualify for the ranks of Listral's Hand requires special dedication. The following requirements must be met. •
Base Attack Bonus: +3
•
Alignment: Dominant Valrean
•
Special: Evasion, Unarmed Strike, Stunning Attack, Ability to spontaneously cast 2nd level arcane spells. The character cannot have a familiar.
Class Skills The class skills of the monks of Listral’s Hand and the key ability for each skill are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (Arcana) (Int), Spellcraft (Int), Swim (Str), and Tumble (Dex) Skill Points at each level: 2+INT Modifier.
Class Features All of the following are the abilities of the monks of Listral’s Hand. •
Weapon and Armor Proficiency: Members of Listral's hand gain no proficiency with weapons or armor.
•
Spells per Day: When a new Listral's Hand level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a member of Listral's Hand, she must decide to which class she adds the new level for purposes of determining spells per day.
•
Monk Abilities: Certain monk abilities continue to progress for members of this class. Specifically, add your levels in this prestige levels with any levels you have in the monk class to determine your unarmed damage, AC bonus and unarmored
speed abilities. You may total you base attack bonus from your spellcasting class, Listral's Hand and Monk classes to determine your flurry of blows attack. •
Expanded Ki: The members of Listral's hand have tapped deeper into their innate magic abilities than other monks. Their ki uses are equal to their combined monk and Listral's Hand levels + spellcasting ability modifier instead of wisdom. The character gains additional ki stroke and ki pool abilities as a monk of his level + his Listral's Hand level.
•
Magic Fist: You combine your arcane spellcaster levels, monk levels and levels in this prestige class when determining how many times you may use the stunning attack ability. While you can still opt to stun opponents, you also can embed any spell you know with a range of "touch" into the attack instead of the stunning effect. The spell so embedded is cast as a free action as part of the attack, and unlike a normal use of the touch spell you will lose the spell if you miss. Spells embedded this way have an effect calculated from the levels of all classes mentioned above.
•
Permanent Spell: The character may choose a spell of the given level or lower to become permanent on themselves. See the permanency spell for list of spells that can be made permanent by default. The GM may allow other spells at his or her discretion.
•
Enchanted Touch: You may cast a spell that normally targets touched weapons upon your fists.
•
Diamond Soul: As per the monk ability - the level of resistance is the character monk and Listral's Hand level. If the character has this ability from the monk class alone then the character also adds his caster ability modifier to the resistance.
•
Arcane Replenishment: The character may divert magical energy to restore his body. The character may use any spell slot of 1st level or higher to heal for 1d8 hit points / level of the spell.
Skills and Feats Chapter 4 "Talent is a rare thing, training rarer still, and rarest is talent refined by training.”
•
Calligraphy: Calligraphy is the art of writing, or more precisely illumination of scripts that involves painting them and applying gold leaf to some of the more valuable pages.
•
Carpentry: Carpenters are all woodworkers, and more than any other craft this one has numerous specialists in its various areas that the character can emphasize in. These include cabinet and furniture makers, wheelwrights, shipwrights, structural carpenters, roofers and woodcarvers.
•
Cartography: This is the art of map making. Cartographers are highly prized in maritime communities and their charts, which reveal favorable winds and treacherous currents are jealously guarded. A skilled cartographer can make an accurate map given time and tools, though any literate person can read one, any navigator can navigate with one and so on.
•
Cobbler: The cobbler, or shoemaker's trade is primarily a marriage of carpentry and leatherworking.
•
Fur Curing: Individuals that prepare furs for use in clothing are known as furriers. This is a close cousin to leatherworking, although the goal is to cure the hide so the fur will remain on the skin, which requires a different process than leatherworking.
•
Jeweler: Jewelers cut and fix gems. The process has not changed remarkably since ancient times to today.
•
Heraldry: Any scholar can recognize coats of arms with the correct knowledge skills (esp. Knowledge – Nobility). The craft of heraldry is concerned with the creation of heraldic signs following a strict code known as the laws of tincture. Learning the herald’s art is highly prestigious in typical medieval societies.
•
Instrumentcraft (Specific): You know how to make musical instrument (choose one).
•
Leatherworking: A leatherworker crafts with hard or soft leather. Hard-boiled leather is used for leather armor and saddles. Soft leather is used for book covers, backpacks and the like.
- Lord Travis Triel. This chapter contains campaign specific notes about skills as well as new feats.
Skills The following listings either expand on their entries in the core rules. Skills with no changes aren’t listed.
Appraise Many artisans place maker's marks onto an item that reveals information about the item including who made it and where, and often the date of manufacture can be reasonably inferred by noticing variations in the mark that change over time. Not all this information will be on every item but will usually be present on items the characters might care about the value of.
Bluff Especially crafty NPC's may pretend to believe the bluff. Since you want to believe you will succeed on your checks this counterbluff has a +5 bonus.
Craft If you have a craft skill you begin play with membership in a guild of craftsman. Membership dues and privileges vary by region, but at a minimum if your dues are current you will have some amount of professional contacts and will be able to secure legal help and backing as long as you are in good standing - however the guild will expect your support in return. A craftsman may appraise the goods of his craft using his craft skill instead of the appraise skill. The following are the craft skills most frequently found within Telzoa. •
Alchemy: Alchemists combine strange ingredients in secret ways to make marvelous substances.
•
Architect/Engineer: The architect's craft is the design of buildings, although understandably it takes lot of people to carry out the plans of a single architect. Architecture is not merely a factor of determining what can be done with building materials, but why. As an example, architects who work closely with priests often design a building with religious symbols placed directly into the structure.
•
Metalworking: This skill involves the working with soft metals - primarily with pewter but also silver, gold, tin and copper.
•
Painting: In its own way, painting is a perform skill, and a favorite past time of many bards. A painter can emphasize on a specific medium such as fresco, mosaic, oil or water painting.
•
Armorsmith: The armorer, or armor smith, makes armor and shields.
•
•
Blacksmith: Blacksmiths work with iron and typically fashion horseshoes and the like.
Plumbing: Plumbing is the ancient art of getting water to move where desired. Most piping is made of tin or ceramic and such is usually found only in the wealthiest of homes.
•
Bowyer/Fletcher: This is the art of bow and arrow manufacture. Such a character does not necessarily know how to make new arrowheads, but since these often survive a battle where the arrow does not this isn't a problem.
•
Pottery: This is the art of making ceramic objects, usually bowls, jars and lids for the same.
•
Sculpting: While most think of stone when sculpting is brought up, sculpture can also be done in wax and then cast into bronze (which involves this skill and metalworking to do).
•
Stonemasonry: Masons work in conjunction with architects to realize their plans, building wall, hewing passages and performing other works with stone.
•
Trapmaking: From animal snares to deadfalls, this craftsman concentrates on the manufacture of traps. The DC of the
•
Brewing: The character is a student of the manufacture of alcoholic beverages. There are three areas to this art - brewing grains (which yields beers), fermentation of fruits (wine-making) and hard distilling (whiskey).
check is the same as the disable DC of the trap. On a critical failure the trap maker springs the trap on himself. •
Weaponsmithing: In a world fraught with peril and filled with armies to equip, the weaponsmith is rarely in need of work.
•
Weaving: Weavers manufacture cloths or carpets. A weaver’s check result determines the price the item commands once completed. A weaver with a handloom can make about 1 square yard of material every three days.
•
The most common languages are listed below. Some languages are grouped. Once you learn one language in the group, you can learn others in the group that are commonly spoken for 2 per rank (So you can learn 3 languages in a group by buying 2 ranks in linguistics. However, this rule does not apply to ancient languages only one of these may be acquired at each rank. •
Wickercraft: The character can weave baskets and other objects of wicker, including privacy screens, wicker throw rugs, chairs, certain tables and even scabbards and some adventurer’s gear.
Disguise You can attempt to hide among the people, using the sheer number of people in a settlement or crowd to conceal you from those who would find you. This task works in opposition to Diplomacy (long term) or spot (quickly 'hiding' within a crowd).
Heal You can use a heal check to attempt to determine a non-obvious cause of death and its time.
Knowledge A character can research a question in a library or book. These items have ranks in knowledge skills just like characters do. The more ranks a library or book has, the harder any given bit of information will be to find.
•
Cuolshan: The language of the native peoples of Telzoa present before the Dalsun peoples arrived. Words borrowed from this tongue crop up frequently in Telzoan place names (e.g. Hone Rae means "Meadow Glorious" in East Cuolshan) o
East Cuolshan: The language spoken in the eastern end of Telzoa.
o
Central Cuolshan: The language spoken in the lands around the great crater and in the mountains to the north. Where it is spoken it is far more common as the Dalsundrians never ventured into this region.
o
Western Cuolshan, or Isladri: The language spoken most frequently among humans of Isladria, an island to Telzoa's east.
Dulsandan: Dulsandan includes the default "common" tongue of most games in the Dusk setting - Dalsundrian. but also includes the divergent and emerging tongues of Tennen and Milisal. The ancient languages of Dalzendri and Dulsand help to round out the family within the isle of Telzoa. Telmandan and Armandan, each of which are spoken by Telzoa's neighbors, are descendants of Dulsand and are considered members of the Dulsandan language group. o
Dalsundrian: On the island of Telzoa this is the de facto standard language. In reality a hodgepodge mix of languages with Dalzendri as the backbone, Dalsundrian is a language lacking respect among the learned as a crude commoners language. Nevertheless its usefulness as a language nearly everyone can speak is undisputed. There is no formal written form of Dalsundrian, though Liternanin characters can be used to represent its words.
o
Tennen is dominate on the southwestern side of the island of Telzoa.
o
Milisal has taken root in Milicsundria and Dabrinia.
o
Dalzendri (Ancient): This is the language lying at the root of Dalsundrian, Tennen and Milisal and was at it's height four hundred years ago - so short a time that many elder elves still know the language and could speak it fluently if they desired. Sorting for most modern speakers through this tongue is akin to an English speaker trying to sort through Chauncer's Middle English - it's very difficult but possible. Very few texts exist in Dalzendri, and the language uses a variant of the Liternanin alphabet when notes upon it are found.
o
Dulsandan (Ancient): This language dates back six to seven hundred years from the current campaign date. Knowledge of its distant descendants is of little use to those attempting to understand this language. Indeed, most of what is known about the language is through study of its descendant tongues, elven memories, and the occasional passage describing it's words in Liternanin. To it's credit many of the more obscure place names in Telzoa, such as Dalze (from Dulzhe meaning "cove"), Ultan (Yuultain, meaning "river bends") and Paldace (Poldacei, meaning "harbor with rocks" ) are Dulsandan in origin. The peoples who spoke this language where also the practitioners of what would later become courts Aurnon and Damosi, and again the names of many of these gods have their roots
The fields of knowledge in the setting are the same as in the Core Rulebook, with these additions: •
Astrology (Clr): The character uses the stars to predict the future based on myths and legends surrounding them. Knowledge of the myths and legends within astrology is a simple knowledge check. A second task of this skill is prediction.
•
Law (Pal, Clr) The character is familiar with the written law of a country. This is specific detailed knowledge of the law, not the cursory knowledge of laws one might have from Knowledge - Local.
•
Philosophy: Philosophy is a search for wisdom that is, for the most part, divorced from religion. Its study includes the study of logic and the rules of argument and grammar. It is a discipline few understand and fewer still truly appreciate.
Linguistics You may attempt to create a code to secure your messages. Attempts to decipher your code are an opposed linguistics check between you and the person that intercepted your coded message. They have a -10 penalty if they don't know the language you wrote the code in.
Language A character is either fluent in a language, or functional with it. A character is automatically fluent with only one tongue no matter how many languages he automatically starts with. To be fluent in any other language the character must double purchase it. Functional command of a language is all that is required to understand it and speak that language. Fluency removes any trace of an accent, but is more a matter of taste than restriction, though certain NPC's may be impressed by your possession of it and it is critical to maintaining certain disguises. Literacy: Characters aren't automatically literate. Only the cleric and wizard class automatically begin play fluent in a written language (Liternanin). Other characters must learn such a tongue that includes an alphabet before they can read. Some languages survive only in their written form, so while a character may know how to read and write them, they won't recognize them when they hear them spoken.
in this language (Tean comes from Tei Ayn, meaning "Two Eyes.") o
o
•
•
•
o
Liternanin: The Liternanin language has many descendants despite the fact that the language itself is still alive and well as the standard of communication between the literate souls of the world. Speaking Liternanin is almost equivalent to being literate - for this language's 51 letter alphabet is borrowed by most of the human tongues we will be discussing for purposes of writing. Since the process of writing is embedded into the teaching of Liternanin a speaker of this language can write it - further they may use its letters to phonetically encode most other languages they know.
o
Malchani: The lords who conquered the island between 200 and 400 SR never completely abandoned their own tongue, since it gave them a way to give each other's council in the present of the rabble. That language is largely lost elsewhere. The common folk and many demihumans often derisively call this language noblespeak. All the same the nobles semi-fiercely guard this language, as fluency in it is a mark of culture and refinement. There is a written variant of Malchani, though the alphabet is descended from Liternanin
o
Estarian: The language of the people of the Estarian Empire, this tongue is dates back to the days of Sandielansta and may be older than Liternanin (it is unclear as to which is the older). There is an alphabet to this tongue, but it has fell out of use and will not be known to characters who do not deliberately set out to learn it (which costs a skill point).
Dulshadral: This group of tongues includes dwarven, orcish, goblin and gnomic, and any of the four races tend to smack scholars for this classification. Nevertheless it cannot be denied that there are many, many identical root words in these tongues, pointing to a dark episode in the history of dwarves and gnomes indeed if there is any truth behind the hints the etymology is providing. Kilrasic (colloquially, Dwarven) is the only language of these four with an alphabet. The others use this alphabet, because according to dwarves - "they're too damn lazy to invent their own." Dwarven characters look very wedge-like to human eyes. They are simple, to the point, and very easily carved into stone. Indeed, dwarves rarely if ever write anything down - they carve it. "If it isn't worthy of stone it isn't worthy of recording." goes one dwarven saying.
o
Knorasi (colloquially, Gnomish) sounds gentler than dwarven, and it is perhaps the least abrasive to the ears of the four. The gnomes also have a considerable number of borrowed elven words in their tongue.
o
Kort (colloquially, Orcish) sounds like a dwarf with rabies. It is filled with vicious guttural snarls, whoops and growls.
o
Junri (colloquially, Goblin) isn't much better, but has a much shorter range of words and applications.
•
Elven: The most ancient of languages of Carthasana are naturally the property of her most ancient people. Elven is curious for it's tendency to use intonation to disguise the nature of the message being given, and this carries across to their writing. Elven is known simply as elven by outsiders. Some scholars in search of a better name call it Tel'Ank, or "The Tongue" in elven. Elves name their language Silvani. o
o
Honial is the only language that is related to elven, yet not elven. This language is largely a cross between Dalzendri and elven, with a healthy dose of Cuolshite and Liternanin thrown in for good measure. This befits it's nature perhaps - for Honial is the official language of the half-elven peoples of the tiny principality of Hone Rae - a nation founded for and by half-elves who found themselves to be outcasts elsewhere. Oyasi is a distant cousin to elven, and can barely be considered to be in the same language family. This language is a bridge of sorts to the other fairy languages from elven. Oyasi has it's own alphabet that is similar at a glance to the elven, but it only has 150 characters to elven count of 900.
o
Silvani: The language of most elves born in the northern hemisphere to the extent of the former Malchani Empire.
o
Voolrea: West Elvish is spoken to the far west
o
Arcical: The elven of the distant north.
o
Kilanri: The elven of the Blood Sea and central regions
•
Padrisilv: The elven of the Padriac region.
Liternanin: This family includes Liternanin and its descendant tongues. It is one of the most widespread tongues in the world of Carthasana.
Armandan: The Armandal peoples inhabit the lands southwest of Telzoa on the far shore of the Channel of Miandris. Their tongue bears more dwarven marks than does Telzoan proper, but theirs is a tongue both more tuned to the sea (They have 26 different words to describe a wave) and with a tendency to borrow other tongues.
Rosalynn Sign: Developed by Priests of Rosalynn who have taken a vow of silence within their temples and monasteries, this language is automatically obtained by the priests devoted to her.
o
•
Telmandan: The language of the Telmish is on the southeast side of the channel from Telzoa and follows a different evolutionary path. This language lacks many of the Elven and Cuolshite borrowed words which dot the landscape of Dalsundrian. A more guttural language, Telmandan borrows far more words from the orcish peoples whom the Telmish compete with for space to this day.
o
Draconic Tongues: The tongues of dragons are surprisingly varied given the number of dragons in the world. o
Kolric: The language of the of kobolds is very interesting to scholars, if for no other reason than the sheer number of words it shares with the dragon tongues, enough to be considered a sister tongue to them. What this says of the relation of these diminutive creatures to dragons is hard to say.
o
Jarsi: This is the common tongue of the "metallic" dragon races.
o
Auresi: The language of gold dragons
o
Argenti: The language of silver dragons
o
Aesenti: The language of bronze dragons
o
Cuprumi: The language of copper dragons
o
Orichalci: The language of brass dragons
o
Croshan: The language of chromatic dragons
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Negrishal: The language of black dragons
o
Rohentishal: The language of red dragons
o
Blanshal: The language of white dragons
o
Azushal: The language of blue dragons
o
Verdeshal: The language of green dragons
o
Eldicori (Ancient): The language of the elder wyrms.
Aborani: These are the languages that seem to originate from the outer plane of Aborea. Note that many of these tongues only appear on the material plane now as the creatures that speak them have long since been separated from the home plane.
o
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•
•
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Druidic: The druid tongue is a member of this group. Although non-druids cannot learn this language, speakers of the sister tongues might be able to pick out certain words from it. More importantly, druids may learn the languages of this group on a two for one basis.
o
Faenori (or Sylvan): This is the world name of Sylvan, which is a common tongue among sylvan creatures.
o
Pichanese: Pixies, Nixies and diminutive fae speak this tongue.
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Phillipi: The language of centaurs and similar creatures.
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Taurni: The language of minotaurs.
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Rumbas: The plant language of the treants. This language is physically impossible for most humanoids to speak without magic but it can be heard and understood.
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Gnashacri: The language of gnolls.
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Aboria: The planar common of Aborea.
Perform In particularly noisy situations you can use a performance check to project your voice over the ambient noise. You also use a perform check to draw attention to yourself.
Profession Professions are service careers, as opposed to crafts which create objects. They often combine knowledge in numerous small tasks. Most professions aren’t worth detailing here as their name makes it pretty self evident as to what they do. A few have game effects though that characters might want to use. •
Boat Pilot: The character knows how to pilot boats and ships.
•
Cook: A skilled cook can not only make a wonderful food but can on a DC 15 check ascertain whether food has spoiled or not. A check can also be made to determine whether something is edible – this check is between DC 15 and 20 depending on how exotic the item. This check cannot be done untrained. Finally a character can make a check to prepare food. A check result of 5 or less indicates the cook has contaminated the food through incompetence. All who eat it will be food poisoned on the next day and must make a fortitude save DC 10 or lose 1d4 points of constitution for one day.
•
Navigator: The character knows how to navigate using tools such as a compass, sextant and astrolabe. Without these tools this skill is useless.
Shunra: These are the languages that appear to originate from the plane of Shunri. o
Gigas: The common tongue among the giants.
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Monsodri: The language of mountain and hill giants.
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Caemendri: The language of stone giants
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Tempestri: The language of storm giants
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Ingantidri: The language of fire giants, and fairly widespread among fire creatures of other lineages.
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Daodoni: The language of the earthen elementals
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Shunria: The planar common of Shunra.
Sodra: The languages that originate from the plane of Sodra o
Diablona (Infernal): The language of the diabolic races, the devils.
o
Abytor (Abyssal): The language of the demonic races.
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Crysondal (Undercommon): The language of the underworld or cavern races.
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Dalshite: The language of the dark elves, or drow.
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Sodria: The planar common language of Sodra.
Spellcraft There are two forms of spellcraft, arcane and divine. A character is presumed to study spellcraft according to the type of magic their class uses. The only time the type of spellcraft a character knows matters is when the character attempts to use a ritual. Characters wishing to use rituals not belonging to their class (a wizard using cleric rituals) must take spellcraft as a skill twice, and when using rituals not belonging to their class they are treated as a nonspellcaster.
Feats The following feats join the list of available feats from the Pathfinder Core Rules.
Balcra: The languages that originate from the plane of Balcra o
Assanti (Auran): The language of air creatures
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Meran: The language of merfolk
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Oceani (Aquan): The language of deep ones below.
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Balcria: The planar common of Balcra.
Valra: The languages that originate from the plane of Valra o
Saboan (Celestial): The language of angels.
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Crysali: The language of Eldarin
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Valrani: The planar common of Valra.
Perception A perception check uses Intelligence when the character is actively trying to find something. The difficulty of the task is influenced by how accurately you can describe what you are doing to accomplish the task. For example searching a room for secret doors in general has a much higher DC than searching a bookshelf for a hidden switch to open a secret door. If a character might notice something, the check uses wisdom.
Allure [General] You are attractive. Prerequisite: CHR 13+ Benefit: Gain a +2 competence bonus on all charisma skills checked against creatures subject to your allure (usually members of your race and opposite sex). Note that for purposes of this feat elves, half elves, and humans are the same race. Special: This feat is only available to 1st level characters.
Augmented Creation [General] You create stronger undead than normal Prerequisite: Spell Focus (Necromancy) Benefit: The undead you create have 2 extra hit points per hit die.
Brew Elixer
You can prepare two spells in the same spell slot.
[Item Creation]
Prerequisite: Split Spell
You can create especially strong potions.
Benefit: This feat lets you put two spells into one slot and either cast both simultaneously or one at a time. The spells occupy a slot half the level of the lower higher than the highest level spell of the two, round up. (e.g. An entwined 1st and 3rd level spell occupy a 4th level slot, entwined 3rd level spells occupy a 5th level slot).
Prerequisite: Brew Potion Benefit: As brew potion, except the maximum spell level is 5th.
Brutal Hit [Combat] You land brutal critical hits upon foes. Prerequisites: Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Improved Critical, Base Attack Bonus +10 Benefit: The critical multiplier is increased by 1 (x2 becomes a x3). If you roll a natural 20 you threaten a brutal hit instead of a critical hit which deals weapon damage multiplier +2 (So a x2 becomes x4).
Cantrip [General] You have learned an arcane cantrip. Prerequisite: Charisma 10+ Benefit: Choose any cantrip from the sorcerer spell list. You may cast it sorcerer of half your character level (minimum 1). Normal Arcane spell failure chances still apply for characters that wear armor.
Combat Archery [Combat] You keep your wits about you while using a bow. Prerequisites: Point Black shot, Precise Shot, Shot on the Run, Dodge, Mobility, Dex 13+, Base Attack +8 Benefit: You can use a projectile weapon while threatened without provoking an attack of opportunity. You can fire a bow at a foe who threatens you without penalty. Normal: Normally using a projectile weapon in melee provokes an attack of opportunity.
Duplicity
Finesse [General] You use agility rather than strength to move. Benefit: You use dexterity instead of strength for the climb and acrobatics skills if you are unencumbered and wear an armor that has no armor check penalty. Special: The DM may still rule strength necessary in exceptional circumstances despite your possession of this feat.
Immediate Spell [Metamagic] You can cast a spell out of turn as a free action. Prerequisite: Lightning Reflexes, Quicken Spell Benefit: The casting time of the metamagicked spell is changed to 1 immediate action so long as its normal casting time is one standard action. Immediate actions can be taken any time you’re not flatfooted. The spell occupies a slot six levels higher than normal.
Improved Eschew Materials [Metamagic] You can cast spells without material components. Prerequisite: Eschew Materials. Benefit: You may cast spells with a material component costing up to 10 gold without a material component. You may prepare a spell at one level higher to avoid a material component cost of up to 50 gold; two levels higher to avoid a material component costing 100 gold; three levels higher to avoid 500 gold; four levels higher to avoid 1000 gold, and for each 1000 gold cost you wish to avoid further, the spell slot must be raised by one (A spell with a material component costing 5000 gold must be prepared 8 levels higher than normal to be eschewed of it’s material component).
[General] You can replace unused preparations freely.
Improved Heighten Spell
Benefit: Whenever you prepare spells unused spell preparations count as unused spell slots.
[Metamagic]
Elven Blood
Prerequisite: Heighten Spell, Empower Spell
[General] You have significant, though minor, elven blood. Most characters with this feat are the children of half-elves. Prerequisite: Human race Benefit: The character has a +1 on saves vs. enchantments and a +4 on saves vs. the sleep spell. The character also has low-light vision as a half-elf does.
You can heighten the effects of a spell.
Benefit: This feat works like heighten spell except you that in addition to increasing the spell’s level, you increase your caster level for that spell by the same amount. For example, if you heighten a magic missile to 3rd level you will increase your effective level by +2. If you are 5th level, you will be considered 7th level when you cast the spell.
Improved Mastery [General]
Special: This feat is only available to 1st level characters. Your mastery of a spell has improved.
Entwine [Metamagic]
Prerequisite: Spell Mastery
Benefit: Choose a spell you have spell mastery in. You may cast it spontaneously.
Lunge [Combat]
Special: You can take this feat more than once. Each time you take this feat you must choose a different spell for it to affect.
You can make a lunging attack
Improved Move Adjustment
Benefit: A lunge is a short-range charge in which you move less than 10 feet. If you lunge you will still suffer the penalties for charging.
[Combat] You can move short distances with blinding speed.
Normal: You normally need 10' of room to charge.
Prerequisite: DEX 13+, Dodge, Mobility, Tumble 8 ranks
Noble Blood
Benefit: You can move 10’ as a free action instead of 5’. This move is identical to the 5’ free action move in all respects except the distance covered.
[General]
Improved Repeating Magic [General] You can cast a spell once a round. Prerequisite: Repeating Magic Benefit: You may prepare a spell that can be used every round. If you are a sorcerer, the spell slot used for the spell is returned to you on the next round. An improved repeating magic spell takes a slot six levels higher than normal. Normal: Spell slots may only be used once a day.
Improved Sneak Attack [General] You can deal devastating blows to unprepared foes. Prerequisites: Sneak Attack, Base Attack Bonus +8, Improved Critical Benefit: Use d8's for sneak attack damage. When you land a critical hit your sneak attack dice are maximized.
Improved Spell Resistance [General]
You are a member of the nobility Benefits: You are a member of a noble house. Work out your precise rank and attendant repsonsibilities with your GM but at a minimum you will have the rights and priviledges due members of the nobility, you will know Malchani as a bonus language and have Knowledge (Nobility) and Knowledge (Local) as class skills. You gain a +2 bonus on Bluff, Diplomacy and Intimidate checks against the commoners of your society. You will have the service of one to three retainers loyal to your house that will perform menial tasks for you and their salaries are ultimately paid by your family. They will not willingly enter into harms way and will abandon you if mistreated. Special: This feat is only available to 1st level characters.
Poison Immunity [General] You have developed a very high resistance to a specific poison. Note that this isn’t a total immunity, and particularly massive doses could still kill you. Prerequisite: Great Fortitude Benefit: Name a poison. Against that poison you apply a +20 circumstance bonus to your fortitude saving throws. If the poison in question doesn’t normally allow a saving throw then you are entitled to a saving throw without a bonus from this feat.
You resist spells especially well.
Pounce
Prerequisite: Spell Resistance
[Combat]
Benefit: You gain a +2 bonus to your spell resistance.
You can pounce upon a foe with a full attack with a favored weapon.
Special: This feat does not grant spell resistance, it improves it. A character who takes this feat must already have spell resistance through another source, such as a monk’s diamond soul class ability.
Inquisitive [General] You learn quickly. Prerequisite: INT 13+
Prerequisite: DEX 13+, Dodge, Mobility, Expertise, Bounding, Spring Attack, Whirlwind Attack, Razor Run, Weapon Focus, Weapon Specialization*, Base Attack Bonus +11 Benefit: You can take a half move and make a full attack. You must have weapon focus and specialization in any and all weapons you use in this attack unless you are a monk, in which case you may forgo weapon specialization if you are making an unarmed attack. If you do this you take a –2 penalty to your AC as if you had charged until your next turn.
Benefit: Gain 4 skill points at 1st level and an extra skill point each level thereafter, as if you were human. If you are human, gain 8 skill points at 1st level and an extra 2 skill points thereafter instead.
Normal: If you move beyond a fee action step you cannot perform a full attack option.
Luck of Heroes
Quicken Metamagic
[General]
[General]
You avoid mishap readily
You can quickly prepare a spell with a metamagic feat on the fly.
Benefit: You gain a +1 bonus to all saving throws.
Benefit: You may cast a spell with a metamagic feat without increasing its casting time so long as the greater spell focus applies to it.
Normal: Sorcerers, bards and other spontaneous spell casters increase their casting times by one round when they choose to use a metamagic feat.
Sidestep [Combat] You avoid oblique attacks with grace and ease.
Razor Run [Combat] You can strike all foes along a single straight-line path. Prerequisite: INT 13+, Expertise, DEX 13+, Dodge, Mobility, Base attack bonus +8 or higher, Spring Attack, Whirlwind Attack. Benefit: You may move half your speed in a straight line and attack all foes adjoining your path. You do not provoke attacks of opportunity during this movement. You may not attack a foe more than once per use of this ability.
Repeating Magic
Prerequisite: Dodge, Mobility Benefit: Whenever the opponent who you’ve selected to receive a +1 dodge bonus to your AC against takes an attack option that provokes an attack of opportunity (q.v. bull rush) you may forgo the attack of opportunity and take a 5’ step. If you do you have a +20 dodge bonus to your AC against that attack. An opponent who attempted a bull rush and misses moves into the square behind your previous position or strikes the wall if there was a wall behind you unless they succeed at a reflex save higher than their own attack roll. (If they fail and move off a cliff edge, that’s their problem).
[General]
Split Spell
You can repeat a spell.
[Metamagic]
Benefit: When you prepare a repeating spell, it can be used once every ten minutes (roughly, once per encounter). If you are a sorcerer the spell slot you use for the spell is returned to you after ten minutes. The spell occupies a slot four levels higher than normal
You can prepare two spells in one slot.
Normal: Spell slots may only be used once a day.
Reversing Magic [General]
Prerequisite: Ability to prepare spells. Benefit: You prepare two spells in one slot and can cast either spell from that slot. Prepare the spells in a slot one level higher than the highest level one.
Twins [General]
You can reverse your spells Benefit: You can cast the reverse of any spell you know or have prepared as long as it is on your spell list. A spell’s reverse is one whose effect is diametrically opposed to it and the two spells will be listed as countering each other. Examples include: haste and slow; enlarge and reduce.
You and another character are twins and there exists between you a mystic tie. Prerequisite: Two characters must take this feat together.
[Combat]
Benefit: As twins you have an empathic link that is identical in all respects to the empathic link that exists between a sorcerer and his familiar (see pg. 51 of The PHB). Because of the higher intelligence of both characters this link is far more useful then that with a familiar.
You can strike opponents who make lousy attacks against you.
Special: A character may only take this feat at 1st level.
Riposte
Prerequisite: Combat Reflexes Benefit: You may make attacks of opportunity against foes who miss all their attacks on you. Special: A fighter may select this feat as a fighter bonus feat.
Shield Deflection [Combat] You are especially skilled at blocking ranged weapons with a shield. Prerequisite: DEX 13+, Shield Proficiency. Benefit: You may use a shield rather than your bare hands to deflect arrows. This works identically to the deflect arrows feat though larger shields are more effective than arrows. A small shield grants a +1 to your reflex save and a large shield grants a +2 to your reflex save. If the shield has a magical bonus, apply that bonus to your reflex save. Note: While this seems more powerful than the deflect arrows feat, remember that the classes that use shields routinely do not favor reflex saves as monks do. The bonus the shield gives, particularly if it is magical, offsets this lack of concentration in reflex saves.
Twin Share Spell [Metamagic] You can share spells with your twin as a sorcerer can with his familiar. Prerequisite: Twins feat Benefit: You can share spells with your twin as long as you remain on an adjoining square with (and therefore within 5’ of) her. Additionally you can cast a spell with a range of “you” as a touch range spell on your twin. Your twin can also deliver touch spells for you. When you cast a touch range spell you can designate your twin to be the “toucher” (You and your twin must be in contact at the time of casting). Your twin can then deliver the touch spell just as you could. As normal, if you cast another spell before the touch spell is delivered, it dissipates.
Cosmology Chapter 5 At the beginning of all things there was the One, and there was Void. Into the void the One poured forth his thoughts, dreams, emotions and will. Chaos formed and grew, but the One was not happy, and willed order into the chaos. Time passed, and the essences began to take form. Opening of the Tedisa The world of Carthasana is transfixed at the overlap of five outer planes. In brief, events on the material plane are important to outsiders, because their homes and worlds are reflections of the goings on of the material plane. These planes touch upon nearly everything about the setting. In this chapter we will look at the two ways they are most immediate to the setting - alignments and deities.
Abora The Verdant Mystery I am the silence of the vale and the music of the stream I am found in all things but nothing. I am life itself and in all living things even those who forget me For though all living things end, life has no end. Principle Concerns: Eternal Cycles Sympathetic To: Valra (Interdependence), Shunra (Instinct). Antithetic To: Sodra (Mortality), Balcra (The World as it Could Be).
Alignment The largest single departure of the Dusk setting from Pathfinder core and other d20 rule systems is that it uses a different alignment system that is both more forgiving than the classical system and yet more pervasive throughout the setting and its spells. There are two key differences between this system and the classic law/chaos, good/evil alignment system. First, where the classic system is exclusive, this system is inclusive. What that means is in the classic system your character must be lawful or chaotic - he can't be both. In this new system characters can hold opposed alignments just as in real life (what psychologists refer to a cognitive dissonance). Second, this alignment system doesn't describe good and evil. All five alignments can be good or evil depending on what they do. Morality is only slightly touched on - each alignment sees its values as moral, its enemy alignments as immormal, and it is apathetic or amoral towards the values of its allied aligments. The five alignments are in brief: •
•
•
•
•
Abora represents the natural world and its eternal cycles. Its adherents see themselves as stewards of those cycles and act according to what their instinct tells them is best. At its best Abora is a calming and introspective ethos that sees how the world is interconnected, at its worst it is unthinking and instinctual in its responses to those things it sees as a threat to nature. Balcra is the ethos of thinkers, philosophers and dreamers. It is the ethos of those driven to learn everything they can no matter the consequence imposed by acquiring that knowledge. At its best Balcra is curious, creative and clever. At its worst Balcra is stoic, cold and dispassionate, not caring in the least about how its actions hurt people and their feelings. Shunra is the ethos of passion and emotion. Its adherents do not think – they feel. The do not ponder, they act. Theirs is a world where emotion holds more sway than logic. At their best Shunra’s adherents are loving, passionate and free spirited. At their worst they are thoughtlessly destructive in their unchecked rage. Sodra is the ethos of the individual and self. Its adherents believe that everyone should be free to find their own path without restriction. At its best Sodra is driven, independent and resourceful. At its worst Sodra is selfish and paranoid. Valra is the ethos of community and the laws, moral and ethical systems which keep them bound together with the goal of creating a world where everyone lives together in peace. At its best Valra is fair, just and kind. At its worst Valra is tyrannical and oppressive destroying the lives of the individuals of its community in the greater interest of the community.
Abora is the alignment associated with life itself, the natural world, and eternal cycles. The world, as it is in all it's glory and beauty is the most important thing, and care must be taken to preserve and protect it. Abora believes itself to be good because it cares about all of the world - not just parts of it as the other alignments do. No one part of the world is more important than any other. The enemies of Abora see it as an obstacle to progress and, sometimes, a harm to the needs of those things they value more than the world as a whole. Abora becomes truly evil in their eyes when it destroys the property of others in the name of natural preservation. Valra is allied to Abora because it understands and appreciates the natural cycles - although Abora wishes Valra would understand them for their own sake and not just for better farming. Valra appreciates Shunra's love of instinct but disagrees about Shunra's wish to have no restraint on itself. Sentient creatures have an obligation to self control for the sake of the environment. Abora sees Balcra's quest for knowledge and Sodra's quest for self empowerment in the same light - these paths lead then to harm the world around them which Abora cannot tolerate.Alignment in Play
Balcra The Sapphire Way I am the wind which carries the truth I am the sea which bears the traveller Knowledge is the one true treasure To truly live is to forever thirst to know. Principle Concerns: Patience, Intellect, The World as it Could Be Sympathetic To: Valra (Dispassion), Sodra (Artifice). Antithetic To: Shunra (Impulsiveness), Abora (The World as it Is) Balcra is the alignment of thought and knowledge and its adherents hold that learning is more important than all other concerns. Curiosity drives this alignment of inquiring minds who need to know. Balcra believes it is good because it sets the individual on the path to enlightenment and knowledge and instills within one the values of foresight and patience. There is no secret that, once unveiled, does not better the world they say.
The enemies of this alignment hold the opposite view - some things aren't meant to be known. Sometimes the act of discovery destroys that which is discovered or, at the least changes it forever and not always for the better. They are also often critical of Balcra's tendency to plan endlessly without actually doing anything. Balcra becomes truly evil in their eyes when it resorts to theft or destruction to sate its endless curiousity. In the Valran alignment Balcra sees a viewpoint that shares logical thought, methodical planning and decision making without allowing emotion to have any role in the process. But Valra loves precedent much more than Balcra and Balcra doesn't understand its inherent resistance to change. Balcra allies with Sodra because they each love secrets and neither one pass any moral judgments on knowledge. However, Balcra does apply judgments on the application of knowledge where Sodra holds that morals have no meaning anyway so why bother with them.
Balcra is opposed to Shunra in many ways. Balcra thinks, Shunra acts, Balcra is logical, Shunra is emotional. If Balcra is to be able to think and plan clearly the pollution and chaos of the mind Shunra represents must be driven out. Abora is a stick in the mud as far as Balcra is concerned - often literally. Abora insists that the world is more than the sum of its parts - Balcra wants to analyze the parts and worry about the sum later. Balcra is the dreamer, and if it must oppose the natural reality Abora represents, so be it.
Shunra The Red Journey I am the eternal flame of the heart I am the well of passion from which all flows Life is composed of moments like notes in song To truly live it one must be wholly within each one.
Valra presents a world of lies as far as Sodra is concerned. Society, morals, codes, laws, these are all constructs for feeble minds. Community is important only if it serves its people, or failing that at least serves the Sodran. Abora's outlook is focused entirely on things Sodra finds unimportant - nature, spiritual realms, eternity. Sodra understands that our time is already limited, so why waste it on such concerns especially since they claim to be able to care for themselves.
Principle Concerns: Impulsiveness, Passion, Chaos Sympathetic To: Sodra (Freedom), Abora (Instinct).
Valra
Antithetic To: Valra (Order), Balcra (Patience).
The Golden Road
Freedom, Passion, Emotion, and the fire within - this is Shunra. This is the 'in the moment' alignment, the alignment that sees no value in long term plans or goals. The mind will lead you astray - think with your heart, not your head. Shunra doesn't think, it feels.
I am the light that turns darkness aside. I am the truth that cannot be hidden. In service to many are all born To truly live one must die to self.
Shunra believes it is good because it is freedom embodied. It does not control anyone or anything - including and perhaps especially itself. Shunra's adherents are fickle and flighty - but passionate in all things they do. They are the poets and dreamers of the world.
Principle Concerns: Community, Order, Subservience
The enemies of Shunra see it as a disruption and a distraction. Lack of self control brings with it strife and the darker emotions of anger and hate. It's better to be rid of all of these nonsensical things and stick to logic and truth. They call Shunra evil because they feel it will not temper itself to protect anything.
Valra is dedicated primarily to communities and those things which hold communities together and allow them to prosper - law, peace, order, tradition. An individual of this alignment believes that the community is worth more than all other considerations, and that one lives by serving others.
Shunra is allied with Sodra as both value the individual, though Shunra feels that Sodra takes selfishness a bit too far sometimes. Abora is valued as a friend by Shunra because both embrace instinct, but the two disagree on how much restraint should be exercised.
Valra believes it is good because it is compassionate and cares for the needs of others. It is a protector of the weak and guardian of even the least of its number. Valra seeks to impose law and order upon a chaotic world in order to bring peace and happiness to the community and eliminate strife.
Balcra is opposed by Shunra mainly because Balcra makes Shunra's brain hurt. That and the alignment embraces almost everything Shunra hates. Valra represents order, and Shunra views Valra and its laws like a cage it does not want to be contained by.
Sodra The Silver Path I am my only true friend I am my only justification Life is experienced by one alone, True life is to embrace all experience. Principle Concerns: Independence, Mortality, The Self
Sympathetic To: Abora (Interdependence), Balcra (Dispassion). Antithetic To: Sodra (Self), Shunra (Chaos)
The enemies of Valra believe it is evil because it stifles free will and free determination in the name of the community. Valra they say will provide everything for you by taking everything from you. While it may have noble intentions, they hold it is a path to tyranny and oppression. In Balcra the ethos of Valra sees a fellow ethos which values knowledge, learning and order. If only Balcra where more discerning in the knowledge it pursues. With Abora the ethos of Valra shares a common love of life and growth. If only Abora would be less tolerant of violence among living things and think with it’s head more often than by its instinct.
Antithetic To: Valra (Community), Abora (Eternity)
Valra despises Sodra because it sees a selfish alignment bent on upending social order. Self interest and individual liberties are a threat to the communal order and harmony Valra wishes to establish.
The individual is the chief concern of Sodra. Individual rights, responsibility, accountability, strength and power are the most important things in the world to them. Sodra sees itself as the champion of individual rights and seeks to limit the encroachment of groups and states upon those rights.
Shunra is shunned by Valra because that alignment relishes in the chaotic aspects of the heart – emotion, passion, spontaneity and the violence and heartache that come from being ruled by these. While feelings have a place, that place is not in decision making.
Sympathetic To: Balcra (Artifice), Shunra (Freedom).
Sodra views itself as good because it understands that, ultimately, the world is composed of individuals and for prosperity to occur for all then all must be free. Sodra resents traditions, laws and codes that restrict individual rights. To Sodra there is no evil in allowing greed to run its course since the pursuit of wealth by individuals creates more wealth for all. Sodra is viewed as evil because it is selfish, acquisitive and all to often not concerned with problems that do not affect the individual. Valra in particular does not abide by the Sodran doctrine that individuals are of more worth than the communities they create. Sodra sees in Balcra a fellow alignment that loves knowledge and uncovering secrets. If only Balcra would stop planning and start acting. In Shunra there is a shared love of freedom, but Sodra finds the impulsiveness of Shunra amusing at best and annoying at worst.
Alignment in Play Players begin play with one declared alignment. As time progresses their attunement to that alignment either grows stronger or they branch out and develop multiple alignments. Repeated use of spells of a given color can also taint a character's alignment. There is no harm in having multiple colors of alignment in and of itself, just be aware that your character counts for all the alignment colors he has. Some classes require that a character have a certain alignment be dominant – in other words most of the character's alignment history must fall in line with that of the class. The paladin class however requires its members to be purely Valran with no deviation. Alignments never disappear from a character unless purged away with an atonement spell.
Religion
Landrasindrel. His armor, when he chooses to wear such, is made of pure gold.
“All serve someone, whether they are aware of it or not.” - Ciranul Religion plays a significant role in the lives of the Telzoan people. Both gods and priests are quite active and demonstrate their power on a regular basis. The humans of Telzoa practice a faith knowns as “Telensitary,” meaning “The Way,” though a new religion – Pentalism, has begun to enter the region. On top of this each of the major races has deities dedicated to themselves. This book will therefore only detail those deities that player characters are likely to follow. For the benefit of GM's who wish to continue using the classic law/chaos/evil/good alignment system, those alignments are included in the descriptions.
Telensitary
The Ethos Tean's faithful are ethically and morally irreproachable, save for those who resent its purity. His priests teach that the light of the soul can shine from within if the mind and the body are kept pure. Justice is achieved through obedience to authority, and all just authority is divine in nature so to defy a king is to defy Tean himself. The Clergy Priests of Tean are found in the larger cities of Telzoa acting as emissaries and advisors to the noble rulers of the island. Paladins act as direct agents for these priests as they are bound by code to defer to these priests before any others.
While strongest on the Isle of Telzoa itself, Telensitary is found throughout Losineris and northern Delcerni in one form or another. In many regions though some deities disappear from the canon of legends and tales, and others move in to take their place.
Ceremonial vestments of the priests are white with red skullcaps. Higher priests use gold embroidery of varying degrees of complexity - the degree of which is determined by the rank of the priest.
Telensitary is divided into five courts, four of which are opposed along lines of alignment. While general clerics owe fealty to no court or power in particular, neither do they hold any real influence in the temple hierarchies. They do however serve a vital role as go betweens and messengers between the various courts, and their importance has risen significantly since the beginning of the Pentalist incursions (See Pentalism). Clerics can be found in the service of all courts save Siliani, which exclusively has druids in its service.
History & Relationships The faith of Tean predates most of the other deities of the pantheon except for Senda, goddess of the night and the principle nemesis to the lord of the twin suns. Tean rules over Court Aurnon with mostly unquestioned authority (Matacha is the most likely to disobey, and then only rarely).
Aurnon “Behold the light of truth, hear the chorus of justice, and obey” - The Tedisa, Book I, Canto 30 The court of Aurnon and its deities have a well-deserved reputation for conservatism and reactionary behavior. Of the five courts of Telzoa, Aurnon is the most vehement in its persecution of Pentalist priests regardless of the aims they may profess unto. Aurnon is without doubt the most politically powerful court, with many kings and nobles professing faith in Tean and placing large donations into the court. Enemies of the court snidely remark that the priests have duty first to their earthly patrons before higher matters are concerned. Aurnon views its detractors as simply another burden to bear. Militarily Aurnon is stronger than the other courts combined. Fortunately for the others the large court can never seem to bring it's might to bear. Also Aurnon has considerable resources tied up in the attempt to quell the now 200-year-old war of succession in Telzoa. Despite these problems no one questions the virtue of the temples, or of its champions the paladins (All paladins of Telzoa serve court Aurnon).
Tean The Watching One, Lord of Burning Eyes Symbol: A sunburst Alignment: Valra (LG) Portfolio: Justice, Duty, Honor, Chivalry Domains: Glory, Justice, Purity, Renewal, Retribution, Sun Favored Weapon: The Longsword The Power Tean is the Lord of Justice, the final judge of the dead that are brought before him by Matacha and Kepho, whose actions he weighs before turning them over to one of those two to do with as they please. He is the patron of duty, honor and chivalry, and the precepts of these have said to have been passed down to mortals from his hand. Tean is depicted as a young man with fire red hair, glowing all white eyes which project beams of light which can part any shadow. His skin is white yet glows with a golden hue. He wields a longsword named in legend as
Tean particularly hates individuals who are unwilling to be open and honest in their affairs with others and deities that espouse secrecy in any form for any reason draw his ire. This causes occasional friction with Matacha as she is a guardian of the secrets of the dead that went with them to the grave. Tean however loathes the entire Shadrean court more strongly than any other deity of his own court and most of his efforts and those of his priests remain focused on thwarting the aims of Senda and her allies.
Matacha The Shepherdess, Lady of Regret Symbol: The Crow Alignment: Valra and Sodra (NG) Portfolio: Death Domains: Fate, Guardian, Protection, Purity, Rest Favored Weapon: Morningstar The Power As one of the two Gods of Death and the Dead, Matacha and those who worship her are most curious individuals indeed. The general populace of Telzoa fear her, for Tean's wrath has been expressed through her, and many in the whole island remember her visitation on the night of the first anniversary of the destruction of Castle Maldanca by the Milicsundrians when 112 noble children died in their sleep - the same as the number of priests murdered one year before by King Salsis. Normally though Matacha's purpose is guardian of natural death. She abhors the existence of the undead and charges her priests with the task of destroying all such creatures they encounter. Matacha is depicted as a middle aged woman who, while certainly not young, has yet to really show her age. Her visage exudes a silent strength to it, yet the weariness of age. Her eyes and hair are raven black. She is always dressed with a black cloak and a white gown. She is also said to be able to shape change into a crow at will, and superstition holds that she takes this form when she ferries dead souls to the beyond.
The Ethos The teachings of the priesthood are dominated by warnings of the dangers to come if one leads an evil life. This life is but a test meant to earn the right to paradise in the beyond - those who succeed are fated to be rewarded by Matacha (or their patron god in the case of priests). Those who fail are to be turned over to Kepho to be punished and tortured as he wills. The Clergy Priests of Matacha wander the island with copies of the enigmatic Ruandi Nombren, a roll containing the names of all souls born and died in this world. It is said that when a name is recorded into a priest's Ruandi Nombren, it appears in the copy held by Matacha herself and used as a ledger to track the movement of souls. Ceremonial garments are deep black gowns and cloaks with hoods drawn over the head. Priests where thin veils which force anyone to be very close to them to actually recognize them. As this dress is very similar to Senda's priests many of the priests of Matacha accent their garb with a bright white sash. History & Relationships The sister of Kepho in life, Matacha’s hatred of the god of the damned runs as deep as the betrayal between the two. According to legend the prior god of the dead, Sekoon had promised all of his power to Kepho and that Matacha had interrupted the ritual meant to bring about the transfer of that power. In response Sekoon chose to split his powers between the two and be content to see them both tormented for eternity while torturing one another. Sekoon’s priests still teach that one day their dark lord shall tire of this game and take back what is his. Whatever truths lie behind the legends lie deep though and are largely lost to time. Matacha remains Aurnon’s most mercurial deity given to boughts of rage particularly when her plans are thwarted, but despite her temper she has a heart of gold and is deeply caring for all she calls friends. She is however one of the more dangerous deities to call an enemy.
Cuvanill The Mother of Mothers, Lady of the Shield Symbol: A Gold Shield Alignment: Valra and Shunra (LG) Portfolio: Defensive War, Mothers, Protection Domains: Community, Family, Purity, Strength, War Favored Weapon: Longspear The Power She of the shield, Cuvanill is stubborn and resolute goddess of defense and protection. She is the sworn enemy of Sana, the Goddess of Aggressive War and Slaughter. While a skilled warrior, Cuvanill hates war craft and battle and prefers the ways of peace. But she and her followers recognize the inevitability of war as long as evil hearts exist in the world and the necessity of preparing to combat them and drive them back into the darkness from which they came. Cuvanill is depicted as matronly figure in full plate armor and a full body shield of light in her left hand. In her right hand she holds a halberd which is her weapon of choice. She is also often depicted without any arms and in the company of children - for she is patron of motherhood. Just as their is no end to a mother's love and willingness to protect her children, so too does Cuvanill show no lack of compassion or love as she smites those who would harm her priests or children. The Ethos War is evil - yet it must be fought when brought unto you. There is no honor in surrendering to oppression, no good in allowing the wicked to rule the virtuous. One prepared for war does not invite attack, and if vigilance and preparation prevents war so much the better. The strong must protect the weak.
The Clergy Cuvanill's priests guard the temple establishments of Aurnon and defend them without question, to the bitter end. If assigned to protect someone a priest of Cuvanill will not live to see them harmed. The stalwart reputation of the priests proceed them, and their enemies loathe having to fight them. Cuvanill's priests are often assigned the duty of protecting key positions in a fight - and as such when they see fighting, they find themselves in the thick of it. Outside of combat the clerics were simple white robes with a red sash and a polished gold-tinted wooden shield. These ceremonial shields are rarely, if ever actually used in combat. History & Relationships Mother of Chiantu, demi-goddess of children, Cuvanill is one of the more popular deities throughout Telzoa. She is also one of the more fickle deities of Aurnon as one might suppose from her white/red alignment. Her principle enemy is Sana, the goddess of aggression and aggressive war. While the methods of the two deities are very similar, their aims could not be more different. Cuvanill uses the tools of chaos to try to insure order remains preeminate – while Sana uses carefully planned strategy and order in an attempt to bring about the chaos of total unending war. Few deities in the Telensia tary religion are more diametrically opposed than these two.
Rosalynn The Martyred One, Lady of Sorrow Symbol: A Crying Eye Alignment: Valra and Abora (LG) Portfolio: Suffering, Matyrs Domains: Aid, Healing, Purity Favored Weapon: None Bonus Language: Rosalynn Sign The Power Known as the "Martyred Goddess," Rosalynn is one of two deities in the pantheon held to have ascended from a mortal state after giving up her life to protect her people from the tyranny of her father. Though the circumstances of her death and the heroism of her actions change from telling to telling of the story, Rosalynn's actions are always seen as pivotal in saving her people from darkness. The truth of the matter is itself lost to time. Today Rosalynn is seen as the willing sufferer, the one who takes mantle of other's burden's upon themselves. Hers is not a popular faith to follow, although the line of persons willing to take advantage of the charity of her priests remains long. Rosalynn's avatar is said to be that she had just after death - a girl of fourteen years whose throat has been cut open with a knife. Due to this injury she cannot speak, and her priests similarly do not speak in their temples and only very rarely will they quietly speak outside such circumstances. In order to communicate despite this practice the priests have developed an elaborate sign language. The Ethos Humble thyself not only before the gods, but also before your fellow man. Nothing in the world is as worthless as empty pride. The next greatest virtue to a priest of Rosalynn is patience, and both combined give dignity to the individual - which is a very different thing from pride. Most Rosalynn followers are quiet introverts preferring to demonstrate their teachings through action.
The Clergy The worshippers of Rosalynn are very few in number, but their impact can be great. All the other priests of Aurnon have a grave amount of respect for the priests who take, embrace and endure what is sometimes called the "quiet path." The ceremonial vestments of the Rosalites are black but often tattered, for these priests own only their priestly habits and forsake many other possessions. They also tie a red necklace of woven hemp about their necks to symbolize their matron's death wound. History & Relationships The name of the goddess Rosalynn changes more frequently from land to land than any other. Of the deites, she and her father Berenash are the most recently ascended mortals of the pantheon. Where most ascended deities work to hide their mortal lives, Rosalynn embraces it and critics say embellishes it. In life she was a princess of an empire – most say the Malchani, but since she was a goddess during the time of this empire it is more likely that she ascended prior to this empire’s rise. She foiled a plot by her father by destroying an artifact he had used to become a god. In so doing she ascended herself and was placed in a position to administer and see to those afflicted by her father and his agents. Rosalynn’s faith is not a popular one, but it given a silent honor and prestige by most other priests and the allied priests of Aurnon will fight to protect the priests of Rosalynn regardless of their ability to defend themselves. Cuvanill and her priests are particularly protective of Rosalynn as the goddess Cuvanill sees Rosalynn as an adopted daughter of sorts, and some speculate Rosalynn worshipped Cuvanill while she was mortal.
Gintuse The Scribe of Law, Keeper of the Tomes
with this accusation on her followers. The rivalry is not heated though, as each group recognizes the needs of the others role - but they are at ends with each other when trying to influence the other three. History & Relationships Gintuse is a great fan of the status quo and in any meeting among the deities he is always the voice advocating caution and deliberation before action, even to the point of annoying his allies. Gintuse counts deities with no regard for law as his most bitter enemies, and his relationship with the frolicking court of Rizaldi is worse than any other member of Aurnon.
Rizaldi “A passionate heart knows more than all the libraries of the world.” - Alisiana of Cuane The popular Court of Roses is as chaotic as Aurnon is lawful, and while Aurnon follows a doctrine of spiritual fulfillment, Rizaldi espouses a philosophy of earthly pursuit and hedonistic pleasure. Rizaldan priests indulge themselves to the brink of hedonism and sometimes beyond. Though none of them would ever intentionally harm someone else, they occasionally do so by accident and a good deal of the court's time is spent redressing lapses in better judgment. Ever since Rizaldi and Aurnon came to a tenuous peace some 270 years ago the two sub-religions have had a strained history. More than once individual priests have come to blows, and while the two courts do not officially war, they do keep their fences hedged high and try to stay away from each other's affairs. Most of the arguments between the two arise when they attempt to cooperate.
Symbol: A scroll Alignment: Valra and Balcra (LN) Portfolio: Literature, Law, Knowledge Known Domains: Knowledge, Purity, Scribe Favored Weapon: Staff
Rizaldi espouses the virtue of freedom and its priests argue against any strictures to it save one - freedom must be given to all, and any act that restricts the freedom of another cannot be taken. Rizaldans often recklessly exploit their own freedom, to the point of disgusting outsiders. For example Rizaldans usually walk nude within the confines of their own temples, for why conceal the bodies the gods have so perfectly made?
The Power Gintuse is the Lord of Scribes, Law and all knowledge known to man. It is he that is charged with the guarding and protection of the written word - and to his eyes all literature, for good or ill, must be preserved. While not charged with the interpretation of the law (a function of Tean's power and position) Gintuse often throws himself willingly into the role of devil's advocate in the debates of the court.
Rizaldi is unique among the four courts for its lack of hierarchy. A Rizaldan temple has a floor plan that lacks procession or altar. The temples are laid out in radial around the deity statue and no one person has status over the others. While there are certainly priests that maintain and guard the structure and fight to defend the faith, they take no prominence in prayer. All are equal before His Enchanting Lady and Her Eternal Consort.
Gintuse is depicted as a scholar - strong and robust for such an individual, but a scholar all the same. Most paintings and statuary paint him as balding with the hair on the back of his head and his beard both flowing to his waist. He usually carries a book or scroll and the more tedious, realistic renderings of him stain his fingertips with ink ever so slightly to signify his roll as scribe of the gods. The Ethos Knowledge must be preserved - to be preserved it must be written - and once written it must be guarded. This applies equally to evil as well as to good knowledge, although those things man is not meant to know must be sealed away and left only as a weapon to combat it should that knowledge be rediscovered by the wicked. The Clergy The most pedantic members of Aurnon, the priests and devotees of Gintuse urge caution to the point that caution itself becomes risky. As a result of this tendency priests of Gintuse are more sedentary and don't range far afield. Gintuse's priests have a bit of a rivalry with Matacha and her brood despite the two being allies. Gintuse is somewhat critical of Matacha for often thinking with her heart instead of her head, and his priests follow through
Cuane Of the Waves, Lady of Dance. Symbol: Right half of a heart in the shape of a face. Alignment: Shunra and Balcra (CG) Portfolio: Love, The Sea, Feminine Beauty, Dance Domains: Charm, Community, Family, Liberation, Sea, Water Favored Weapon: The Bow The Power His Enchanting Lady of the Roses, of the waves, of the dances, of charm - Cuane has many titles that Rizaldans use in front of outsiders, but among them she is simply "Cu." Her name comes from the Liternanin Cu for "Love" and Anne meaning "Grace," hence "Beloved Grace." Cuane rules over the sea - and like it she can be beautiful in her calm and terrible when enraged. Her depictions are impossibly beautiful - for she is the Goddess of Feminine Beauty. And with the waves it is said that she invented and is the Patroness of Dance.
The Ethos Love. Do whatever the hell you want, but love. Insure freedom for all and love. Bring beauty to world, and do it with love. You must learn to love yourself to truly know how to love anyone else, including His Enchanting Lady - with that lesson in hand teach love to all. The Clergy Cuane's personal following is a sorority - there are no men in her following contrawise women do not follow Poen her husband. There is a duality between these two orders, and many of the priests and priestesses are married. Marriage is not a contract between Rizaldans as it is between dedicates of Aurnon. It is a spiritual bond. Neither is sexual contact exclusive to the marriage, although it is still somewhat taboo there are justifications. Adultery does not carry the connotations of betrayal among the Rizaldans that it does in our culture or the followers of Aurnon. This "free love" principle is one of the strongest points of contention between the courts. Priestly vestments are bright pink and blue ribbons that barely conceal the wearer's modesty. Rose and flower garlands complete the outfit and have given rise to the nickname "flower-children." Cuane's priests find the nickname amusing, but far from formal. Outside their temples the priestesses dress to allure, but within the constraints of the local culture and law. History & Relationships For as long as anyone can remember the god and goddess of love have been tied together in the Rizaldian mythos. To speak of one without mentioning the other is largely pointless for the two remain as inseparable as they teach their priests to be. Cuane is the more vocal of the pair in most tales, and she isn’t shy about who she considers friend or foe.
Poen Of the Skies, Lord of Song Symbol: Left half of a heart in the shape of a face. Alignment: Shunra and Balcra (CG) Portfolio: Love, The Sky, Bards, Masculine Beauty, Music Domains: Air, Charm, Guardian, Liberation, Protection Favored Weapon: Bow The Power Her Enchanting Consort is the title by which Poen (Liternanin meaning, "Guards") is usually addressed, and it implies that his is a secondary role in the pantheon. This is partially true - Cuane does most of the speaking for the two, but his role is quite strong. All the waters of the world flow into the sea, and all those waters come from the sky - just as the waters of a man flow into his spouse to plant the seed of new life. Such sexual metaphors are constant within Rizaldan doctrine. Woman may hold the waters from which new life springs, but man is required to protect her especially when she bears such burdens. Some sects also hold that while a woman must give birth to the body of a child her husband must mediate at the same time in order to give birth to the soul. Poen rules all things that flow into the sea from the sky. He is therefore Lord of the Sky, though things within the sky are the properties of other deities. He rules the rivers and streams that flow to the sea. The sound of their flowing gives rise to the first music, and he is the Patron of Music. Dance without Music is not whole, and neither is Music without dance whole. Two make one. Poen is depicted as an impossibly handsome man as befits his status as Lord of Masculine Beauty. He is robust and well formed, but not overly so. He is usually depicted as clean-shaven, though some areas give him a beard. It is rare to see him or Cuane depicted alone - they are almost always together. The Ethos Love. Essentially the same as Cuane's ethos - love others, but Poen also teaches faith. One should not spend their seed upon those whose potential children you cannot care for or protect. Life is sacred. It is the duty of women to create it, men to protect it, and of both to serve it. Poen's priests
are the most forward thinking on the island where women's rights are concerned. The Clergy Poen is followed by a fraternity - no women are in his direct following just as no men follow his wife Cuane. Priestly vestments are scarlet and deep blue and are everybit as skimpy (often moreso) as the garments worn by Cuane's following. History & Relationships There are those who underestimate the lord of bards severly since he allows Cuane to speak for him most of the time. However, he does speak on his own behalf when necessary, though he has never been known to publically break with Cuane. He keeps the same list of enemies as she, and Sekoon – God of Hate and Strife is nearly always at the top of that list.
Balaxa Of the Smith, Lord of Craft Symbol: A workman's hammer Alignment: Shunra and Valra (CG) Portfolio: Crafts, Invention Domains: Artifice, Creation, Knowledge, Liberation, Metal Favored Weapon: The Warhammer The Power The Lord of Artifice, Balaxa is the craftman of the gods. He is at least partially responsible for the creation of many of the artifacts wielded by his fellow powers, and his priests have likewise created many of the magic items that exist in Telzoa. Balaxa rules over the creative arts and the products of those arts are highly sought by mortals and occasionally even the gods. Balaxa is depicted as an incredibly well muscled blacksmith or weapon smith, although occasionally he is depicted as a painter or sculptor. He always has a thick beard, piercing blue eyes and a powerful figure. The Ethos Within the act of creation lies the renewal of the world. When a new invention or item is first used the world changes. As an artisan, you are responsible to see to it that such changes are for the good of all mankind. The Clergy Balaxa is followed by artisans of all callings and many of his clergy members are likewise skilled artisans. His priests regularly create magic items of varying degrees of power - and those who would seek to buy a magic item know that these priests are often the first group to contact. Priestly vestments are simple brown tunics over white breeches and undertunics. Most priests wear a belt that holds the tools of their favorite craft. History & Relationships Balaxa is interested solely in creative tasks and counts as his enemy those who destroy his creations. This puts him in a bit of a bind when devices of war are pitted against devices of peace. Balaxa rarely chooses to take sides instead providing arms to all sides of a conflict so long as they do not engage in destruction for it’s own sake.
Seloku Of the Merchants, Lord of Coins Symbol: A coin Alignment: Shunra and Sodra (NG) Portfolio: Commerce, Travel and Messengers. Domains: Liberation, Trade, Travel Favored Weapon: The Mace The Power Seloku is the known as the Lord of Coins. Within his purview are all matter of exchanges made with the aim of profit by one or both parties so long as they are done in good faith. Seloku is a guardian of travelers and roads. He is the sworn enemy of Tharpoen, thieves and all who would disrupt free trade. Seloku is depicted in much the same way as any merchant except that his wealth abounds about him - coins are often stacked all the way to the ceiling in most paintings depicting him. He has shoulder length black hair and is usually mustachioed. The Ethos Wealth promotes wealth. Gold should not be horded - it should be invested in ventures to gain ever more gold. Wealth is not a matter of one person ending up with everything - wealth creates more wealth for everyone, but especially for those who promote it's acquisition. A coin in the pocket is as worthless as the lint - to have value it must be used in trade. The Clergy Seloku's priests rank among the wealthiest individuals on the islands. He actually has temples of his own separate from the rest of Rizaldi, and these establishments function much as banks do in our own world. Some of the priests have even begun the practice of insuring goods - though the profit in this is as yet unproven. In ceremony the clergy wear as much gold as they can afford in jewelery and other nick nacks. The main fabric of their costumes are plain white with gold thread coin designs upon them. High priests tend to wear silk instead of cotton. History & Relationships Perhaps one of the more pragmatic deities of the Telzoan faith, Seloku has no qualms about whom he deals with so long as the basic needs of commerce are served. Seloku tries to remain neutral as possible in conflicts – for while conflicts may disrupt trade they also make an arms merchant’s living. Unlike most of the deities who have decided enemies Seloku is at least on icy terms even with deities such as Sekoon. As such he is usually chosen to be Rizaldi’s ambassador to the other courts whether he wants to be or not.
Terix Of the Laughter, Lord Fool Symbol: An unmarked Die Alignment: Shunra (CN) Portfolio: Luck, Chaos, Rogues, Madness, Trickery Domains: Liberation, Luck, Trickery Favored Weapon: The Blackjack. The Power Terix is depicted as a young child of indeterminate sex with an ever-present smile crawling across his face. Everything is a delight to him, and his eyes are in constant wonder. Perhaps this is the reason why he is constantly getting into trouble. More likely it's because he lacks any sense of control. The Ethos Have fun at any cost. Push life to it's limits. Living without pleasure is not living at all. Bring humor to the world and spread joy and laughter - even if this means making some self-righteous boob the butt of one or more jokes. Never let an ego go by unscatched - teach the arrogant the true value of
humility through humiliation. But in all this wildness, don't kill or seriously injure anyone - you can't play anymore pranks on them if that happens. The Clergy Many whisper that all of Terix's clergy are insane - and while many of his devotees are, not all of them could be certainly. Can they? Terix's priests often serve as jesters, entertainers and other neverdo-wells. Bards that entertain by means other than music often swear fealty to Terix. Terix's clergy rarely gather in ceremonies exclusive to themselves, and beyond the carrying of the holy symbol of the order – an unmarked die - they do not have anything approaching an organized set of clerical vestments. History & Relationships Mad Terix is at the center of many a bard's tale by fireside. Accounts of his chicanery upon the other figures of the pantheon, and even within his own court are legendary and grow with each telling. One tale recalls how he, spurned by Cuane, cut off her hair and presented it to the other gods, much to her embarrassment. Almost all the other gods have at least one run in with Terix, and all of them tend to keep him at arms reach least they become the target of his next prank. Despite his happy go lucky nature Terix does have some confirmed enemies. His hatred for Sekoon and his allies is complete since they were responsible for the death of Terix's mother, Tersha, within the last century.
Damosi “Love is ephemeral. Hatred is forever.” - Griselda the Shaded The Court of Hatred reviles everyone and everything around it, and has a knack for receiving much the same treatment. Damosi has a tenuous alliance with Shadrea insomuch as the two courts avoid getting in each other's way and occasionally they will work together to keep the Aurnon / Rizaldi alliance from wiping them both from the landscape of the Telzoan island. While the precious few priests of this order worry about this constantly, the gods of this court seem to thrive with comparatively little direct prayer or worship. If a god's power is based on the number of people that acknowledge their existence though it is easy to see why this court's deities continue to thrive even as their followers flounder and rarely mount any serious offensive against their sworn enemies which include, incidently, just about everyone, even their "ally" Shadrea. The Damosin doctrine is one of rule by oppression, fear and malice. Theirs is an organized evil - rarely overt, but dangerous nonetheless. And while there are few professed clerics of the various Damosin orders, there are more than enough Rogues and Blackguards about whom through the forwarding of their own agendas further the agenda of the Court of Hate. By necessity Damosi is more or less underground. As the traditional enemy of the Rizaldan court it was drawn into Telensitary's networks of myths. If there was a deal cut by the deities involved at this time no mortal is privy to it. Damosi is not as underground as Court Shadrea though. In strife torn areas temples to Apenca are frequently seen, and the other four deities are never far behind. Most Damosin sacred sites are privately owned - for instance no assassin's guild is complete without a small shrine to Tharpoen.
Sekoon The Black, Lord of Hate Symbol: A black flame on a red field Alignment: Sodra and Shunra (LE) Portfolio: Fire, Hate, Strife Domains: Death, Destruction, Fire, Hate, Infliction, Tyranny, War Favored Weapon: Spear The Power No deity in the Telensitaran pantheon is capable of eliciting as strong a set of reactions as Sekoon. While his power as the god of fire is undeniable and his sway over dark thoughts is irrefutable, Sekoon is still rarely mentioned, and then either in contempt or fear, and often both. Sekoon has few clerics, but many men swear by his name when cursing their enemies. Occasionally, it is whispered, the Lord of Hate answers their call. Long ago it is said Sekoon had the ability to take on a handsome young man who could beguile anyone and turn the hearts of men against each other at a glance. While the legends conflict as to why, it is known that currently Sekoon cannot take any form that is pleasing to the eye - outside of that restriction he can (and does) take any form he wishes. His favored form is a pillar of black fire. He is not known to take any remotely human looking form, neither is he depicted in such forms in temple art. The Ethos Love is a lie. Dreams are a lie. The truth is to be found in the cold reality of hatred. Hatred is a fire that can burn away all weakness and temper the soul. Only a coward forgives, only a fool sets his differences behind. If someone offends you, then they are your enemy. Enemies are to be hated until the day they die - and it is your duty to hasten the arrival of that moment if you can without compromising greater goals. The Clergy Faith in Sekoon is rarely open. His priests usually dodge the question when asked about the source of their powers, or feign being wizards and save their healing magics for themselves. Then there are those few clerics that are powerful enough to not give a damn about who knows if they are a cleric of the Black Lord. In ceremony the clerics of Sekoon wear dark grey robes trimmed in bright red fire patterns. History & Relationships Sekoon rules Damosi by fear alone. Only his daughter Tela is remotely close to him, and his other children – Sana, Char, and Tharpoen stay apart from him much of the time – two even going so far as to join other courts. Sekoon has also had liasons with numerous demons and devils and is the father of several major demon and devil lords, some of which aspire to become gods in their own right.
Tela The Bitch, Lady of Pain Symbol: A barbed whip Alignment: Sodra (LE) Portfolio: Torture, Agony, Contempt Domains: Fury, Hate, Infliction, Pain, Trickery Favored Weapon: Whip The Power Tela has earned the tile of "Bitch Among the Gods," by alienating virtually everyone around her except her father, Sekoon, and her few priests. Paranoid and prone to lash out at anyone, including her own faithful at the slightest provocation, Tela represents all that is ugly in human nature. She and her clerics share a love in inflicting pain and agony upon others frequently. Whatever hatreds, contempts and fustrations cannot be taken out on the source are usually taken out on hapless victims.
Tela is depicted as a beautiful young woman with a narrow scar that runs down her right cheek - a wound given to her by her sister Sana whom she tried to usurp with her father's help. Sana has since migrated to Court Shadrea. Tela is usually to be found carrying one or more instruments of torture, and her face is usually in glee from inflicting pain, or a horrible scowl. The Ethos Do unto others before they do unto you. Strike them and hurt them both physically and emotionally - let them know that they live only by your grace - a grace you will dismiss at the slightest provocation or failure on their part. As to those you cannot control - kill them. The Clergy As with Sekoon, Tela's following is sparse at best. The priests do keep in fairly good contact with each other, but range far afield lest they get on each other's nerves, with usually fatal consequences. In ceremony the priests wear maroon robes with black trim. History & Relationships Tela’s most prominent enemy is Rosalynn who represents resistance to her attacks and teachings of brutality. That said, few if any deities call her friend. As permiscuous as her father, Tela has birthed several fiends of the lower planes personally and has set them out to torment the world of Carthasana and others.
Berenash The Fallen, Lord Strife Symbol: A broken crown Alignment: Sodra and Valra (LE) Portfolio: Tyranny, Slavery, Oppression Domains: Discord, Earth, Hate, Nobility, Tyrrany Favored Weapon: The Partisan The Power Legend holds that Berenash once controlled an empire of unimaginable power in the centuries preceding even the Malchani Empire (Though many scribes believe this to be a boast). Through treachery or, some say, his own will his empire fell apart and Berenash was taken into the depths by Sekoon himself to serve at the Black Lord's right hand. Whatever the case, few doubt Berenash's qualifications for the post. The Lord of Tyranny, Berenash is depicted in temple art as a resplendent king to whom all bow. Those who oppose him are depicted as being tortured, already slain, or enslaved. The Ethos The weak exist only to serve the strong. If something is weak you either control it or kill it - anything else grants it more honor than it deserves. Rule by fear - for no other form of rule is consistent or strong. Show no weakness - or be prepared to fall as a consequence of that weakness. The Clergy Aside from Apenca, Berenash's clergy are the most visible members of Damosi. They are always scheming to gain control of some group or power structure. The ongoing Succession War has given them many opportunities to thrive. In ceremony Berenash's priests wear white robes with silver trim. History & Relationships Father of Rosalynn, priests of Berenash hunt the priests of his daughter with great vigor in vengeance for the fall of the deity’s mortal empire. Berenash keeps only allies of convenience and will betray even long term acquaintences to advance his goals. As such no deity in the pantheon, even those in court Damosi, trust
Berenash or his following, but this works just fine in the court where none of the members trust one another.
Tharpoen The Assassin, Lord Murder Symbol: A dagger sheathed in a vial of poison Alignment: Sodra and Balcra (NE) Portfolio: Conspiracy, Intrigue, Murder Domains: Death, Hate, Stealth Favored Weapon: Dagger The Power Tharpoen is rarely mentioned directly in any temple's literature, but he and his agents are never far from the mind of any deity or priest. Numerous times in the past he has assassinated his fellow gods, most recently Tersha the former Goddess of Luck and Insanity (portfolios that fell to her son Terix). His priests likewise tend to dispose of their enemies quietly. Tharpoen is the known as The Assassin, a title that fits him well since he is also Lord of Conspiracies and Intrigues. The two go well together, especially when coupled with his control of murder. When Tharpoen is depicted at all in temple art it is a shadowy, vaguely human form with, occasionally, a dagger visible. The Ethos The foolish advertise their strength. The wise strike silently from the shadows, leaving no survivor and no clue as to the identidy, let alone the strength of the attacker. Let others take risks for you, then reap the rewards through their elimination while they are yet weak. The Clergy Most of Tharpoen's followers are assassins, and his clerics make especially potent members of that class once they reach the requisite level to enter it. History & Relationships Son of Tersha, the former goddess of luck, and Sekoon, half-brother to Terix, Tharpoen has at least a macabre sense of humor as befits his maternal lineage, and his priests share this insofar as to make sure that the assassinations they perform have some ironic humor to the victims death – though this isn’t required. So while an assassin may poison food, an assassin of Tharpoen would go to some pain to make sure it was the victim’s favorite food that contained the fatal poison. Both Tharpoen and his priests are fairly insular – available for hire but rarely making any long lasting agreements.
Apenca The Black Hand, Lady of Vengeance Symbol: A coiled black viper Alignment: Sodra and Abora (LN) Portfolio: Retribution, Revenge Domains: Hate, Retribution, Strength Favorite Weapon: Hand Ax The Power Known among detractors as Her Lady of the Eternal Grudge, Apenca has a long list of enemies befitting one known to never forgive. This attitude of hers falls through to her priests, many of whom would be otherwise ‘good’ souls were it not for a persecution complex so deeply rooted in their psyche’s that they lash out at any they perceive to be wronging them. Apenca rules over this hatred in all men’s hearts – the third for revenge regardless of its justification and regardless of the slight. Apenca is depicted as a ravenhaired lady clad in full plate and holding an ax legends call Milcarda. She has recently been depicted more and more often with Sekoon, and some legends hold that the two have married.
The Power Trust no one. Trust nothing. Everyone has an agenda that is to pursued at your expense. No one is truly benevolent - they always have altruistic motives. Hurt those that wrong you. Slay those who threaten your life. Punish the crime before it can be done – for thought alone is guilt enough. The Clergy Apenca’s role in Damosi is a very uneasy one for her clerics, then again they are a group that has enough trouble cooperating with each other – let alone with the other clerics in this court, and given their choice of allies even a paladin can understand their sense of paranoia. There is a great deal of distrust between Apenca’s flock and Tharpoen’s, and the two keep apart as much as possible. The clerical vestments of these priests are emerald green with yellow accents. History & Relationships She of the eternal everlasting grudge has very few friends. Apenca was Sekoon’s first wife, though most of his children are bastard children born to Tersha before she was ultimately destroyed by Sekoon. Apenca has slowly begun drifting away from Sekoon’s influence since being betrayed. Historically Apenca was a much more powerful deity than she is now, but Sekoon managed to pull much of her portfolios away and grant them to his children. While Apenca still works with Sekoon, she hates him deeply and above all.
Shadrea “Shadows know the one secret the light shall never pierce though it shall always foolishly believe – Purity is a lie.” - Kerith The enigmatic Court of Shadow, Shadrea and its agents are feared by all other courts. Little is known of the court by outsiders beyond the identidy of the deities which grant their spells and answer their prayers. Their agendas, motives, powers, resources and number are all secret, and numerous murders of spies and would be traitors have worked to insure it will remain so. Shadrea is sometimes known as the Court of Whispering Death. Where Damosi destroys, Shadrea corrupts, and for this reason more than any other all four other courts have a healthy fear of Shadrea, its lure and its power. While the clergy of Shadrea may be quite underground, it’s deities are not. Indeed, three members of the court – Senda, Char and Kepho have at their disposal some of the most powerful portfolios for havoc and destruction. More often then not they obliquely employ these powers. Why then the clergy is underground is not understood unless one considers that they may be pursuing a darker agenda still. Shadrean doctrine is one of corruption. Divide and conquer is a classic theme, and more than one conflict between Aurnon and Rizaldi can be laid at the feet of a Shadrean agent. Their world of secrecy is necessary to protect them not only from their enemies, but also from each other. Although Shadrea puts up a unified face, they have a tendency to turn on each other far more often than the other courts.
Of the Night, Lady Black
it. Volcanoes, Tornadoes, Thunderstorms, Gales, Blizzards, and natural disasters of all other kinds can be blamed solely on Char, and he relishes in it with great intensity.
Symbol: A near black disk with solid black eyes. Alignment: Sodra (CE) Portfolio: Darkness, Shadow, Night, Corruption, Lies Domains: Corruption, Darkness, Death, Discord, Infliction, Shadow, Trickery Favored Weapon: The Net
Char is depicted as the legendary Tarrasque, for it is said this beast is his avatar and true form – an unstoppable engine of destruction with nothing but malevolence for the world. He holds tornadoes of pure fire in his hands and breaths lightning bolts out of his mouth. Fortunately he has not been seen in this form for centuries.
The Power Lady Black has been Tean’s mortal enemy since the beginning of time. The Goddess of Darkness, Shadow and Night holds great power, or at least fear throughout the land, but her hold is never complete – banished completely by day and weakened at night by Carthasana’s three moons. All the same, Telzoans have a great deal to fear her and the malice that is born within her soul.
The Ethos Destroy. Any way. Any means. It matters not. The world was created so it could be destroyed. The mountains where raised up to be broke down. The seas where laid down to be evaporated away. Nothing is eternal, so gain power in the destruction of all things.
Senda
Senda is depicted as a completely near black shadowy form, sometimes humanoid, more often amorphous, with two eyes that are even blacker than the rest of her black form. If she is capacle of other forms she has yet to adopt them. She rarely speaks aloud, but her voice can be heard as a whisper in the mind, the little voice that encourages us all to do the wrong thing is said to be of Senda’s design. The Ethos The weak are those which foolishly believe that the world is clear and crystal if only the light can be brought upon it. It is the light that is the lie, the truth lies in darkness, and it is far more frightening than any fool can comprehend. Side with the darkness and Senda will embrace and protect you. Fight the darkness and eventually it will consume and destroy you. There is no light that does not know the touch of shadow. Everything is or can be corrupted – it is only a matter of time until this shall occur. Time itself began in darkness, and it shall end that way. The Clergy Sendites are known to produce robes which act as cloaks of elvenkind in any amount of darkness, and they wear these at all times. They are a very secretive lot and tend to pose as priests of other gods intentionally, that they might more easily corrupt the foolish followers of other gods. The faith is organized tightly despite being mostly chaotic. Priests belong to circles of two to twelve individuals, and the number in any circle is always even. History & Relationships Senda is one of the oldest powers in the pantheon along with her natural nemesis Tean. The creation story told in most areas of the world involves these two powers. Though through the years many powerful beings have arose, few can move the people for good or ill quite as much as the god of light and the goddess of the night.
Char Of Violence, Lord of Storms Symbol: A lightning bolt afore a tornado. Alignment: Sodra and Abora (CE) Portfolio: Destruction, Storms, Malice, Violence Domains: Air, Corruption, Destruction, Fire, Storm Favored Weapon: The Hammer. The Power Char. The very name can send shivers of dread and fear up the spine of the most stalwart paladin. The only deity of Shadrea that does not know the meaning of the word subtle, while he may be the most visible of the Shadrean powers, his priests have to be as secretive as possible to survive the wrath of the many who’ve lost lost loved ones to Char’s tremendous and near continual wrath. Char could probably count his active worshippers on one hand. That matters little to him, cause nearly no one on the island doesn’t acknowledge his existence and power, and he constantly reminds them of
The Clergy A character wishing to become one of Char’s five or so priests has his work cut out for him in gaining followers, or staying alive – but it does happen on occasion. There is one village in Creania that has a priest and a following to Char – the villagers struggling to appease the god and his priest lest the volcano less than two miles away erupts killing them all. History & Relationships Another of Sekoon and Tersha’s violent bastard children, Char has proven to be far too uncontrollable for Sekoon’s taste and he has been cast out of his court. Senda has embraced him and not only allowed him to do as he wishes but actively aided and magnified his power by adding storms to his initial powers over volcanism. Char for the most part serves as a distraction for the forces of good – the more attention his destruction garners the easier a time Senda has in more subversive destruction.
Sana Of the Bleeding Field, Lady of the Sword Symbol: A greatsword soaked in blood. Alignment: Sodra and Valra (CE) Portfolios: Aggressive War, Conquest, Slaughter Domains: Corruption, Metal, Retribution, Strength, War Favored Weapon: The Greatsword The Power Goddess of Attack and Slaughter, Sana appears as an impossibly beautiful woman in full plate but wearing no helmet, with blood red hair and eyes. Despite her lithe form she is incredibly strong and more than a match for any who would fight her. The Ethos War is the means by which the strong cull out the weak. It is to be encouraged, for the survivors are always stronger because of it. Peace is nothing more than a time of rest between conflicts, and a rest that need not be lengthy. War is truth of the hatred of man – unabashed, honest and pure. Peace is a lie in its horrible light. The Clergy Sana’s following is large, as befits a nation at war. She may not be personally popular, but many of the champions of her order have gained great popularity. Her priests wear a red bandana into battle to symbolize Sana’s blood red hair and wear no helmet. They charge furiously into battle – for it is a great honor to gain the first kill in any battle. History & Relationships Sana is the daughter of Sekoon and was in Damosi until he aided Tela in an attempt to kill her. Though Sana was victorious, she has become alienated to her father and sister. Her hatred for them is
hotter than for any good aligned entity. Cuvanill, the Goddess of Defense, is Sana’s usual antagonist.
Kepho Of the Depths. Lord Doom Symbol: A blackened skull Alignment: Sodra and Balcra (NE) Porfolio: Undeath, Disease, Pestilence, Evil Souls. Domains: Corruption, Death, Undead Favored Weapon: Scythe The Power Death is always feared, and that can be seen merely by how much Matacha’s priests unnerve folks in their travels. But if Matacha’s good aligned followers unnerve, Kepho’s following tends to scare the hell out the commonfolk. Kepho is the God of Unkind Death. When one dies to pestilence or disease Kepho is held to blame. His priests lurk in the shadows, waiting to torture the souls of the innocent even further by animating their remains and forcing them into a slavery beyond the grave. Kepho is depicted as a powerful lich wielding a scythe who is willing to torture any and all who would so much as annoy him. The bodies of the dead and dying each grasp at his tattered robes, and decay abounds everywhere in his presence. The Ethos Decay is the natural order of things. Death is a release to be given only after the cleansing torture of torment by disease and pestilence. Cling to your gods, for if thou art false Kepho shall have your very soul to torment for eternity.
The Clergy Most followers of Narisane are prostitutes. While Telzoa has not historically had that much of a taboo associated with this profession, the fall of Narisane to darkness and the changes it has incurred in her following has begun to darken the reputations of the “Ladies of the Night.” History & Relationships Self destructive and self serving to a fault, Narisane is the twin sister of Arisane the Queen of the Nymphs. Jealous of her sister she concocted a means to scar her permanently believing Cuane her mother would be forced to make Narisane queen since Arisane’s beauty would no longer be unearthly. Her plan backfired and her parents expelled her from the court until she repented. Instead she has fell into Senda’s fold to become more powerful still and a dangerous corrupting force against the power of love.
Siliani The final court of Telensitary is Siliani, the druidic court. Concerned with the maintanence of the natural world, the five deities of this court remain somewhat aloof and removed from the machinizations and plots of the other four members of the court. Its deities also remain the most popular with the country folk that are far more dependent on their whims. As it’s nickname implies, only druids act within Siliani. There are no clerics in this court, so there is no need to detail the domains granted by the deities of this court.
Basia The Lord of the West Wind
The Clergy The silent deathbringers that form Kepho’s following are rarely seen, but said to haunt graveyards looking for likely victims for use in their nefarious schemes of torture and revilement. They, like most of Senda’s following, wear solid black robes with no adornment. History & Relationships One of the few ascended mortals in the Telzoan pantheon, Kepho is the brother of Matacha and became a god as a result of her interference with his attempt at “merely becoming a lich.” Kepho is somewhat bemused at the situation and does what he can to further his power and further torment his sister. Kepho sees himself as the lord of undeath, that his powers can bring death to the living is a mere convenient annoyance to his sister and many of his enemies.
Narisane The Whore, Lady Seduction Symbol: A black heart Alignment: Shunra and Sodra (CN) Portfolio: Lust, Seduction, Coercion Domains: Charm, Corruption, Trickery Favored Weapon: The whip The Power Narisane is the Goddess of Lust, seduction and coercion. Secrets whispered atop pillows over liquored minds are hers to know and she is the guardian of all who use sex in any means to control or profit over others. She is the power over sex for it’s own sake and more darkly, sex without love but for selfish pleasure alone. Though she holds an attractive lure, she is indeed dark and due to her nature she may be the most dangerous deity in the Shadrean host, although she is not the most powerful. The Ethos Lust is the truest weakness of the human soul, and like all weaknesses it exists to be exploited. Pleasure is found in exploitation and controlling others through their emotions, thoughts, fears and dreams. Satisfy the dark urgings of others, but leave them hungry for still more at all times.
Symbol: A brown disk with a withered leaf. Alignment: Abora and Shunra (LN) Portfolio: Autumn, The West Wind, Drought. Favored Weapon: The Staff. Lord Basia rules the chaotic withering touch of drought that usually comes during the early fall preceeding the harvest. His time is one of great splendor, especially of color. Basia is sometimes depicted as a mad painter as a result of the turning leaf colors. More often he is shown as an emancipated old man with badly chapped lips and the symptoms of dehydration.
Damnisu The Lord of the East Wind Symbol: A blue disk with a green leaf Alignment: Abora and Balcra (NG) Portfolio: Spring, The East Wind, Mysts, Renewal Favored Weapon: The Dart. The Springlord is one of the most popular of the deities of Telensiarty. He is considered a god of hope and birth as well as his official positions of Spring and Renewal. Damnisu’s rise in power has, it is rumored, led to some clerics following him in addition to druids, but as of yet such individuals have yet to be found. For now the druids themselves are quiet on the issue, though there are many druids that are unduly loyal to the myst lord.
Tethas The Lord of the South Wind Symbol: A black disk with a rain drop. Alignment: Abora and Valra (CN) Portfolio: Summer, The North Wind, Rain Favored Weapon: Scimitar The Summerlord has become progressively weaker both in following and in power in the last century. Char is suspected to be the culprit, as the portfolios of the two have left them in great
conflict since the Siliani entered Telensitary. If Tethas does fall he would not be the first deity to do so over time.
Pektos
All the same, Tethas is the ruler of the south winds and the rain that comes on them. At one time the violence of the summer thunderstorms was his to claim, but Char has since subsumed that identidy in the pantheon.
Alignment: Abora, Balcra, Shunra, Sodra and Valra (N) Portfolio: Magic, Knowledge Unknown, The Supernatural.
Sere The Lady of the North Wind Symbol: A white disk with a snow flake Alignment: Abora and Sodra (NE) Portfolio: Winter, The North Wind, Cold Favored Weapon: The Mace Lady Sere is known in most of Telzoa as the Bitch Queen of the North. Easily the most well known of the “druid” deities even among those who do not worship her directly, Sere has managed to defend her portfolio against Char’s incursions into natural calamities far better than her counterpart Tethas has. This may be due to the fact that she is easily as ruthless as Char when driven to rage, and she is far more patient. The wrath of Sere is something that no Telzoan jokes about, for snowfalls on the island of up to a foot are not unknown and the past few winters have been especially harsh and viscious.
Tiania Her Lady of the Eternal Circle Symbol: An unadorned disk Alignment: Abora (N) Portfolio: Cycles, The Natural World. Favored Weapon: Scimitar Known as the Silent Mother, Tiania is the most powerful deity in Court Siliani and one of the most powerful deities in the whole pantheon. Yet she is quiet. Beyond granting spells to druids she does not communicate to the outside world at all. Auguries and other divinations done by druids are always answered by one of the four gods of the winds – Tiania herself never speaks. All the same the belief in her existence remains strong, and some druids maintain that she does speak – if you know how to listen to the world all around you.
Lord Mage
While Pektos claims no titles, he holds many names in the references of wizards and other spellcasters everywhere. He is known as the Master of the Craft, Lord of Wizards and to a few as the One True Spell. The scope of his powers is known to none, and it is said that mystery lies at the core of his being and that of magic so much so that if magic where ever fully understood, Pektos would be destroyed. Whatever truth or fiction lies in this witticism, it is known that Pektos is the most secretive of the deities of Telensitary. He seems unconcerned with the activities of all the other deities. Perhaps he shouldn’t be as he commands the very energies they use to garner worship. Pektos has no known priest at all, which makes him the only power in Carthasana that is completely removed from the restriction of belief. Or perhaps it is the belief in magic itself that makes it possible for Pektos to exist without any priesthood whatsoever.
Pentalism The religion of Pentalism, in contrast to Telensitary, has only five deities of roughly equal powers. Pentalism is a highly aggressive religion, with its roots in the Estarian Empire. Founded by Gregory the Clark c. 300 SR, it has since grown to become the state religion of that empire. •
Landala: Goddess of Fire and Law, Landala is known as the Light of Truth. Her priests are referred to as Heresy Examiners, and they have a great deal of power and influence in the Estarian Empire, where they all but control the courts. Landala’s alignment is white / red grants spells from the domains of Charm, Earth, Fire, Luck, and Retribution. Her favored weapon is the morningstar.
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Indralia: Indralia rules the soothing winds and air. She is also the manifest power behind those forces when they show her rage, which is rare but awful to behold. Seen as a healer and teacher, it is the priests of Indralia which are most likely to be found in Telzoa - acting as the vanguard of the Pentalist teachings. They have been met in Telzoa with suspicion and hatred by the native priests, even to the point of being executed by Aurnonian priests. She is aligned white / green and her favored weapon is the quarterstaff. She grants domain spells from Aid, Air, Community, Healing, Protection, and Renewal.
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Tala: The Pentalist Goddess of Water and Chaos, Tala is the trickster but also the warrior of the pantheon. She is blue / white in alignment and her favored weapon is the longsword. She grants domain spells of Animal, Family, Guardian, Plant, Storm and Water.
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Sadier: Sadier is the God of Earth and the dead in Pentalist lore. He rules over all of the fallen souls of the world (so the Pentalist say) and punishes heretics above all others. He is black / white in alignment and his favored weapon is the Scythe. He gives domain spells from Darkness, Death, Destruction, Liberation, and Undead.
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Paltos: The Mediating One, Paltos is the deity that keeps the other four focused on their common goal of destroying all competing religions. Paltos is Blue aligned only and grants spells from the domains Air, Magic, Travel, Trickery, and Water.
Fate & Magic Two of Telensitary’s deities aren’t associated with a court. Each of them rules powerful portfolios that require their utmost neutrality in the affairs of mortals. Although clerics and the common folk refer to them often and sometimes beseech their favor, they each lack a following in the sense that the other deities have priesthoods. Indeed, each of them has only one priest each, individuals so unique that the details of their prestige classes are detailed with them.
Oralea The Seer, Fate Alignment: Balcra (N) Portfolio: Time, Fate, Prophecy. As goddess of time, at least as mortals understand the concept, Oralea is a goddess apart from all the others. She is alone among the gods in being able to see the future perfectly, or rather she sees all futures that might occur. She holds in her hands the fate of all mortals and, some whisper, all gods as well. All the other gods respect her if not fear her outright, and even the likes of Char and Sekoon have never dared reproach her, even for a moment. Oralea is served by The Oracle, a prophetess who holds court in the Valley of the Gods far to the west of Dalsundria proper on the side of Mt. Calnis, the highest mountain on the island. This area is known to be inhabited by some of the most treacherous creatures in the world, and many adventurerers who have sought out The Oracle, whoever and whatever she is, have never returned.
Courts of Night & Day
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Lirashnal is the thief. The exploiter of the weak and defenseless, usually by treachery and always by some form of trickery. He keeps the followers of Panial at particular unease since he and his followers love to imitate and implicate Panial in their schemes. His favored weapon is the dagger. He is Blue/Black aligned and grants spells from the Corruption, Darkness, Elf, Shadow, and Stealth domains.
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Belandra the Bitch Queen is the seductress who lures elves to embrace their seelie natures with a promise of an eternity in this realm. Elven player characters are more likely to come into conflict with priests of this deity than any other. She is black aligned and her favored weapon is the sickle. She grants spells from the domains Charm, Corruption, Darkness, Elf, and Hate.
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Grimwall is the Unseelie aspect of Warrick. Where Warrick and his following engage in chivalrous warfare, Grimwall has a take-no-prisoners anything goes approach. His only redeeming quality is said to be his lack of subtlety once he is striking. Before he strikes is the problem - Grimwall is a master of ambush. He is red/green aligned and He favors the longbow. He grants spells from the domains of Darkness, Elf, Guardian, Retribution, and Strength.
Elves follow a faith hinged on the passage of power between the Seelie and Unseelie courts. Each court has five members. According to the Elven faith there was once only five deities, but during an ancient battle with the goblins the carnage was so great that madness consumed the elven gods. To save their sanities each of them split in half. In the interceding years each of these deities have become more polarized from their counterpart. Elven priests warn of the danger of forgetting either side of their nature altogether, and it is often during the equinox festivals that elves will indulge their "darker selves" (or lighter selves as the case may be). During such times elven priests and other oath-bound characters are often set free from normal obligations - and many tales are whispered of dark elven revenges taken on these nights, known as Samial, which is in the spring, and Dramial, which is in the fall. Elven seelie deities grant spells from the green, white and red alignments. Unseelie deities grant spells from the black, red and green alignments.
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Januel the Guardian. His people are the green elves. He oversees the cycles of the world and this includes the transition of his court's power to that of the Unseelie court during the Dramial. He rules all three moons, and in artistry these globes circle his head as ioun stones. His favored weapon is the longsword. He is green aligned and grants spells from the domains Animal, Elf, Family, Plant, and Sun. Alsiar the Keeper of the Tomes. His people are the Kindani. He guards the elven peoples and bids his people do the same. A scholar, historian and warrior, Alsiar is a strong proponent of applying the lessons of the past towards the future. His favored weapon is the spear. He is green/blue anligned grants spells from the domains of Elf, Healing, Knowledge, Magic, and Sun. Panial is the trickster and rapscallion of the seelie court. His people are the Crystali. Nothing is certain about this deity, even its sex. Laughter, song and dance - the frolic for which all elves are so well known are his province. His favored weapon is the staff. He is red/green aligned and has the domains Elf, Liberation, Luck, Sun, and Trickery. Frey is the captain of the grey fleet which takes the souls of the elves to their heavenly rewards. His people are those rare few Duransi who have chosen to shun their Unseelie ways. A somber deity, he speaks only in whispers, as do most of his priests His favored weapon is the long sword. He green/white aligned and grants spells from the domains of Elf, Rest, Sea, Sun, Water.
The Glory of Ancestors Dwarves engage in what is essentially an elaborate form of ancestor worship. Each clan, during ceremonies, recites the names of all the members passed and sings the tales of their glory. At the head of the ancestry are three powers presiding over the cycle of life in this world. •
Freyalis is the eternal mother, with power over birth and renewal. When forced to protect her children she relies on the mace. She is green and white in alignment. She grants spells from the domains Ancestor, Community, Dwarf, Family, Guardian, Healing, and Renewal. She is the mother of the following two deities.
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Dulthos is the keeper of the secrets under the mountain and the protector of the dwarven race. He is a warrior first and foremost, and distrustful of all other races and their gods. He is also somewhat implacable and plodding. His favored weapon is the dwarven waraxe and he is aligned red, green and white. He grants spells of the Cavern, Dwarf, Earth, Metal, Protection, Strength, and War domains.
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Nalru is the slayer, the lord of greed. Sometimes known as the dark twin of Freyalis, he rules over death and his touch is feared by all dwarves. His favored weapon is the spear and he aligned red, black and blue. He grants spells of the Ancestor, Darkness, Death, Destruction, Dwarf, Earth, and Undead domains. Nalru, in practice, has almost no priests, but dwarves constantly try to appease him and pray that he gives the souls of their loved ones a safe journey to the underworld.
Warrick is the violent elven god of war. Overly jolly in the face of the slaughter of the field, Warrick is said by his detractors to represent the worst of a people - their capacity to destroy sentient life. Warrick's priests often retort, "since when did goblins count as sentient?" Warrick favors the great sword (The better to dice orcs with). He is red/green aligned and grants spells from the domains of Elf, Protection, Strength, Sun, and War
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Imlocrin the Disruptor. He who brings about the end of all things. Imlocrin, and most of the rest of the Unseelie court have no real claim to any of the elven races, but he is most strongly opposed to Januel. He oversees the activities of the Unseelie Court and begrudgingly surrenders its authority during the Samial. He is Black/Red aligned and grants spells from the domains Darkness, Destruction, Elf, Fire, and Storm.
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Trishdare is the liar. He is seeks to destroy the world's knowledge and bring ignorance to the world. He is Black/Green aligned and favors the longsword and grants spells from the domains of Charm, Darkness, Elf, Luck, and Trickery.
Dance of Seasons Gnomes have a set of four deities, each which rules a season. Gnomes are curious in that they do not maintain set holy days based on any pattern humans recognize. However, most of the time this is due to the fact that the gnomish calendar is insanely complex - taking 250 human years to complete a cycle. •
Sanshan is the Goddess of the Spring. She rules the Air and the breeze. Depicted as a beautiful little girl gnome, Sanshan is sometimes called the giggler by outsiders. She favors the staff as a weapon and she is aligned black / green. She grants spells from the domains of Air, Family, Gnome, Healing, and Trickery.
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Calruldal rules Summer and the Sun. He is a golden colored gnome who, during the night, works long hours in his shop working on gizmos and gimcracks. He thus embodies the well known (and occasionally feared) spirit of gnomish inventiveness. His favored weapon is the crossbow and he grants spells in the domains of Gnome, Knowledge, Creation, Fire, Sun. He is aligned black / white.
•
Fas is the Goddess of Autumn. Depicted as a mad painter, Fas loves to display her abstract brilliance in the leaves of the world. Despite the chaotic appearance of her works though, she is very methodical. She is aligned black / red and she favors the dagger. She grants spells of the domains of Animal, Earth, Gnome, Magic, and Plant.
•
Elrico is the Keeper of Winter. The Gnomic God of Endings is despised by the race that believes in him, but his position in the pantheon is unquestioned. He is aligned black / blue and favors the dagger. The
Gnomes who follow him are granted spells from the domains of Darkness, Death, Destruction, Gnome, and Water.
The Spirit Mother Oyasini follow an entity known as Ooyas-shandra, who is there sole deity. They view the rest of the gods of the world as mere spirits that have gotten full of themselves in asking for worship. Ooysashandra embodies all five colors of magic – she grants spells from the domains: Air, Community, Earth, Family, Fire, Halfling, Protection, Purity, and Water.
Art of Magic Chapter 6 When it began none can say. Since the dawn of dragons has magic flowed through the veins of this world, and it will continue long after the elves are gone and men are nothing more than creatures of fable in books written by rabbits. Empires rise and fall. Races come and go. Gods ascend and then are forgotten. Magic stays. Magic is. The study of magic, in all of its forms and ways is as ancient as writing and thought itself. It drives us to do that which is impossible. It, like us, changes. It, like us, evolves slowly over time. So it is that magic in the means and ways that it is studied has come to its current form by a slow and painful process. Magic is belief. As such it is subject to the whims of the collective unconscious body of all the souls who wield it and those who fear it. It is not enough to study what magic can do, it is not even enough to study what magic should do. One must study what magic might do. One must open their very souls to possibility - and thereupon is the single truth that cuts the line between the master and the apprentice. Magic is majesty and destitution. It is in the singing of our music and the whispers of our secrets. It is the aspiration of greatness and the stooping to low folly. It is the king's wish and the wizard's destiny. It is the truth and the lie. It is all that is good, but also all of evil. It is in the light and dark. It is found in love and hatred. It begins in thought and ends in action. It lies in instinct and resolves in a strike. It is the everything - it is the nothing. It is the realization and reality of our very dreams. That is the danger - for with dreams must follow nightmares. -Telsindria In this chapter we will explore and expand the magic system of Pathfinder to present how spells are used in the World of Carthasana. On the surface magic in the Dusk campaign works much like any other Pathfinder setting – wizards and clerics prepare spells and cast them while sorcerers and bards spontaneously cast from fixed lists. However, spells are resorted in this book and the rules that are based upon spell types are expanded and clarified. Throughout this chapter spells from the Core Rulebook are in italics and spells which appear for the first time in this book are in bold italics. Spells appearing in the Advanced Player's Guide have the superscript APG next to their name, and UC is used for Ultimate Combat, UM for Ultimate Magic, and ARG for the Advanced Race Guide.
Incantations and Rituals This book introduces the concept of incantations and rituals, which divides spells broadly between the sorts of magic that get used in combat, and the sorts of spells that are used during exploration and between adventures by the characters. The spell entries in this book cleanly label each ritual by calling them such on the line after the spell's name, "Ritual Aboran Transmutation" or "Ritual Sodran Necromancy". If a spell isn't a ritual it's an incantation. Rituals from other Pathfinder books are easy enough to spot - they take one minute or longer to cast. What makes this distinction special in the Dusk setting is that rituals are never prepared. That is, wizards cast rituals directly from their spellbook, Sorcerers must also use a scroll or spellbook to work with these spells, Clerics and oracles must refer to a prayerbook and so on. Rituals simply take too long to memorize any significant part of them, and the longest rituals can take many hours to cast. For this reason, they are never prepared and then completed later.
The oracle and sorcerer classes are the most affected by this rule change. Spells like scrying and sending are now available to them without occupying one of their precious spells known slots. A character can perform any number of rituals so long as their spell levels do not exceed her character level. So a 9th level character can perform a 5th level ritual and a 4th level ritual in the same day, or a 4th level ritual and 5 1st level rituals in one day, and so on. Non-spellcasters may also attempt rituals if they have the spellcraft skill. They may perform a ritual if they have more ranks in spellcraft than twice the spell's level (a 5th level spell takes 10 ranks in spellcraft to cast). The combined level of the rituals performed cannot exceed half the character's ranks in spellcraft. Hence a 10th level fighter with 10 ranks in spellcraft can perform one 5th level ritual. For purposes of this rule divine and arcane spellcraft are separate skills. The character's caster level is their ranks in spellcraft. Some new incantations from this book can be cast as rituals for greater effect, usually in terms of their duration. When this is the case the spell description will have notes for its use as a ritual. When a spellcaster has an incantation prepared or knows it as a spell they may choose to use the spell slot to cast the ritual instead of having it count against their rituals limit for the day.
Universal Spells The handful of spells that are "universal" have no alignment, no school, and usually have no descriptors. They are limited to the sorts of magic that no spellcaster should be denied - essential magics if you will such as detect magic, but also powerful spells that defy any classification such as wish. arcane mark, detect magic, limited wish, mage hand, open/close, permanency, prestidigitation, read magic, reckless dweomer, wish
Alignments of Magic In Carthasana Magic is aligned and bent towards a purpose. Almost all spells in the setting belong to one of five alignments, the same five alignments that characters can have that where described in the previous chapter. In the listing of a spell from this book a spell's alignment will appear before the school as in "Valran Transmutation" or "Sodran Necromancy". While there are no global governing rules concerning spells because of their alignments, the alignment of a spell is a clue to its perceived purpose and how its use is received in the world. Most of the society of man in Carthasana is Valran aligned, and so Shunran and especially Sodran spells have a nasty reputation (though considering what that magic is capable of, perhaps it is deserved.
Aboran Aboran or “green” spells are concerned with driving the forces of natural growth. Commoners often beseech druids and other casters of this magic to use their powers to insure a good harvest or to stave off nature’s wrath. However Abora can also invoke such wrath and will often do so to destroy the forces it views as enemies. Aboran philosophy is concerned with birth, growth, and renewal, and as such most of the spells that enhance living creatures belong to it. UM
UC
UM
acute senses , adoration , age resistance (greater) , age UM UM UM resistance (lesser) , age resistance , alacrity, allegro ,
APG
UC
allfood , alluring scent, alter self, animal aspect (greater) , animal aspect , animal growth, animal magnetism, animal messenger, animal scouts, UC animal shapes, animal trance, animate plants, ant haul (communal) , ant APG UM UM haul , anthropomorphic animal , anticipate peril , arboreal hammer UM APG APG APG , aspect of the bear , aspect of the falcon , aspect of the stag , APG UM UM aspect of the wolf , atavism (mass) , atavism , awaken, badger's UM APG ferocity , banish seeming , barkskin, bear's endurance (mass) , bear's endurance, beast shape I, beast shape II, beast shape III, beast shape IV, ARG UM APG APG bestow trick, blend , blessing of the mole , bloodhound , bow spirit , APG break slumber, bristle , bull's strength (mass) , bull's strength, burst of UC APG UM speed , call animal , calm animals, cape of wasps , carapace, cat's UC APG grace (mass) , cat's grace, certain grip , chameleon stride , changestaff, charm animal, charm monster (mass) charm monster, charm person, chill UM APG metal, choking vines, circle of clarity , cloak of shade , cocoon, UC command plants, commune with nature, companion mind link , control plants, control weather, corroding burst, creeping doom, creeping mold, UC ARG UM crumble, deadeye's lore , death from below , decompose corpse , UC delay poison (communal) , delay poison, detect animals or plants, detect UM UM poison, detect snares and pits, diagnose disease , divine pursuit , UM dominate animal, eagle aerie , eagle's splendor (mass) , eagle's splendor, UM early harvest, echolocation , elemental infusion, enlarge person (mass) , ARG enlarge person, entangle, escaping ward , accelerated decay, euphoric APG APG APG tranquility , evolution surge (greater) , evolution surge (lesser) , APG APG evolution surge , expeditious retreat, feather step (mass) , feather APG UC APG UC step , find quarry , fog cloud, follow aura , forest friend , forest maze, forest's eyes, form lock, fox's cunning (mass) , fox's cunning, fumbletongue UM APG APG , giant vermin, goodberry, gravity bow , grove of respite , harden APG snow, hide from animals, hold animal, hollow tree, hunter's eye , insect APG APG APG plague, instant enemy , invigorate (mass) , invigorate , joyful rapture UM APG APG , jump, keen senses , lay of the land, life bubble , life conduit (greater) UC UC UC APG , life conduit (improved) , life conduit , lily pad stride , litany of sight UC APG UC , liveoak, locate creature, lockjaw , longshot , longstrider, lycanthropic UM curse, mad monkeys , mage's faithful hound, magic fang (greater) magic fang, magnify sight, major creation, mark to the maker, minor creation, UM UM UM monstrous physique I , monstrous physique II , monstrous physique III , UM APG UC monstrous physique IV , moonstruck , mount (communal) , mount, nap APG APG APG APG stack , natural rhythm , nature's exile , negate aroma , neutralize poison, obscuring mist, one with nature, owl's wisdom (mass), owl's APG APG wisdom, pass without trace, perceive cues , pied piping , plant growth, plant shape I, plant shape II, plant shape III, poison, polymorph (greater) , UM UC polymorph, primal scream , pup shape , rampage, reduce animal, reduce person (mass) , reduce person, regenerate, reincarnate, rejuvenate eidolon APG APG APG (greater) , rejuvenate eidolon (lesser) , rejuvenate eidolon , rejuvenate, remove blindness/deafness, remove disease, remove paralysis, UM APG UC APG remove sickness , residual tracking , resinous skin , restful sleep , UM UM APG restore eidolon (lesser) , restore eidolon , resurgent transformation , ARG APG root, rusting grasp, rusting ray, savage maw , scent trail , scent, seclude, secure shelter, see invisibility, sepia snake sigil, shambler, APG shapechange, share senses , sheltering branches, shillelagh, siege of trees UC UC APG (greater) , siege of trees , snake staff , snare, snow walk, solid fog, song of charm, sound shell, speak with animals, speak with plants, spider UC APG climb (communal) , spider climb, spike growth, strong jaw , stumble APG APG gap , summon eidolon , summon swarm, surge, swarmform, symbol of UM UC APG revelation , tendril walker, terrain bond , thorn body , threefold APG APG APG APG aspect , tireless pursuers , tireless pursuit , transmogrify , transmute APG metal to wood, transport via plants, tree shape, tree stride, true form , APG UM UC unfetter , vermin shape I vermin shape II , viper bomb admixture , wall ARG UM of thorns, ward of the season , warp wood, web shelter , web, ARG UC UM whispering lore , wilderness soldiers , wood shape, wooden phalanx , UM youthful appearance UC
Balcran Balcran magic doesn’t commonly enter the thoughts of the commonfolk, for it is the magic of thought and possibility – and with that comes illusions, divinations and other highly subtle spells. If this was all Balcran magic could do it would quickly fall behind the other types in power, but oddly a Balcran wizard is the one all others are loathe to fight a spell duel with for this philosophy has the some of the most powerful metamagic spells at its disposal giving it the ability to quickly adapt its already flexible
spell selection to the needs at hand. It is also readily able to dispel or counterspell the threats opponents raise against it. APG
UC
UC
absorbing touch , adjuring step , air bubble , air walk UC APG APG (communal) , air walk, alchemical allocation , alter winds , APG amplify elixer , analyze dweomer, animate objects, animate rope, APG UM APG aqueous orb , arcana theft , arcane concordance , arcane eye, arcane sight (greater) , arcane sight, astral projection (lesser) UM , astral projection, attunement, augury, baleful polymorph, APG APG bard's escape , blink, blur, borrow skill , brief reprieve, brilliant APG UM UM inspiration , bungle , buoy, call construct , catalogue, chain contingency, chaos in the mind's eye, chill, circumvent, clairaudience / clairvoyance, clear mind, clearsight, cloak of APG APG dreams , cloak of winds , color spray, compulsion, concentrate, UM confiscate, contingency, control construct , control water, control UM APG winds, counterspell, countless eyes , crafter's fortune , create UC UM water, damp powder , daze (mass) , daze monster, daze, deep APG slumber, deep water, deflection, delay, delayed consumption , APG delude divination, demand, demystify, detect aberration , detect scrying, detect secret doors, detect thoughts, detect undead, dimension door, discern location, discombobulate, discovery torch UC UM , disguise other , disguise self, dispel magic (greater) , dispel magic, displace perspective, displacement, dissipate, divine edict, APG donate, douse, dream, eagle eye , elemental body I, elemental APG body II, elemental body III, elemental body IV, elude time , enter APG APG image , ethereal jaunt, etherealness, expend , exquisite UM ARG accompaniment , fabricate, false vision, fearsome duplicate , UM APG feather fall, fickle winds , find the path, find traps, fluid form , APG UM fly (mass) , fly, forbid, force void, forced quiet , foresight, UM APG APG frostbite , frozen note , gallant inspiration , gaseous form, APG APG UM getaway , geyser , ghost sound, ghostly disguise , glibness, APG APG APG glide , glitterdust, guiding star , gust of wind, heroic finale , APG APG hidden speech , hide campsite , hideous laughter, hostile UC UC juxtaposition (greater) , hostile juxtaposition , hostile levitation UC APG APG , hydraulic push , hydraulic torrent , hypnotic pattern, UM UM UM hypnotism, ice body , ice crystal teleport , icy prison (mass) , UM UC icy prison , identify, illusion of calm , illusory script, illusory wall, imaginary pet, imbue with spell ability, instant summons, UM intangibility, interplanetary teleport , invisibility (greater) , invisibility (mass) , invisibility sphere, invisibility, irresistable dance, APG ARG UC jester's jaunt , jibber jabba, jitterbugs , jury-rig , knock, know UC UM direction, legend lore, levitate, litany of escape , loathsome veil , locate object, lullaby, mage's disjunction, mage's guess, mage's lucubration, mage's magnificent mansion, mage's private sanctum, magic aura, magic mouth, magnetism, major image, major ARG UM phantom object , make whole, malfunction , mask dweomer UC APG (communal) , mask dweomer , mask, masterwork UM ARG transformation , mending, message, mind fog, minor dream , ARG minor image, minor phantom object , mirage arcana, mirror UC image, mirror strike , misdirection, mishap shield, mislead, mnemonic absorption, mnuemonic enhancer, modify memory, UC moment of prescience, mutagenic touch , nondetection UC ARG (communal) , nondetection, obscure object, Old Salt's curse , UM UM oppressive boredom , oracle's vessel , overland flight, passwall, UC permanent image, persistent image, phantom chariot , phantom UC UC driver , phantom steed (communal) , phantom steed, phase UC UM door, pilfering hand , polymorph any object, possess object , power sink, programmed image, prophecy, prying eyes, prying UC UM eyes, greater, qualm , quench, rainbow pattern, rapid repair , ARG recharge innate magic , refuge, refutation, reverse gravity, ride UM APG UM the waves , river of wind , rope trick, sands of time , scintillating pattern, screen, scrying (greater), scrying, sculpt UM APG simulacrum , sculpt sound, seamantle , second chance, secret UC APG chest, secret page, see alignment , seek thoughts , seeming, sending, sequester, Serrin's phantasm, Serrin's theft, share UC APG UM language (communal) , share language , share memory , APG shrink item, sift , silence, silent image, sleep, sleight of mind, APG APG slipstream , slow, solid note , solipsist disillusionment, soothe UM construct , spell turning, spellstaff, still touch, subjectional UM gravity, suggestion (mass), suggestion, summon froghemoth , UM summon instrument, switch costumes, symbol of mirroring , UM UM UC symbol of scrying , symbol of slowing , tactical acumen ,
UC
UC
telekinesis, telekinetic assembly , telekinetic charge , telekinetic sphere, telepathic bond, teleport (greater), teleport object, teleport, teleportation circle, temporal stasis, Terix's blessing the road left untaken, time spiral, APG time stop, time twister, time walk, time warp, timely inspiration , tiny APG APG APG hut, touch of the sea , treasure stitching , true seeing, tsunami , twin APG UC UM form , twincast, twisted space , unbreakable construct , understand APG unorthodoxy, undetectable alignment, universal formula , unprepared UM APG ARG combatant , unseen servant, vanish , veil, ventriloquism, village veil , UM UM APG virtuoso performance , vision, vocal alteration , vortex , walk through UC APG space , wandering star motes , water breathing, water walk (communal) UC , water walk, weird, whirlwind, whispering wind, wind walk, wind wall, APG UM APG winds of vengeance , witness , word of recall, world wave , zone of silence
Shunran The often fiery magics of Shunra are known as “red magic.” Among commoners these spells rank right up with violet magic as being the most feared of spells. While Shunra is denounced as a magic of destruction, it is reality a magic of unbridled passion. It is active, energetic, primal and when need be it is furious. Easily the most offensive minded of the alignments when it comes to spell application, Shunran magic isn't especially good at protection or dispelling threats. UC
abundant ammunition , æther flash, aggravated assault, arcane cannon UC APG APG ARG , arrow eruption , ball lightning , battle trance , blade barrier, blade APG UC UM storm, blessing of the salamander , blistering invective , blood mist , UM APG APG APG bloodlust, boiling blood , bomber's eye , borrow fortune , break , APG UM APG brute resolve, burning gaze , burning hands, burrow , burst bonds , UC APG caging bomb admixture , calcific touch , call lightning storm, call APG lightning, campfire wall , chain lightning, chaos ball, chaos bolt, chaos UM APG UM sphere, chord of shards , clashing rocks , clenched fist, cold ice strike , concussive fireball, cone of cold, confusion (lesser) , confusion, contagious APG flame , continual flame, control revocation, control summoned creature UM APG APG , corrosive weapon, create pit , crushing hand, cup of dust , dance of UM UM APG a hundred cuts , dance of a thousand cuts , deadly finale , deafening APG UM UC song bolt , defensive shock , delayed blast fireball, destabilize powder , APG APG detonate , devestation, discordant blast , disintegrate, dissention in the UM APG APG ranks, distracting cacophony , draconic reservoir , dragon's breath , UC UM APG dry, dust form , ear-piercing scream , earthquake, elemental aura , elemental body I, elemental body II, elemental body III, elemental body IV, APG APG elemental infusion, elemental touch , enemy hammer , energy siege UC UC shot (greater) , energy siege shot , entropic burst, entropic shield, APG entropic wave, expeditious excavation , explosive runes, fabricate bullets UC APG UC APG , fanning the flames, fiery body , fiery shuriken , fire breath , fire APG APG seeds, fire shield, fire snake , fire storm, fire trap, fireball, firebrand , APG firefall , fissure, flame arrow, flame blade, flame guide, flame strike, APG UC flames of the faithful , flaming sphere, flaring pain, flash fire , flesh to APG UM stone, focus of hatred, fool's forbiddance , force hook charge , force UM punch , form of the dragon I, form of the dragon II, form of the dragon III, UM UC APG freedom, freezing sphere, frigid touch , frost fall , gate, geyser , giant ARG form I, giant form II, grasping hand, gratuitous violence, groundswell , ARG UM half-blood extraction , haste, heat metal, horn of pursuit , ice storm, UM icicle dagger , incendiary cloud, incinerate, interposing hand, iron body, ARG UC UM ironbeard , ironwood, jolting portent , keen edge, ki arrow , ki shout UM APG UM , lead blades , lightning arc , lightning bolt, lightning lash bomb UC ARG UC UC admixture , linebreaker , litany of madness , litany of thunder , locate UC UC weakness , mage's sword, magic missile, magic siege engine (greater) , UC magic siege engine , magic weapon (greater) , magic weapon, malicious UM spite , meld into stone, meltdown, meteor swarm, mind burn, move earth, UC UC UC named bullet (greater) , named bullet , obsidian flow , parch, pellet UC UM blast , play instrument , polar ray, power wave, price of progress, prismatic spray, produce flame, pyroclastic burst, pyroclastic flow, APG pyrotechnics, quick, radiate, rage, rampart , ray of frost, reaching UM UC UC weapon, reckless infatuation , recoil fire , reloading hands , resonating UM UC UC word , retribution, returning weapon (communal) , returning weapon , UC UM ricochet shot , ride the lightning , rolling thunder, scorching ray, scouring UM APG winds , searing light, shared wrath , shatter, shattering pulse, shifting APG UC UC sand , shock shield , shock, shocking grasp, shocking image , UM shockwave, shout (greater), shout, shower of coals, silk to steel ,
APG
UM
sirocco , sleet storm, smug narcissism , snapdragon fireworks UM UM , soften earth and stone, song of chaos, sonic thrust , sound APG APG burst, spark , spike stones, spiked pit , spirtual weapon, UC APG APG spontaneous immolation , statue, stone call , stone fist , stone grasp, stone shape, stone tell, stone to flesh, stoneskin (communal) UC APG , stoneskin, storm of vengeance, stormbolts , summon elder UM UC UM worm , sun metal , symbol of strife , sympathetic vibration, UM UC UC tar ball , tar pool , targeted bomb admixture , terrible remorse UM UC APG , thunder fire , thundering drums , transformation, transmute mud to rock, transmute rock to lava, transmute rock to mud, true UM UC strike, unadulterated loathing , unerring weapon , unnatural UM UM APG UM lust , vengeful outrage , versatile weapon , volcanic storm , volley of boulders, wall of fire, wall of force, wall of ice, wall of APG UM iron, wall of lava , wall of lightning, wall of sound , wall of UM stone, waves of ecstacy , wildfire, wildstroke, word of chaos, APG APG UC world wave , wrath , wreath of blades , zap
Sodran Sodra's magic is the most feared since it is the magic of death, fear and darkness. While Sodran philosophy is centered around the individual, the magic of Sodra consists of the very forces which constrain an individual and forces to transcend them, such as the magic of undeath. Many claim Sodra's spells are inherently evil and cannot be used for good, but the proponents of the philosophy have never been ones to concern themselves with such outmoded concepts as good and evil. UC
abandon hope, absorb toxicity , acid arrow, acid fog, acid rain, UM UM acid splash, acidic spray , addle, afflict, agonize , agonizing UM memories, animate dead (lesser) , animate dead, antilife shell, UM UM ash storm , aura of doom , bane, befoul, bestow curse, black ARG UM mark , black tentacles, blade of dark triumph , blasphemy, UM bleed, blight, blindness/deafness, blood crow strike , blood pet, UM blood transcription , bloodcurdling scream, brittlebone curse, UC UM UM brow gasher , buried alive, burst of nettles , cackling skull , UM UC cause fear, caustic eruption , chain of perdition , Chaldulsul's hex, chill touch, Ciranu's deathgate, Ciranu's foul transformation, Ciranu's impenetrable darkness, Ciranu's spite, circle of death, cloak undead, clone, cloudkill, clutch of undeath, command UM UM undead, conjure black pudding , contagion, contagion, greater , control undead, corporeal instability, corpse control, corrosive UM UM consumption , corrosive touch , create greater undead, create UM undead, crushing despair, curse (major) , curse item, curse of UM UM UM disgust , curse of magic negation , curse water, cursed earth , UC dark fate dark ritual, darkness, darkvision (communal) , UM UC darkvision (greater) , darkvision, deadly juggernaut , death burst, death knell, death stroke, deepen shadows, deeper UM UM darkness, delay pain , delusional pride , despondency, destruction, diminish plants, discordant dirge, diseased weapon, UM UM disfiguring touch , distressing tone , doom, drain life, dread UM UM bolt , dregs of sorrow, duress, eldritch fever , energy drain, UM UM UM enervation, envious urge , epidemic , eruptive pustules , UM excruciating deformation , exsanguination, eyebite, false life UM UM (greater) , false life, familiar melding , fear, feeblemind, final UM punishment, finger of death, fleshworm infestation , forgetful ARG UC UM slumber , foul presence, frightful aspect , fungal infestation , ARG ghost wolf , ghoul touch, grasping shadows, grease, harm, UC UM UM hatred, haunted fey aspect , haunting choir , haunting mists , UC UM healing thief , horrid wilting, howling agony , implosion, UC infliction, insanity, instrument of agony , interrogation (greater) UM UM UM UC , interrogation , ki leech , languid bomb admixture , litany UC UC UC UM of vengeance , litany of weakness , lock gaze , lunar veil , UM UM mad hallucination , magic jar, marionette possession , UM UC murderous command , negative reaction , nightmare, UM nightshroud, no rest for the wicked, orb of the void , UM UM overwhelming grief , pain touch, paranoia, pernicious poison , UM persuasive goad , pestilence, phantasmal killer, piercing shriek UM UM UM UM , plague carrier , plague storm , polar midnight , power word blind, power word kill, power word stun, prediction of failure
UM
UM
UM
, project image, protective penumbra , rain of frogs , ray of UM enfeeblement, ray of exhaustion, ray of sickening , recurring nightmare, UM repel death, restore corpse , scare, Serrin's shadow spy, shades, shadow UC bomb admixture , shadow conjuration (greater) , shadow conjuration, shadow evocation (greater) , shadow evocation, shadow killer, shadow step UM UM UM , shadow walk, shadow weapon , shadowbard , simulacrum (lesser) UM UM , simulacrum, skinsend , slay living, smother, song of discord, soul bind, UM soul exchange, speak with dead, spectral hand, spit venom , spreading UM UM plague, steal voice , stinking cloud, strangling hair , summoner condiut UC , symbol of death, symbol of fear, symbol of insanity, symbol of pain, UC UM symbol of striking , symbol of vulnerability , symbol of weakness, tainted UC æther, terror, touch injection , touch of fatigue, touch of idiocy, touch of UM UM UM slime , toxic gift , transmute blood to acid , transmute water to acid, UM UM trap the soul, undead anatomy I , undead anatomy II , undead anatomy UM UM UM UM III , undead anatomy IV , unshakable chill , utter contempt , vampiric UM UM touch, vile consumption, vision of hell , vitriolic mist , wail of the banshee, wasting curse, waves of exhaustion, waves of fatigue, weakness, wilting curse
Valran The philosophy of Valra, that community is preeminent, shines through in its magic with an abundant selection of spells to ward and heal members of the community. Spells which invoke the wills of the deities worshiped in the community tend also to be Valran. Valran magic is sometimes called yellow or gold magic. UC
abeyance, ablative barrier , absolutism, æther slide, aid, alarm, aligned spell resistance, antimagic field, antipathy, antiplant shell, arcane lock, UM UM APG archon's aura , arrow of law , atonement, aura of greater courage , UM APG banishment, battlemind link , beguiling gift , bestow grace of the UM APG ARG champion , bestow grace , bestow insight , bestow weapon UC UM APG proficiency , binding, blade of bright victory , blaze of glory , bless APG water, bless weapon, bless, blessing of courage and life , blessing of APG ARG fervor , blessing of luck and resolve (mass) , blessing of luck and resolve ARG UC , blinding light, bowstaff , break enchantment, breath of life, bright UC APG APG circle, bullet shield , calm emotions, cast out , castigate (mass) , APG APG APG castigate , challenge evil , circle of hands, cleanse , command UM UC (greater), command, compassionate ally , compel hostility , comprehend APG APG languages, confess , conviction, coordinated effort , corruption APG APG UM resistance , coward's lament , create demiplane (greater) , create UM UM demiplane (lesser) , create demiplane , create food and water, cure UM APG wounds, cushioning bands , dampening field, dancing lantern , dancing UC lights, daybreak arrow , daylight, death ward, death watch, debilitating UC APG portent , decree, deflection , dictum, dimensional anchor, dimensional lock, disanimation, discern lies, disempower, disenchant, dismissal, UC dispelling screen, disrupt undead, disrupting weapon, divine arrow , divine APG favor, divine power, divine transfer , dominate monster, dominate person, UC UC effortless armor , endure elements (communal) , endure elements, energy field, enlighten, enthrall, erase, eternal respite, faerie fire, fire of APG APG APG APG entanglement , fire of judgment , fire of vengeance , flare burst , APG flare, flickering ward, floating disk, focus, foe to friend , forbid action UM UM APG (greater) , forbid action , forbiddance, force cage, forced repentance , forceful hand, freedom of movement, gate, geas (lesser), geas/quest, gentle repose, globe of invulnerability (lesser) , globe of invulnerability, glyph of APG warding (lesser) , glyph of warding, good hope, grace , groom, guards and wards, guidance, halt undead, halt, heal (mass) , heal mount, heal, helping UC hand, heroes' feast, heroic invocation , heroism (greater) , heroism, hero's APG UM defiance , hex ward , hide from undead, hold monster (mass) , hold UM monster, hold person (mass) , hold person, hold portal, holy aura, holy ice , UM APG holy shield , holy smite, holy sword, holy whisper , holy word, holy, APG UM honeyed tongue , humble, imbue with aura , imprisonment, APG APG innocence , instant armor , inviolability, invisibility purge, judgment UC UC APG APG light , kinetic reverberation , king's castle , knight's calling , know the UM UM UM enemy , last breath, leashed shackles , lend judgment (greater) , lend UM UC APG judgment , liberating command , light lance , light of day, light, UC UC limited resources, litany of defense , litany of eloquence , litany of UC UC UC entanglement , litany of righteousness , litany of sloth , litany of UC warding , mage armor, magic missive, magic stone, magic vestment, APG manifest probability, mark of justice, marks of forbiddance , Matacha's
UC
edict, maze, mind blank, mind blank, communal , miracle, UM UC APG miserable pity , moment of greatness , oath of peace , UM oathbind, overwhelming presence , pacifism, paladin's APG ARG UC APG sacrifice , paragon surge , peacebond , pillar of life , planar collapse, prayer, prismatic sphere, prismatic wall, protection from UC arrows (communal) , protection from arrows, protection from UC energy (communal) , protection from energy, protection from APG spells, protective spirit , protective ward, purge, purging APG APG finale , purified calling , purify food and drink, purify, raise UM APG animal companion , raise dead, rally point , ray of command, APGv UC rebuke reflect gaze, reinforce armaments (communal) , UC reinforce armaments , remove curse, remove fear, repel metal or UM stone, repel vermin, repel wood, replenish, reprobation , ARG repulsion, resilient reservoir , resilient sphere, resist energy UC APG (communal) , resist energy, resistance, resounding blow , APG ressurection, rest eternal , restoration (greater) , restoration APG (lesser) , restoration, retribution , reverse damage, revive, APG APG reviving finale , righteous might, righteous vigor , sacred APG APG UM APG bond , sacrifical oath , sactify corpse , saddle surge , APG APG sanctify armor , sanctuary, saving finale , seal fate, sentinel, UM serenity , shield other, shield, song of freedom, song of holding, UM UC spear of purity , spell immunity (communal) , spell immunity UC (greater communal) , spell immunity (greater) , spell immunity, APG spell lodestone, spell resistance, spiritual ally , stabilize powder UC APG , stabilize, status, stay the hand , sunbeam, sunburst, UM UM surgeshield, surmount affliction , symbol of healing , symbol of UM persuassion, symbol of sealing , symbol of stunning, sympathy, Telsindria's invulnerable globe, Telsindria's radiance, Telsindria's ARG UC spell immunity, toilsome chant , tongues (communal) , ARG tongues, true resurrection, undeath to death, urban grace , veil APG UM of positive energy , vestment of the champion , vigilance, APG APG APG virtue, wake of light , wall of suppression , ward the faithful , UC UM UC warding weapon , wartrain mount , weaken powder , weapon APG UM APG of awe , word of resolve , wrathful mantle , zone of truth
Polyaligned Some spells occur in sets of five across all alignments. For each spell entry there exists five versions of the spell - one for each alignment. Most of these spells are concerned with drawing energy or creatures directly from an outer plane of existence, so each spell only draws from one outer plane. This isn't the same as being a universal and therefore an unaligned spell. For example, a hallow spell from Valra might be referred to as unhallow by Sodran or Shunran casters since, from their point of view, the spell embodies values and edicts they find repulsive. As in our world, in Carthasana what is and is not "holy" depends on the speaker as much as the object in question. align weapon, commune, consecrate, contact other plane, desecrate, divine rebuke, gate, hallow, holy smite, planar APG APG adaptation (mass) , planar adaptation , planar ally (greater) , planar ally (lesser) , planar ally, planar binding (greater) , planar binding (lesser) , planar binding, plane shift, polypurpose panacea UM , summon creature
Schools of Magic The eight schools of magic and their subschools are the second most important facet of a spell's description and will be the second word that appears to describe them. The rules governing the schools do not change for the Dusk setting, but there are new subschools and with them new rules that govern their use. Schools of magic describe how a spell works and what it is doing, where the alignment of a spell is its general intent.
Abjuration Abjurations are protective spells. They work by warding an area or dispelling a hostile magical effect. In Dusk the school of abjuration is cleanly divided into the sub-schools of dispel and ward.
Dispel Abjuration (Dispel) effects break up magical effects and magically conjured conditions of all types. The iconic spell of this group is dispel magic. Most,
though not all, dispel effects require a dispel check to be performed against the caster of the effect you wish to dispel. UM
APG
arcana theft , atonement, banish seeming , break APG enchantment, break slumber, cast out , circumvent, counterspell, demystify, disempower, disenchant, dismissal, dispel magic (greater) , dispel magic, dispelling screen, dissipate, divine APG edict, erase, expend , freedom, mage's disjunction, power sink, UM primal scream , purify, refutation, rejuvenate, remove curse, remove fear, Serrin's theft, shattering pulse, song of freedom, UM APG UM soothe construct , true form , word of resolve
Ward Wards are magical barriers that prevent the passage of certain creatures or respond to their passage by creating an effect. Most wards are centered upon their caster and move with her, others are centered upon another creature – usually one the caster has touched. Still others don’t move at all once created. Wards that overlap create a resonance immediately but function normally unless their effects are similar or opposed. If they are similar then one of the effects may be subdued – this is usually the case with wards that enhance a creature. For example: two different spells that provide armor bonuses don’t stack. Opposed wards react far more violently than other wards when they touch. As soon as the effects are within 10’ of each other each field will begin to shimmer and glow. Wards of opposite alignments will keep out each other just like they keep out creatures – a protective ward from Valra holds at bay a creature warded by a protective ward itself since that spell is Valran. Spells do not ward off themselves though. If the two wards are brought near each other discernable pressure will be felt by the owners of both wards. If forced against each other (see below) then both of them are subject to being dispelled immediately – each caster makes a dispel check. If both win or lose both wards are destroyed. If there is only one winner his ward stays in place and the other’s ward is destroyed. Many wards create barriers that are impassable to certain creatures. You cannot use these wards to directly force a creature’s retreat by pushing them (You can indirectly herd them if they are afraid of contacting the ward and retreat of their own volition). As with spells, approaching such a creature creates discernable pressure against the ward that you can feel. If you continue to force the barrier against the creature you will break the spell. Wards that create barriers to creatures extend their effects onto the æther plane. UC
absolutism, adjuring step , æther flash, alarm, aligned spell resistance, antilife shell, antimagic field, antiplant shell, arcane lock, armor of thorns, APG UC aura of greater courage , banishment, bright circle, bullet shield , circle UM APG APG of clarity , cloak of shade , cloak of winds , control revocation, APG UM corruption resistance , curse of magic negation , dampening field, death ARG APG APG from below , defile armor , deflection , delude divination, dimensional anchor, dimensional lock, dispelling screen, divine edict, UC endure elements (communal) , endure elements, energy field, entropic ARG shield, escaping ward , explosive runes, fire trap, flaring pain, flickering APG UC ward, fool's forbiddance , forbid, forbiddance, force void, forest friend , freedom of movement, globe of invulnerability (lesser) , globe of APG invulnerability, glyph of warding (lesser) , glyph of warding, grace , guards UM and wards, hex ward , hide from animals, hide from undead, hold portal, UM APG holy aura, holy shield , imprisonment, inviolability, life bubble , limited APG resources, mage's private sanctum, marks of forbiddance , mind blank UC UM (communal) , mind blank, miserable pit y , mishap shield, nondetection UC APG (communal) , nondetection, obscure object, paladin's sacrifice , UC peacebond , prismatic sphere, prismatic wall, protection from arrows UC (communal) , protection from arrows, protection from energy (communal) UC , protection from energy, protection from spells, protective ward, reflect gaze, repel metal or stone, repel vermin, repulsion, resist energy UC APG (communal) , resist energy, resistance, retribution, sacrifical oath , APG sanctify armor , sanctuary, seclude, sequester, shield other, shield, shock UC UC shield , sound shell, spell immunity (communal) , spell immunity (greater UC communal) , spell immunity (greater) , spell immunity, spell resistance, APG UC spell turning, spite , stoneskin (communal) , stoneskin, surgeshield, UM UM UM surmount affliction , symbol of sealing , symbol of vulnerability , tainted æther, Telsindria's invulnerable globe, Telsindria's radiance, UM Telsindria's spell immunity, unbreakable construct , undetectable APG UM alignment, veil of positive energy , vestment of the champion , wall of APG ARG UC suppression , ward of the season , warding weapon , wreath of blades UC
Conjuration Each conjuration spell belongs to one of five sub-schools: Summoning, which brings manifestations of objects, creatures or certain types of energy to you for a
limited time; Calling, which brings actual creatures from another plane to your own; Teleportation, which physically transports you and/or others from one place to another, even across planes at the higher levels; Healing, which recover loses in hit points, abilities, levels or removes negative statuses such as blindness and even death; and Creation, which actually produces materials from nothing for you to employ. Creatures you conjure will usually (but not always) obey your commands. Whether called or summoned they appear within the spell’s range but are not obliged to remain therein. A conjured creature or object can’t appear within living things, nor can they appear within an area at least 90% enclosed by living creatures (such as a wizard’s tower with ivy vines on the outside). The object or creature must appear on an open surface capable of supporting its weight unless it can fly and aquatic creatures must be conjured in water.
Calling Calling spells bring actual creatures to you from other planes of existence. The spell also grants the creature a one-time ability to return home although the spell may limit the circumstances under which this is possible. Calling spells conjure the actual creature – not a manifestation of it. Hence a called creature can actually die when killed – it doesn’t disappear and reform at a later time as a summoned creature does. Calling spells are instantaneous so they can’t be dispelled, but the creatures are still subject to banishment and dismissal. Calling spells have all the descriptors appropriate to the planes they connect to – i.e. a calling spell connecting to Sodrea is Sodran. An area encased in gold of any thickness is warded from all violet calling spells and Sodran creatures can’t appear in such an area. Lead has a similar effect on gold callings and Valran creatures, silver bars red callings and Shunran creatures, copper blocks blue callings and Balcran creatures and iron wards out green callings and Aboran creatures. Although actually present on the plane called creatures are still warded by protective ward and similar spells and they can’t appear inside such a ward unless it is focused inward – instead they appear at the closest point they can outside the ward. UC
gate, litany of entanglement , planar ally (greater), planar ally (lesser) , planar ally, planar binding (greater) ,planar binding (lesser) , planar binding
Creation Creation spells manipulate or conjure matter to create an object or creature in the place the caster designates (subject to the limitations of the spell and those outlined above). If the spell description lists a duration other than instantaneous the object is held together by magic and vanishes without a trace when the spell ends; otherwise the created item is merely assembled by magic and cannot be dispelled. It will last indefinitely though it is still subject to the ravages of time and tide. UC
APG
ablative barrier , acid arrow, acid fog, acid pit , acid rain, acid UM UC APG splash, acidic spray , air bubble , aqueous orb , arrow APG UM UM eruption , ash storm , black tentacles, blood mist , bow APG UM UM APG spirit , burst of nettles , caustic eruption , clashing rocks , UM UM cloudkill, corrosive consumption , corrosive touch , create UM UM demiplane (greater) , create demiplane (lesser) , create UM APG demiplane , create food and water, create pit , create water, UM APG UC cushioning bands , dust of twilight , fiery shuriken , fire seeds, APG ARG fog cloud, gate, geyser , ghost wolf , glitterdust, grease, grove APG APG UM of respite , heroes' feast, hungry pit , icicle dagger , APG incendiary cloud, instant armor , mage armor, mage's faithful hound, mage's magnificent mansion, major creation, minor UC UC creation, obscuring mist, pellet blast , phantom chariot , UC UC phantom driver , phantom steed (communal) , phantom steed, APG APG phase door, protective spirit , pyroclastic flow, rampart ,
UC
APG
reloading hands , seamantle , secure shelter, sepia snake sigil, shadow UC APG bomb admixture , shambler, sleet storm, slipstream , solid fog, solid APG APG APG APG note , spiked pit , stinking cloud, stone call , stumble gap , tar ball UM UM APG UC , touch of slime , tsunami , unseen servant, viper bomb admixture , APG UM wall of iron, wall of lava , wall of stone, wall of thorns, web shelter , UM web, wooden phalanx
Healing These spells restore life energy to the subject – restoring hit points and even bringing back the dead. Unlike other conjurations most of them can be cast under any circumstances a non-conjuration can be cast. The exceptions are raise dead and its related spells that must call back the soul of the departed – these spells won’t function where calling spells can’t function. Healing spells are imbued with positive energy. They will inflict damage to undead creatures, usually acting as their reverse when used upon the undead. APG
APG
blessing of courage and life , breath of life, cleanse , cocoon, crumble, UC cure wounds, delay poison (communal) , delay poison, heal (mass) , heal APG UM UC mount, heal, hero's defiance , joyful rapture , life conduit (greater) , life UC UC APG conduit (improved) , life conduit , neatralize poison, pillar of life , APG APG UM purging finale , purified calling , raise animal companion , raise dead, APG APG regeneration, rejuvenate eidolon (greater) , rejuvenate eidolon (lesser) , APG rejuvenate eidolon , remove blindness/deafness, remove disease, remove UM paralysis, remove sickness , ressurection, restoration (greater) , UM restoration (lesser) , restoration, restore eidolon (lesser) , restore eidolon UM APG APG , resurgent transformation , reverse damage, revive, reviving finale , APG UM sacred bond , stabilize, symbol of healing , true resurrection
Summoning Summoning spells instantly bring a creature or object to a place you designate within the guidelines set forth above. When the spell ends or is dispelled a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. Summoned creatures are magical replicas of the actual creature so its fate while summoned has no bearing on the creature’s actual existence. If it is “killed” by being reduced to 0 hit points or less the replica is destroyed but the creature is unharmed. However, that specific summoned creature can’t be summoned for 24 hours afterward. As with callings special materials can ward out summoned creatures (see the entry for calling). When the spell that summoned a creature ends and the creature disappears, all the spells it has expire. A summoned creature cannot use any innate summoning abilities it may have, and it refuses to cast any spells that would cost it XP, or to use any spell like abilities that would cost XP if they where spells. UC
UM
abundant ammunition , cape of wasps , choking vines, conjure black UM UM pudding , corrosive consumption , creeping doom, creeping mold, eagle UM UM aerie , fleshworm infestation , insect plague, instant summons, mad UM UC UM monkeys , mount (communal) , mount, rain of frogs , secret chest, APG storm of vengeance, summon creature, summon eidolon , summon elder UM UM worm , summon froghemoth , summon instrument, summon minor ally UM UM , summon minor monster , summon swarm, trap the soul, vomit APG swarm
Teleportation These spells transport creatures and objects across great distances. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and cannot be dispelled. Teleportation is instantaneous travel via the æther plane. Ten feet of stone, 1 foot of lead mortared brick, lead, or gold in any thickness presents a barrier to teleportation, as do force spells (particularly forcecage and wall of force).
APG
UM
bard's escape , brief reprieve, call construct , dimension door, APG UC getaway , hostile juxtaposition (greater) , hostile juxtaposition UC UM UM , ice crystal teleport , interplanetary teleport , jester's APG APG UC jaunt , king's castle , litany of escape , maze, planeshift, UC UC refuge, returning weapon (communal) , returning weapon , switch costumes, teleport (greater) , teleport object, teleport, teleportation circle, the road left untaken, transport via plants, UC tree stride, walk through space , word of recall
Divination Divination spells allow a spellcaster to see over the vast distances of both time and space, or extend the senses of the caster to see what he otherwise could not. In Dusk the school of divination is cleanly divided into three subschools: Insight, which gives you knowledge about the future, the present, or the past and allow you to communicate with creatures you normally can’t; Sensory, which allow you to sense (usually see) things you normally can’t; and Scrying, which allows you to spy upon foes at a distance. Most divinations have a cone shaped area of effect – this is the area you can study on a given round of the spell’s duration.
Insight The insight spells allow you to see into the future or past directly, or consult extra-planar creatures with questions. Alternately these spells will allow you to talk to creatures you normally wouldn’t be able to understand (or grant them the ability to understand you). Insight also includes those spells which grant insight bonuses for whatever reason to skills and attack rolls. UM
UM
ARG
anticipate peril , augury, battlemind link , bestow insight , APG UM blood biography , blood transcription , catalogue, commune with nature, commune, comprehend languages, contact other APG UC UM plane, coordinated effort , deadeye's lore , diagnose disease , discern lies, find the path, find traps, foresight, gallant APG APG APG inspiration , guidance, guiding star , hunter's eye , identify, UM know direction, know the enemy , legend lore, locate creature, UC locate object, locate weakness , mage's guess, moment of UC UC prescience, named bullet (greater) , named bullet , oathbind, APG UM UM perceive cues , play instrument , prediction of failure , APG APG prophecy, residual tracking , seek thoughts , share language UC APG UM APG (communal) , share language , share memory , sift , speak with animals, speak with plants, status, stone tell, symbol of UM UC revelation , tactical acumen , telepathic bond, timely APG UC inspiration , tongues (communal) , tongues, true strike, ARG understand unorthodoxy, vigiliance, vision, whispering lore
Scrying Scrying spells create an invisible sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensual acuity that you do. This will usually include spells that target you, but not spells that emanate from you. The sensor is treated as a separate, independent sensory organ for you and it will function even if you are blinded, deafened or suffer some other sensory impairment. Sensors can be noticed on a scrying check against DC 20, and this particular check can be made untrained. The sensor is subject to dispelling once discovered. arcane eye, clairaudience/clairvoyance, discern location, displace APG APG perspective, eagle eye , enter image , forest's eyes, lay of the land, mark to the maker, one with nature prying eyes (greater) , APG prying eyes, scrying (greater) , scrying, share senses , symbol of UM scrying
UM
Sensory Sensory spells allow you to sense things you normally can’t. Many of them have 'detect' or 'see' as part of their name. Unless otherwise noted sensory spells are line of sight effects – even if you can see invisibility the affected creatures can still hide behind a tree. UM
acute senses , analyze dweomer, arcane sight (greater) , arcane sight, UM UC blessing of the mole , clearsight, darkvision (communal) , darkvision, UM APG darkvision, greater , detect aberration , detect animals or plants, detect poison, detect scrying, detect secret doors, detect snares and pits, detect UM UC APG thoughts, detect undead, echolocation , find quarry , follow aura , UC litany of sight , magnify sight, scent, see invisibility, sentinel, true seeing, UM witness
Enchantment The enchantment spells change the mental qualities and attitudes of their subjects. All enchantments are mind-affecting spells. The two sub-schools of enchantment are charm, which change a creature’s disposition and compulsion, which compel a specific action or course of action.
Charm Charm spells change the subject’s perceptions of others. Typically these spells make the subject see you favorably, but some charms bring about negative feelings towards the caster or others. alluring scent, animal magnetism, animal scouts, charm animal, charm UC monster (mass) , charm monster, charm person, companion mind link , APG UC conviction, enthrall, instant enemy , litany of eloquence , litany of UC madness , paranoia, song of charm, symbol of persuassion, unwitting APG ally
Compulsion These spells compel a specified course of action or change the way the mind works. The compulsion can be specific to the spell, free for you to choose, or the spell may afford you ongoing control over the subject. Other compulsions increase the combat effectiveness of the creature by removing negative emotions or increasing their morale. abandon hope, abeyance, aid, animal messenger, animal trance, antipathy, ARG APG bane, battle trance , beguiling gift , bestow trick, bestow weapon UC ARG proficiency , binding, bless, blessing of luck and resolve (mass) , blessing ARG UM APG of luck and resolve , bloodlust, bungle , cacophonous call (mass) , APG APG cacophonous call , call animal , calm animals, calm emotions, castigate APG APG APG APG (mass) , castigate , challenge evil , cloak of dreams , command UM UC (greater), command, compassionate ally , compel hostility , compulsion, APG UM confess , confusion (lesser) , confusion, control summoned creature , APG UM conviction, coward's lament , crushing despair, curse of disgust , daze UM UM (mass) , daze monster, daze, decree, deep slumber, delay pain , UM APG delusional pride , demand, denounce , dissension in the ranks, dominate animal, dominate monster, dominate person, dregs of sorrow, envious urge UM APG APG , euphoric tranquility , feeblemind, foe to friend , forbid action UM UM APG (greater) , forbid action , forced repentance , forest maze, forgetful ARG APG UM slumber , frozen note , fumbletongue , geas (lesser) , geas/quest, APG UC good hope, greed, heroic finale , heroic invocation , heroism (greater) heroism, hideous laughter, hold animal, hold monster (mass) , hold monster, APG hold person (mass), hold person, hypnotism, ill omen , insanity, irresistable APG UC UC dance, knight's calling , languid bomb admixture , litany of sloth , lock UC UM APG gaze , lullaby, magic missive, malicious spite , memory lapse , mind UC APG fog, modify memory, moment of greatness , moonstruck , murderous UM UM UM command , oppressive boredom , overwhelming grief , overwhelming UM APG presence , pacifism, pied piping , power word blind, power word kill, UC APG power word stun, qualm , rage, rally point , ray of command, reckless UM APG UM APG infatuation , righteous vigor , serenity , shared wrath , sleep, APG UM sleepwalk , smug narcissism , song of chaos, song of discord, song of APG APG holding, stay the hand , stunning finale , suggestion (mass) , suggestion, UM symbol of insanity, symbol of sleep, symbol of strife , symbol of stunning, UM ARG sympathy, terrible remorse , toilsome chant , touch of idiocy, UM UM UM unadulterated loathing , unnatural lust , unprepared combatant ,
UM
utter contempt , vengeful outrage , wartrain mount UM APG of ecstasy , wrath , zone of truth
UM
, waves
Evocation These spells draw and manipulate raw energies from the planes. They include some of the most explosive and spectacular combat spells in the game. UM
APG
agonize , arcane concordance , ball APG lightning , blade barrier, blade storm, UC blinding light, blistering invective , blood UM APG crow strike , borrow fortune , brilliant APG APG inspiration , burning gaze , burning hands, caging bomb UC admixture , call lightning storm, call lightning, chain contingency, UC chain lightning, chain of perdition , chaos ball, chaos bolt, chaos UM hammer, chord of shards , Ciranu's spite, clenched fist, cold ice UM strike , cone of cold, contingency, continual flame, crushing hand, UC dancing lights, darkness, daybreak arrow , daylight, deadly APG APG finale , deafening song bolt , deep water, deeper darkness, UM APG defensive shock , delayed blast fireball, detonate , devestation, APG UC UM discordant blast , discovery torch , distracting cacophony , UM APG distressing tone , douse, draconic reservoir , dragon's APG UM APG breath , ear-piercing scream , earthquake, elemental aura , APG APG elemental touch , faerie fire, fanning the flames, fire breath , APG fire shield, fire snake , fire storm, fireball, fissure, flame blade, APG flame strike, flaming sphere, flare burst , flare, floating disk, force UM UM hook charge , force punch , forcecage, forceful hand, freezing UM UC sphere, frigid touch , frost fall , grasping hand, gust of wind, UM UM APG holy ice , horn of pursuit , hydraulic push , hydraulic APG UM UM torrent , ice storm, icy prison (mass) , icy prison , imbue with spell ability, implosion, interposing hand, invisibility purge, jolting UC UM UM UM portent , ki arrow , ki shout , leashed shackles , light APG UM lance , light, lightning arc , lightning bolt, lightning lash bomb UC UC admixture , litany of thunder , mage's sword, magic missile, UM meteor swarm, mind burn, nightshroud, parch, piercing shriek , UC pilfering hand , planar collapse, polar ray, power wave, price of UM progress, prismatic spray, produce flame, protective penumbra , pyroclastic burst, radiate, ray of frost, reaching weapon, APG UC replenish, resilient sphere, resounding blow , ricochet shot , ride UM APG APG the lightning , river of wind , rolling thunder, saving finale , UM APG scorching ray, scouring winds , screech , sendingv shatter, shock, shocking grasp, shockwave, shout (greater) , shout, shower UM UM of coals, snapdragon fireworks , sonic thrust , sound burst, APG UC spark , spiritual weapon, spontaneous immolation , APG stormbolts , sunbeam, sunburst, surge, sympathetic vibration, UC APG telekinetic charge , telekinetic sphere, thundering drums , tiny APG UM UM hut, twilight knife , twincast, vitriolic mist , volcanic storm , APG vortex , wall of fire, wall of force, wall of ice, wall of lightning, UM wall of sound , whirlwind, wildfire, wildstroke, wind wall, winds APG APG of vengeance , wrathful mantle , zap
Invocation Invocation is a new subschool, and it is comprised of spells that use energy that is sourced from a divine power. As such use of these spells requires the consent of such a power, and all of these spells are divine. Clerics who worship concepts rather than deities cannot use invocations. These spells are only rarely committed to magic items of any form, and when they are their misuse can draw the attention of the entity from whom the energy is drawn. Many of these spells where assigned here from other schools, particularly the overlarge school of transformation. UM
UM
UM
archon's aura , arrow of law , bestow grace of the champion , APG UM bestow grace , blade of bright victory , blade of dark triumph UM APG , blasphemy, blaze of glory , bless weapon, blessing of APG APG APG fervor , burst bonds , consecrate, contagious flame , UC debilitating portent , desecrate, despondency, dictum, divine UC UM arrow , divine favor, divine power, divine rebuke, dread bolt , APG APG APG fire of entanglement , fire of judgment , fire of vengeance , hallow, hatred, helping hand, holy smite, holy sword, holy
APG
UC
UC
whisper , holy word, holy, instrument of agony , judgement light , lend UM UM judgment (greater) , lend judgment , light of day, Matacha's edict, APG UM APG miracle, oath of peace , oracle's vessel , prayer, rebuke , reprobation UM UM UM , righteous might, sanctify corpse , searing light, spear of purity , APG UC APG APG spiritual ally , terrain bond , wake of light , ward the faithful
Glamer A glamer changes or conceals a subject’s sensory qualities. A glamer cannot create an illusion out of nothing (that is what a figment does). ARG
Illusion Illusion spells deceive both the senses and minds of creatures and in one case (sleight of mind) spells. These spells remain among the hardest in the game to adjudicate due largely to their flexibility. Even low-level illusions can create the appearance of anything. The illusion school is divided into five subcategories – figments, glamers, patterns, phantasms and shadows.
APG
Pattern
Figment Figments create false sensations to one or more senses. Observers of a figment that believe in it observe the same thing, not their own personalized version of the figment (that’s what a phantasm is, see below). Figments can’t directly conceal existing objects (this is what a glamer does), but they can “cover them up.” For instance, a chest could be concealed beneath a heap of illusionary trash or within an illusory rock. If someone picks up the rock or sifts through the trash the chest will remain where it is and be quite visible. Figments can create concealment in combat even up to 100% until they are disbelieved in. For instance, you could create an illusion of a large oak tree over an archer, and they could fire upon foes from that spot with near impunity until someone notices the shots are coming out of the tree, at which point they are entitled to a save against the spell. Figments have no force component, so they cannot resist real pressure against them or support real weight. If someone touches an illusion that is capable of creating tactile sensations they will feel it but if they push beyond the illusion’s boundary they’re entitled to a save. A figment that includes audible effects can’t duplicate intelligible speech unless the spell says it can. If intelligible speech is possible, it must be in a language you speak. If you try to replicate speech you don’t know then the spell produces gibberish. For much the same reason, you cannot easily reproduce creatures you haven’t encountered or that do not exist. If you create a creature based solely on your imagination then make a bluff check with a – 20 penalty to set the DC. If you try to mimic a creature you haven’t seen then observers gain a +4 circumstance bonus to their saves. If you attempt to create an illusion of a specific creature your familiarity with the subject of the illusion and the observer’s familiarity with the subject of the illusion will affect the outcome of the spell as if you were using the disguise skill (see Chapter X). Because figments are unreal they can’t produce real effects the way that other types of illusions can. They can’t deal damage, support weight or provide protection. They are useful for confounding and delaying foes, but useless in attacking them directly. Creatures are inclined to believe what they observe until it contradicts their prior experience. When creatures interact with an illusion they will usually gain a save when the illusion fails to behave as expected, but if the controller of the illusion makes it react then the illusion can be maintained. (For instance if you make an illusion of a guard and an enemy fights that guard they will believe in it as long as it dodges, weaves, and reacts when actually hit). ARG
UM
blend , blur, cackling skull , chameleon stride , cloak undead, UM disguise other , disguise self, displacement, false vision, ghostly UM UC disguise , hallucinatory terrain, haunted fey aspect , hide APG campsite , intangibility, invisibility (greater), invisibility (mass) , invisibility sphere, invisibility, magic aura, magic mouth, mask UC APG dweomer (communal) , mask dweomer , mask, mirage arcana, UC misdirection, mislead, negative reaction , phantom trap, screen, APG UM seeming, silence, still touch, vanish , veil, vision of hell , zone of silence
UC
fearsome duplicate , ghost sound, illusion of calm , illusory wall, APG APG ARG imaginary pet, invigorate (mass) , invigorate , jitterbugs , major ARG ARG image, major phantom object , minor dream , minor image, minor ARG phantom object , mirror image, mislead, permanent image, persistent UC image, programmed image, shocking image , silent image, symbol of UM ARG mirroring , ventriloquism, village veil
Like a figment, a pattern creates an image that others can see, but a pattern spell creates an image that others can see, but patterns affect the minds of the observers. All patterns are mind affecting spells except sleight of mind, which confuses the reasoning processes of other spells and magic items. UM
color spray, hypnotic pattern, loathsome veil , rainbow pattern, APG scintillating pattern, sleight of mind, wandering star motes
Phantasm These spells create mental images visible only to their subjects. These spells can be very dangerous since the mind can become so scared of what it believes it can cause harm to the body or even death. chaos in the mind's eye, dream, illusory script, mad hallucination UM APG , nightmare, phantasmal killer, phantasmal revenge , APG phantasmal web , Serrin's phantasm, terror, weird
Shadow Shadow spells employ energy and material from the plane of shadow. These spells can have quasi-real effects and deal real damage to foes. Ultimate Magic proposed the concept of making this subschool a descriptor, but the Dusk campaign reverses this decision are keeps these spells in their own subschool. UM
deepen shadows, exquisite accompaniment , grasping shadows, UM UM haunting mists , lunar veil , project image, Serrin's shadow spy, shades, shadow conjuration (greater) , shadow conjuration, shadow evocation (greater) , shadow evocation, shadow killer, APG UM shadow projection , shadow step , shadow walk, shadow UM UM UM weapon , shadowbard , simulacrum (lesser) , simulacrum, UC symbol of striking
Necromancy Necromancies manipulate the life forces present in creatures – usually to do harm or to snuff them. The creation and bolstering of life forces is a function of conjuration (healing) spells. UC
absorb toxicity , afflict, agonizing memories, UM animate dead (lesser) , animate dead, astral projection (lesser) UM UM , astral projection, aura of doom , befoul, bestow curse, black ARG mark , bleed, blight, blindness/deafness, blood pet, APG APG bloodcurdling scream, bloody claws , brand (greater) , APG UC brand , brittlebone curse, brow gasher , cause fear, Chaldulsul's hex, chill touch, Ciranu's deathgate, Ciranu's foul transformation, Ciranu's impenetrable darkness, circle of death, clone, clutch of UM undeath, command undead, contagion (greater) , contagion, control undead, corpse control, create greater undead, create UM UM undead, curse (major) , curse water, cursed earth , dark fate, UC dark ritual, deadly juggernaut , death burst, death knell, death UM stroke, death ward, death watch, decompose corpse , destruction, disanimation, discordant dirge, diseased weapon,
APG
disrupt undead, disrupting weapon, divine transfer , doom, drain life, UM UM eldritch fever , energy drain, enervation, epidemic , eternal respite, UM UM exsanguination, eyebite, false life (greater) , false life, familiar melding , APG APG fear, fester (mass) , fester , final punishment, finger of death, foul UM presence, fungal infestation , gentle repose, ghoul touch, halt undead, UM UC APG harm, haunting choir , healing thief , horrid wilting, hunter's howl , UM UM UM infliction, interrogation (greater) , interrogation , ki leech , last UC UM breath, litany of weakness , magic jar, marionette possession , mark of APG ARG justice, nap stack , no rest for the wicked, Old Salt's curse , oracle's APG UM APG APG burden , orb of the void , pain strike (mass) , pain strike , pain UM UM touch, pernicious poison , persuasive goad , pestilence, plague carrier UM UM UM APG , plague storm , poison, possess object , pox pustules , purge, ray of UM enfeeblement, ray of exhaustion, ray of sickening , recurring nightmare, APG APG UM APG repel death, rest eternal , restful sleep , restore corpse , retribution , UM APG UM sands of time , scare, sculpt corpse , seal fate, skinsend , slay living, smother, soul bind, soul exchange, speak with dead, spectral hand, UM APG APG spreading plague, steal voice , suffocation (mass) , suffocation , UC summoner conduit , symbol of death, symbol of fear, symbol of pain, UM symbol of weakness, touch of fatigue, toxic gift , undeath to death, UM APG APG unshakable chill , unwilling shield , vampiric touch, venomous bolt , vile consumption, wail of the banshee, wasting curse, waves of exhaustion, waves of fatigue, weakness, wilting curse
Transmutation Transmutations effect a change in physical, temporal or positional state in their targets. With over 400 spells it is one of the largest and most varied schools. APG
absorbing touch , accelerated decay, accellerate APG UC poison , addle, adoration , æther slide, age UM UM UM resistance (greater) , age resistance (lesser) , age resistance , UC aggravated assault, air walk (communal) , air walk, alacrity, alchemical APG UM APG APG allocation , align weapon, allegro , allfood , alter self, alter winds , APG amplify elixer , animal growth, animal shapes, animate objects, animate UC APG plants, animate rope, ant haul (communal) , ant haul , arboreal hammer UM UC UM UM , arcane cannon , armor of thorns, atavism (mass) , atavism , UM attunement, awaken, badger's ferocity , barkskin, bear's endurance APG (mass) , bear's endurance, bless water, blink, bloodhound , boiling blood UM APG APG UC APG APG , bomber's eye , borrow skill , bowstaff , break , bristle , brute UM UC APG resolve, buoy, buried alive, burrow , burst of speed , calcific touch , UC cat's grace (mass) , cat's grace, certain grip , changstaff, chaos sphere, chill metal, chill, circle of hands, clear mind, command plants, concentrate, UM confiscate, control construct , control plants, control water, control UM APG weather, control winds, corroding burst, countless eyes , crafter's curse , APG APG UC crafter's fortune , cup of dust , curse item, damp powder , dance of a UM UM APG hundred cuts , dance of a thousand cuts , dancing lantern , deflection, APG UC APG delay, delayed consumption , destabilize powder , devolution , UM diminish plants, discombobulate, disfiguring touch , disintregrate, divine UM pursuit , donate, dry, duress, eagle's splendor (mass) , eagle's splendor, UC APG early harvest, effortless armor , elemental infusion, elude time , enemy APG UC UC hammer , energy siege shot (greater) , energy siege shot , enlarge person (mass) , enlarge person, enlighten, entangle, entropic burst, UM entropic wave, eruptive pustules , ethereal jaunt, etherealness, evolution APG APG APG surge (greater) , evolution surge (lesser) , evolution surge , APG UC expeditious excavation , expeditious retreat, fabricate bullets , fabricate, APG APG APG feast of ashes , feather fall, feather step (mass) , feather step , fickle UM APG APG APG winds , fiery body , firebrand , firefall , flame arrow, flame guide, APG UC APG flames of the faithful , flash fire , flesh to stone, fluid form , fly (mass) APG UM , fly, focus of hatred, focus, forced quiet , fox's cunning (mass) , fox's UM APG cunning, frostbite , gaseous form, ghostbane dirge (mass) , ghostbane APG APG dirge , giant vermin, glibness, glide , goodberry, gratuitous violence, APG ARG gravity bow , groom, groundswell , halt, harden snow, haste, heat APG APG metal, hidden speech , hollow tree, honeyed tongue , hostile levitation UC UM UM APG ARG , ice body , imbue with aura , innocence , iron body, ironbeard , UC APG ironwood, jibber jabba, jump, jury-rig , keen edge, keen senses , kinetic UC APG UC reverberation , knock, lead blades , levitate, liberating command , lily APG ARG UC UC pad stride , linebreaker , litany of defense , litany of vengeance , UC APG UC litany of warding , liveoak, lockjaw , longshot , longstrider, mage's lucubration, magic fang (greater), magic fang, magic siege engine (greater) UC UC , magic siege engine , magic stone, magic vestment, magic weapon
(greater) , magic weapon, magnetism, make whole, malfunction UM UM , manifest probability, masterwork transformation , meld into UC stone, meltdown, mending, message, mirror strike , mnemonic UC absorption, mnuemonic enhancer, move earth, mutagenic touch , APG APG APG natural rhythm , nature's exile , negate aroma , obsidian flow UC , overland flight, owl's wisdom (mass) , owl's wisdom, pass APG without trace, passwall, planar adaptation (mass) , planar APG UM adaptation , plant growth, polypurpose panacea , purify food APG and drink, putrefy food and drink , pyrotechnics, quench, quick, UM ARG UC rampage, rapid repair , recharge innate magic , recoil fire , reduce animal, reduce person (mass) , reduce person, reincarnate, UC UC reinforce armaments (communal) , reinforce armaments , repel ARG UC UM wood, resilient reservoir , resinous skin , resonating word , UM reverse gravity, ride the waves , rope trick, rusting grasp, rusting APG ARG APG ray, saddle surge , savage maw , scent trail , sculpt UM simulacrum , sculpt sound, second chance, secret page, APG sheltering branches, shifting sand , shillelagh, shrink item, siege UC UC UM of trees (greater) , siege of trees , silk to steel , slow, snake APG staff , snare, snow walk, soften earth and stone, solipist disillusionment, spell lodestone, spider climb, spike growth, spike UM UC APG stones, spit venom , stabilize powder , statue, stone fist , UM stone grasp, stone shape, stone to flesh, strangling hair , strong APG UC APG jaw , subjectional gravity, sun metal , swarm skin , symbol of UM UC UC slowing , tar pool , targeted bomb admixture , telekinesis, UC telekinetic assembly , temporal stasis, tendril walker, Terix's APG APG UC blessing, thorn body , threefold aspect , thunder fire , time spiral, time stop, time twister, time walk, time warp, tireless APG APG UC pursuers , tireless pursuit , touch injection , touch of APG APG gracelessness , touch of the sea , transformation, APG transmogrify , transmute metal to wood, transmute mud to rock, APG transmute potion to poison , transmute rock to lava, transmute APG rock to mud, transmute water to acid, treasure stitching , tree APG UC UC shape, twin form , twisted space , unerring weapon , APG APG ARG unfetter , universal formula , urban grace , versatile APG UM UM weapon , virtue, virtuoso performance , vocal alteration , volley of boulders, warp wood, water breathing, water walk UC UC APG (communal) , water walk, weaken powder , weapon of awe , UC whispering wind, wilderness soldiers , wind walk, wood shape, APG world of wave
Polymorph The subschool of polymorph is comprised of those transmutations that change the shape or the material composition of their subject. Oozes and plants are immune to polymorphing. Unless otherwise noted a creature can only benefit (or suffer) from one polymorph effect at a time. UC
UC
alter self, animal aspect (greater) , animal aspect , animal UM APG shapes, anthropomorphic animal , aspect of the bear , aspect APG APG APG of the falcon , aspect of the stag , aspect of the wolf , baleful polymorph, beast shape I, beast shape II, beast shape III, beast APG shape IV, blessing of the salamander , carapace, corporeal UC instability, dust form , elemental body I, elemental body II, UM elemental body III, elemental body IV, excruciating deformation , form lock, form of the dragon I, form of the dragon II, form of the UC dragon III, frightful aspect , giant form I, giant form II, half-blood ARG UM extraction , lycanthropic curse, monstrous physique I , UM UM monstrous physique II , monstrous physique III , monstrous UM ARG physique IV , paragon surge , plant shape I, plant shape II, plant shape III, polymorph (greater) , polymorph any object, UC polymorph, pup shape , root, shapechange, swarmform, undead UM UM UM anatomy I , undead anatomy II , undead anatomy III , undead UM UM UM anatomy IV , vermin shape I , vermin shape II , youthful UM appearance , triggered æther flash, æther slide, alarm, Ciranu's deathgate, contingency, death stroke, dispelling screen, explosive runes, fire trap, glyph of warding (lesser) , glyph of warding, guards and wards, illusory script, magic mouth, phantom trap, programmed image, repel death, retribution, sepia snake sigil, UM symbol of death, symbol of fear, symbol of healing , symbol of UM insanity, symbol of mirroring , symbol of pain, symbol of UM UM persuasion, symbol of revelation , symbol of scrying , symbol of
UM
UM
UM
sealing , symbol of sleep, symbol of slowing , symbol of strife , symbol UM of stunning, symbol of vulnerability , symbol of weakness, tainted æther
Reptiles and other exothermic (cold-blooded) creatures are slowed as per the spell by cold spells for 1 round / level of the caster unless they succeed at a fortitude save.
Spell Descriptors
chill metal, cold ice strike , cone of cold, detonate , draconic APG APG APG reservoir , dragon's breath , elemental aura , elemental APG UC infusion, elemental touch , energy siege shot (greater) , energy UC UM UC siege shot , fire shield, freezing sphere, frigid touch , frost fall , UM UM UM frostbite , harden snow, holy ice , ice body , ice crystal UM UM UM teleport , ice storm, icicle dagger , icy prison (mass) , icy UM UM prison , polar midnight , polar ray, ray of frost, sleet storm, UM unshakable chill , wall of ice
UM
Descriptors appear after the school's name in brackets. In the core rules descriptors do not have any special rules regarding the spells of the group, but in the Dusk setting this is not always the case.
Acid The acid descriptor encompasses a fairly small group of spells that create acid as part of their effect. This acid then rapidly corrodes almost anything brought into contact with it. Damage dealt by acid spells is “acid damage” unless otherwise noted. Acid deals damage over the course of a round. For ease of play the damage is assessed when the spell is cast as with other spells, but actions requiring concentration checks taken on the round following being struck by an acid spell must be made at a penalty equal to the level of the spell. Acid stinks. Any acid spell can be clearly smelled even by humans from 30’ away, or 120’ away by creatures with the scent ability. This stench lingers for 1 hour / level of the acid spell, and for tracking purposes the scent remains 1 day / level of the smell to a creature with the scent feat.
APG
Curse Introducted in Ultimate Magic, the spells of the curse descriptor lay a binding effect on a character that is debilative either at all times (bestow curse) or when the subject fails to perform certain acts (geas/quest, mark of justice). Not all curses are evil or Sodran, but most are. ARG
acid arrow, acid fog, acid pit , acid rain, acid splash, acidic spray , burst UM UM UM of nettles , caustic eruption , conjure black pudding , corrosive UM UM APG APG consumption , corrosive touch , detonate , draconic reservoir , APG APG APG dragon's breath , elemental aura , elemental touch , energy siege shot UC UC UM (greater) , energy siege shot , eruptive pustules , transmute blood to UM acid , transmute water to acid
befoul, bestow curse, black mark , blindness/deafness, brand APG APG (greater) , brand , brittlebone curse, chaldulsul's hex, clutch APG APG of undeath, corporeal instability, crafter's curse , cup of dust , UM UM curse (major) , curse item, curse of disgust , curse of magic UM UM UM UM negation , cursed earth , disfiguring touch , eldritch fever , APG APG feast of ashes , geas (lesser), geas/quest, greed, ill omen , APG lycanthropic curse, mark of justice nature's exile , Old Salt's curse ARG APG UM , oracle's burden , prediction of failure , recurring UM APG nightmare, reprobation , rest eternal , Terix's blessing, wasting curse, wilting curse
Air
Darkness
The spells with the air descriptor manipulate air, or conjure it. Also, this book adds this descriptor to spells like fly that allow creatures to move within air. Air spells don’t typically damage directly, though they can propel projectiles effectively and blow creatures around against their will.
The darkness descriptor is given to those spells that create magical darkness. Unless otherwise noted in the specific spell description normal sight, low light vision and darkvision don’t function in these areas.
APG
UM
air walk (communal) , air walk, alter winds , cloak of winds , control winds, elemental body I, elemental body II, elemental body III, elemental UM APG body IV, feather fall, fickle winds , fly (mass) , fly, gaseous form, gust of UC APG wind, hostile levitation , levitate, overland flight, river of wind , scouring UM APG winds , sirocco , whirlwind, whispering wind, wind walk, wind wall, APG winds of vengeance
Also unless otherwise noted a light spell counters any darkness spell of equal level or less and can be used to dispel any darkness spell two or more levels lower. Likewise a light spell can be countered by an equal level darkness spell or one that is a level higher, and it will not function in areas of darkness created by spells at least two levels higher than it.
Cold
Ciranu's impenetrable darkness, darkness, deepen shadows, APG UM deeper darkness, dust of twilight , lunar veil , nightshroud, UM UM polar darkness , protective penumbra
UC
APG
APG
These spells create intense cold. If the spell deals damage, that damage is cold damage unless otherwise noted. Creatures with the cold subtype are immune to the cold damage of a cold spell but are subject to any indirect effects of the spell and to any other damage types dealt by the spell. For instance, while an ice mephit is immune to cold damage, he could still be trapped and harmed by water freezing around him (see below). Cold can be used to rapidly freeze water. One cubic foot of ice forms for every 2 points of damage the spell can deal. If the area of the spell is a cone or line of effect then the ice starts forming as close to the caster as possible, and if the spell has a defined center point the ice forms as close to this center as possible. A caster aiming a cold spell at a lake or river can aim the spell at the surface and form a bridge 6” deep sufficient to cover 1 foot for each point of damage the spell dealt. Such a bridge can support the weight of most player characters and even mounts.
Death Easily one of the most feared groups of spells in the game, the death spells instantly kill any target that fails a saving throw against them by snuffing their life force directly. Raise dead cannot restore victims of a death spell, but resurrection and higher magic will work. Not all spells that have a save or die condition count as death spells. Phantasmal killer and disintegrate both kill instantly, but do not have the death descriptor and therefore victims of these spells can be returned by raise dead. Spells with the death descriptor snuff the life force of their victims directly rather than harm their bodies.
Creatures in an area where ice is forming are expelled from the square if possible – even if they are immobile the ice will push them out.
Constructs and Undead are immune to death effects unless otherwise noted in the spell’s description.
Water elementals (and similar creatures with both the water and elemental subtypes) only take subdual damage from cold spells, but if such a spell reduces them to 0 hit points or less they are frozen solid. The creature recovers from 1 point of this damage each minute. For instance: a water elemental at 12 hit points is struck by a cone of cold for 30 points. It will be frozen solid for 18 minutes.
befoul, Ciranu's deathgate, Ciranu's foul transformation, Ciranu's UC spite, circle of death, dark fate, dark ritual, deadly juggernaut , death burst, death knell, death stroke, destruction, drain life, energy drain, enervation, finger of death, hatred, howling agony UM , last breath, power word kill, repel death, slay living, symbol of death, vile consumption, wail of the banshee, wasting curse
Disease
Enhancement
Another descriptor introduced in Ultimate Magic, these spells create diseases. In many cases the disease persists after the spell has ended.
Newly introduced in this book, these spells as a group can be the most damaging to campaign balance if not managed carefully. Enhancement spells “enhance” a creature or object: granting it a bonus of some type to one or more ability scores; granting a bonus to attack rolls, saving throws, level checks, etc.; or granting a creature access to a feat or other ability it would not otherwise have.
UM
UM
contagion (greater) , contagion, diseased weapon, eldritch fever , UM UM UM epidemic , fungal infestation , pestilence, plague carrier , plague UM APG UM storm , pox pustules , spreading plague, touch of slime
Earth Earth spells manipulate or conjure earth, rock and stone, or they confer the properties of an earth elemental onto a creature, such as the rock hard skin of stoneskin. APG
APG
buried alive, calcific touch , clashing rocks , earthquake, elemental body I, elemental body II, elemental body III, elemental body IV, expeditious APG ARG excavation , flesh to stone, groundswell , meld into stone, move earth, UC APG UM obsidian flow , rampart , rolling thunder, scouring winds , shifting APG sand , shower of coals, soften earth and stone, spike stones, statue, stone APG APG call , stone fist , stone grasp, stone shape, stone tell, stone to flesh, UC stoneskin, tar pool , transmute mud to rock, transmute rock to lava, UM APG transmute rock to mud, volcanic ash , volley of boulders, wall of lava , APG wall of stone, world wave
Electricity Electricity spells produce powerful electrical discharges, almost always for the purpose of dealing damage to foes. When such a spell deals damage, that damage is electricity damage unless otherwise noted. Electricity can be used to start fires, though they aren’t as reliable in this regard as fire spells. The discharge of any electricity spell can be clearly heard for 100’ / level of the spell. Further, any listen check made within 10’ on the round after a lightning spell suffers a penalty equal to the spell’s level, this due mainly to the ringing of the ears caused by the thunderclap of the spell. Electricity spells leave behind a faint smell of ozone in their wake. Creatures within 30’ of the location of the discharge can note it for up to 10 minutes afterward, and creatures with the scent ability may note this at 60’ away for up to half an hour after. APG
ball lightning , call lightning storm, call lightning, chain lightning, UM APG APG APG defensive shock , detonate , draconic reservoir , dragon's breath , APG APG elemental aura , elemental infusion, elemental touch , energy siege UC UC UC UM shot (greater) , energy siege shot , jolting portent , lightning arc , UC UM lightning bolt, lightning lash bomb admixture , ride the lightning , shock UC UC APG shield , shock, shocking grasp, shocking image , stormbolts , terror, wall of lightning, zap
Emotion Introduced in Ultimate Magic, emotion spells manipulate the passions and feelings of the subject. The majority of these spells are Shunran, because when that alignment isn't busy blowing things up it's being guided by its heart and not its head. By their nature these spells are all mind affecting. UM
abandon hope, alluring scent, antipathy, aura of doom , aura of greater APG ARG APG courage , bane, battle trance , blessing of courage and life , bloodcurdling scream, bloodlust, calm animals, calm emotions, castigate APG APG UM (mass) , castigate , cause fear, compassionate ally , crushing despair, UM UM UM curse of disgust , delay pain , delusional pride , doom, dregs of UM APG sorrow, envious urge , euphoric tranquility , eyebite, fear, focus of APG APG hatred, forced repentance , good hope, greed, hunter's howl , joyful UM UM UM APG rapture , malicious spite , miserable pity , moonstruck , oppressive UM UM UM boredom , overwhelming grief , overwhelming presence , pacifism, APG APG phantasmal killer, phantasmal revenge , rage, rally point , reckless UM UM APG UM infatuation , scare, serenity , shared wrath , smug narcissism , UM UM symbol of fear, sympathy, terrible remorse , unadulterated loathing , UM UM UM unnatural lust , unprepared combatant , utter contempt , vengeful UM UM APG APG outrage , waves of ecstasy , weapon of awe , weird, wrath
Weapons and items can only have one enhancement spell upon them at a time, not including the spells that permanently enchant a magic weapon or item. If multiple enhancements are placed on a weapon then only the strongest (e.g. highest level) one will be expressed – all the others will be subdued. Note that a monk’s unarmed strikes are weapons for purposes of this rule. aid, align weapon, animal growth, armor of thorns, badger's UM ferocity , barkskin, bear's endurance (mass) , bear's endurance, UM UM blade of bright victory , blade of dark triumph , bless weapon, APG APG bless, blessing of courage and life , blessing of fervor , APG bloodhound , bloodlust, brute resolve, bull's strength (mass) , bull's strength, carapace, cat's grace (mass) , cat's grace, clutch of UM undeath, concussive fireball, dance of a hundred cuts , dance of UM a thousand cuts , death ward, diseased weapon, disrupting weapon, divine favor, divine power, eagle's splendor (mass) , eagle's splendor, elemental infusion, expeditious retreat, find traps, focus, fox's cunning (mass) , fox's cunning, glibness, gratuitous violence, guidance, heroism (greater) , heroism, UC humble, jump, keen edge, litany of defense , mage armor, magic UC UC siege engine (greater) , magic siege engine , magic vestment, magic weapon (greater) , magic weapon, moment of prescience, owl's wisdom (mass) , owl's wisdom, rampage, reaching weapon, UC UC resistance, returning weapon (communal) , returning weapon , UC shillelagh, transformation, unerring weapon , versatile APG APG weapon , weapon of awe
Fear These spells inspire fear in the heart and mind of the subject. By their very nature fear effects are also mind-affecting and emotion spells. Constructs and undead are immune to fear, and since most all fear effects are mind-affecting, mindless creatures tend to be immune to fear as well. UM
ARG
abandon hope, aura of doom , bane, black mark , UM APG bloodcurdling scream, cackling skull , castigate (mass) , APG UM castigate , cause fear, doom, fear, haunting mists , hunter's APG APG howl , phantasmal killer, phantasmal revenge , prediction of UM UM failure , scare, symbol of fear, terror, vision of hell , weird
Fire Fire spells remain one of the largest and perhaps the most flexible group of spells for dealing damage. Unless otherwise noted the damage dealt by a fire spell is fire damage. Fire spells are at their most dangerous when they ignite dry brush and vegetation. When a fire spell is cast upon an area that the DM deems could have items catch on fire then 1 small fire is produced per damage die of the spell, and these small fires are spread out more or less evenly throughout the area of effect. None of them occur in a square occupied by a creature. As a move equivalent action a creature can stamp out such a small fire. On the next round each of these small fires either goes out or balloons into a 5’x5’ bonfire (50% chance of either). Once a bonfire occurs characters have a problem. The DM needs to roll a d10 to determine wind direction and consult grenade like effects diagram in the DMG (Normally this chart uses a d8 – on rolls of 9 and 10 the wind is calm that round and no spread occurs). There is a base 50% chance that the fire spreads to all adjoining squares in the direction of the wind. If the wind is particularly
good (gust of wind spell) the fire spreads 10’ in the direction of the wind.
Mind-Affecting
Burning squares remain engulfed for a minute then will start to die unless they have a tree or other large burn source. Characters caught in a burning square take 1d6 fire damage.
The spell affects or alters the mind of the subject. Constructs, oozes, plants, undead and vermin are all immune to mind-affecting spells; as are any and all other creatures that are mindless (they will have an intelligence score of 0).
UM
UC
UM
æther flash, ash storm , blistering invective , blood crow strike , APG APG burning gaze , burning hands, campfire wall , concussive fireball, APG APG APG contagious flame , dancing lantern , delayed blast fireball, detonate , APG APG APG draconic reservoir , dragon's breath , elemental aura , elemental body I, elemental body II, elemental body III, elemental body IV, elemental APG UC infusion, elemental touch , energy siege shot (greater) , energy siege UC APG UC APG shot , fanning the flames, fiery body , fiery shuriken , fire breath , fire APG APG of vengeance , fire seeds, fire shield, fire snake , fire storm, fire trap, APG APG fireball, firebrand , firefall , flame arrow, flame blade, flame guide, APG APG flame strike, flames of the faithful , flaming sphere, geyser , heat metal, UC incendiary cloud, incinerate, meltdown, meteor swarm, obsidian flow , parch, produce flame, pyroclastic burst, pyroclastic flow, pyrotechnics, APG rolling thunder, scorching ray, shower of coals, sirocco , snapdragon UM APG UC UC UC fireworks , spark , spontaneous immolation , sun metal , tar pool , UM APG transmute rock to lava, volcanic storm , wall of fire, wall of lava , wildfire
Force These spells create a field of force. They may erect a barrier as is the case with wall of force, or they might actually be used as an attack form. Force spells deal bludgeoning damage just like a hammer or club unless otherwise noted. Unlike most other spells, force effects extend onto the æther plane and can strike incorporeal targets. UC
UC
ablative barrier , adjuring step , blade barrier, blade storm, caging bomb UC UC UM admixture , chain of perdition , chaos bolt, chord of shards , clenched UM APG fist, crushing hand, cushioning bands , deflection , elemental infusion, UC UC energy siege shot (greater) , energy siege shot , explosive runes, fissure, UM UM floating disk, force hook charge , force punch , forcecage, forceful hand, APG UM grasping hand, instant armor , interposing hand, leashed shackles , UC mage armor, mage's sword, magic missile, pilfering hand , power wave, price of progress, reaching weapon, resilient sphere, sepia snake sigil, UC APG shield, shock shield , spiritual ally , spiritual weapon, symbol of sealing UM UC APG , telekinetic charge , telekinetic sphere, tiny hut, twilight knife , wall of APG force, wrathful mantle
Language-Dependent These spells require spoken language to convey orders or other information between caster and target. These spells typically have both the sonic and the mind-affecting descriptors. If for any reason the subject cannot hear the caster the spell will not work, and the spell also will not usually work when the subject doesn't understand the caster's language. UC
APG
APG
blistering invective , brilliant inspiration , castigate (mass) , APG APG APG castigate , command (greater) , command, confess , denounce , UM UM enthrall, forbid action (greater) , forbid action , geas (lesser), APG UC geas/quest, hidden speech , litany of eloquence , litany of righteousness UC UC UC UC , litany of sloth , litany of thunder , litany of vengeance , litany of UC weakness , message, speak with dead, suggestion (mass) , suggestion, UM vengeful outrage
abandon hope, abeyance, agonizing memories, aid, animal magnetism, animal messenger, animal trance, antipathy, aura of UM ARG UM doom , bane, battle trance , battlemind link , beguiling APG UC gift , bestow trick, bestow weapon proficiency , binding, bless, ARG blessing of luck and resolve (mass) , blessing of luck and resolve ARG UC UM , blistering invective , bloodlust, brute resolve, bungle , UM APG APG cackling skull , cacophonous call (mass) , cacophonous call , APG APG call animal , calm animals, calm emotions, castigate (mass) , APG APG castigate , cause fear, challenge evil , chaos in the mind's eye, charm animal, charm monster (mass) , charm monster, charm APG person, cloak of dreams , color spray, command (greater) , UC UM command, companion mind link , compassionate ally , compel UC APG hostility , compulsion, confess , confusion (lesser) , confusion, APG conviction, coward's lament , crushing despair, curse of disgust UM UM , daze (mass) , daze monster, daze, decree, deep slumber, UM APG delusional pride , demand, denounce , detect thoughts, dissension in the ranks, dominate animal, dominate monster, UM dominate person, doom, dream, enthrall, envious urge , euphoric APG APG tranquility , fear, feeblemind, foe to friend , forbid action UM UM APG (greater) , forbid action , forced repentance , forest maze, ARG APG UM forgetful slumber , frozen note , fumbletongue , geas, lesser, UM APG geas/quest, good hope, greed, haunting choir , heroic finale , UC heroic invocation , heroism (greater) , heroism, hideous laughter, hold animal, hold monster (mass) , hold monster, hold person APG (mass) , hold person, humble, hunter's howl , hypnotic pattern, APG hypnotism, ill omen , illusory script, insanity, irresistable dance, ARG APG UC jitterbugs , knight's calling , languid bomb admixture , litany UC UC UC of eloquence , litany of madness , litany of righteousness , UC UM UC litany of sloth , loathsome veil , lock gaze , lullaby, magic ARG UM missive, major phantom object , malicious spite , marks of APG APG ARG forbiddance , memory lapse , mind fog, minor dream , minor ARG UM phantom object , miserable pity , modify memory, moment of UC APG UM greatness , moonstruck , murderous command , nightmare, UM UM oppressive boredom , overwhelming grief , overwhelming UM presence , pacifism, pain touch, paranoia, phantasmal killer, APG APG APG phantasmal revenge , phantasmal web , pied piping , power word blind, power word kill, power word stun, prediction of failure UM UM UC , primal scream , qualm , rage, rainbow pattern, rally APG UM point , ray of command, reckless infatuation , recurring APG APG nightmare, righteous vigor , saving finale , scare, scintillating APG UM pattern, seek thoughts , serenity , Serrin's phantasm, shared APG APG UM wrath , sleep, sleepwalk , smug narcissism , song of chaos, song of charm, song of discord, song of freedom, song of holding, APG APG soul exchange, stay the hand , stunning finale , symbol of fear, symbol of insanity, symbol of persuasion, symbol of sleep, symbol UM of strife , symbol of stunning, sympathy, terrible remorsev terror, ARG UM toilsome chant , touch of idiocy, unadulterated loathing , UM UM APG unnatural lust , unprepared combatant , unwitting ally , UM ARG APG vengeful outrage , village veil , wandering star motes , UM UM APG wartrain mount , waves of ecstasy , weird, wrath , zone of truth
Metamagic
Light The spell conjures light. Unless otherwise noted a light spell counters any darkness spell of equal or lower level less and dispels any darkness spell two or more levels lower. APG
APG
campfire wall , continual flame, dancing lantern , dancing lights, UC UC APG daybreak arrow , daylight, discovery torch , faerie fire, flare burst , UC APG APG flare, judgement light , light lance , light of day, light, pillar of life , UM APG snapdragon fireworks , sunbeam, sunburst, wandering star motes , APG wrathful mantle
This new descriptor is for spells that alter other spells or the capacity of creatures to use spells – not unlike the metamagic feats. Any spell preparation or addition to a spell’s known list created by a spell doesn’t count towards your character’s normal limits. UC
addle, adjuring step , agonizing memories, alacrity, alchemical APG APG APG allocation , amplify elixer , arcane concordance , UM attunement, blood transcription , chain contingency, chaos bolt, chaos sphere, chill, circle of hands, clear mind, concentrate, UM confiscate, contingency, control construct , curse item, dark APG ritual, deflection, delay, delayed consumption , discombobulate,
discordant dirge, donate, duress, enlighten, fanning the flames, glyph of warding (lesser) , glyph of warding, halt, imbue with spell ability, limited UC resources, mage's lucubration, mask dweomer (communal) , mask APG dweomer , mind burn, mnemonic absorption, mnuemonic enhancer, ARG radiate, recharge innate magic , replenish, reverse damage, sleight of mind, spectral hand, spell lodestone, spellstaff, surge, Terix's blessing, APG UM twincast, universal formula , virtuoso performance
Pain From Ultimate Magic, spells with the pain descriptor work by inflicting pain on the victim. These are the sort of spells used by individuals that want to spread suffering for its own sake. UM
Water Spells with the water descriptor draw energy from the elemental plane of water or they manipulate water already present upon the material plane. APG
aqueous orb , bless water, buoy, control water, create water, curse water, deep water, douse, elemental body I, elemental body APG APG II, elemental body III, elemental body IV, fluid form , geyser , APG APG UM hydraulic push , hydraulic torrent , ride the waves , APG APG APG seamantle , slipstream , transmute water to acid, tsunami , APG UC vortex , water breathing, water walk (communal) , water walk, APG world wave
agonize , agonizing memories, brittlebone curse, dark ritual, excruciating UM deformation , exsanguination, eyebite, final punishment, haunting choir UM UM UM UM , howling agony , infliction, interrogation (greater) , interrogation , APG APG UM pain strike (mass) , pain strike , pain touch, persuasive goad , repel APG UM vermin, retribution , smother, symbol of pain, transmute blood to acid
Wild
Poison
accelerate poison , blood mist , cloudkill, ghoul touch, pernicious poison UM APG UM , poison, putrefy food and drink , spit poison , stinking cloud, toxic gift UM APG APG , transmute poition to poison , venomous bolt
brief reprieve, chaos ball, chaos bolt, chaos in the mind's eye, chaos sphere, corporeal instability, delude divination, discombobulate, entropic burst, entropic wave, flame guide, flickering ward, jibber jabba, mage's guess, mishap shield, reckless dweomer, second chance, solipist disillusionment, subjectional gravity, surgeshield, Terix's blessing, the road left UC untaken, twisted space , understand unorthodoxy, wildstroke
Sonic
New Spell Effects
The spell employs sound. Either the subjects must hear the spell (as is the case with many bard spells) or the spell deals damage through vibration. Spells that deal damage this way have the sonic damage type. Usually sonic spells don’t work in zones of magical silence, although shockwave is an exception.
Some spells in this book have new effects beyond the list given in the Core Rulebook.
A new descriptor from Ultimate Magic, poison spells manipulate and/or create poison. APG
APG
UM
APG
accellerate poison , acid pit , animal trance, blasphemy, blood APG APG APG APG biography , bloody claws , brand (greater) , brand , cacophonous APG APG APG call (mass) , cacophonous call , concussive fireball, crafter's curse , APG APG APG create treasure map , deadly finale , deafening song blot , APG APG APG denounce , devolution , discordant blast , discordant dirge, distracting UM UM APG cacophony , distressing tone , divine rebuke, dust of twilight , earUM UM piercing scream , echolocation , elemental infusion, energy siege shot UC UC APG APG (greater) , energy siege shot , enthrall, feast of ashes , fester (mass) , APG UM APG APG fester , forced quiet , frozen note , ghostbane dirge (mass) , APG UM APG APG ghostbane dirge , horn of pursuit , hungry pit , hunter's howl , ill APG UM UC UM APG omen , ki shout , litany of thunder , lunar veil , memory lapse , APG APG APG oracle's burden , pain strike (mass) , pain strike , phantasmal APG APG APG UM revenge , phantasmal web , pied piping , piercing shriek , pox APG UM APG APG pustules , primal scream , putrefy food and drink , rebuke , UM APG APG resonating word , resounding blow , rolling thunder, screech , APG APG APG screech , sculpt corpse , shadow projection , shatter, shockwave, APG shout (greater) , shout, sleepwalk , song of chaos, song of charm, song of UM APG discord, song of freedom, sonic thrust , sound burst, spite , stunning APG APG APG APG finale , suffocation (mass) , suffocation , swarm skin , sympathetic APG APG vibration, thundering drums , touch of gracelessness , transmute potion APG APG APG APG to poison , twilight knife , unwilling shield , unwitting ally , APG APG UM venomous bolt , vomit swarm , wail of the banshee, wall of sound
Time While relatively few in number, time spells are some of the most powerful in Carthasana or any setting since they spell manipulates the flow rate of time or allow the character to see into the future or past. This descriptor is newly introduced here. UM
APG
aggravated assault, alacrity, allegro , elude time , foresight, haste, UC UM legend lore, mirror strike , moment of prescience, quick, sands of time , UM slow, symbol of slowing , temporal stasis, time spiral, time stop, time twister, time walk, time warp, vision
Wild spells use the uncertainty of chaos to power them. These spells can cause mishaps when they are used. There are no spells from this group in the Pathfinder Core rules - all but one ofthem are new and present in this volume.
Spell Slot Costs Some spells say that you must expend a spell slot or a preparation as an additional cost to cast them. These spells are balanced by this requirement – the higher the power level of the slot the more powerful the spell is (usually). The preparation contained in the slot (if any) is usually irrelevant, but if it isn’t the word “preparation” will be used instead of “slot.” Note that bards and sorcerers, who don’t prepare spells, can’t use the spells requiring specific preparations to be sacrificed. Some spells require you to choose and expend a spell slot of equal or higher level than a target spell. You must succeed at a spellcraft check to learn the level of the spell. If you fail, you can guess, but if you guess low the spell will be wasted with no effect. Unlike other costs, spell slots are lost if the spell is countered or interrupted somehow.
Loss of Spells Some spells rip spells (or spell potential) away. Spell slots or preparations lost to an enemy caster’s spell are gone as if cast. The next time you can prepare spells the slots (and the spell) will be restored unless otherwise noted by the spell. If a spell specifies that it causes the loss of spell preparations then it will not affect bards or sorcerers – they don’t normally prepare spells.
Positive and Negative Energy Levels Certain spells (such as enervation, energy drain or Matacha’s Edict) assign positive or negative energy levels to creatures. Negative energy levels are discussed in the DMG in the glossary under the heading “energy drain and negative levels” Applied to undead creatures, a positive energy level has much the same effect as a negative energy level. If a living creature receives a positive energy level then the following effects occur:
+1 bonus to skill checks and ability checks +1 bonus to all attack rolls and saving throws +5 temporary hit points +1 effective level (whenever the creature’s level is used in a die roll or calculation, increase it by one for each positive energy).
electricity to appear, wind to kick up and so on. The still spell removes the caster’s need to make exacting motions, but the feat doesn’t affect the visual signatures the spell may produce.
Keep in mind that spells that typically bestow positive energy levels only affect undead and spells (or abilities) that bestow negative energy levels only affect the living. When the reverse is true bonuses are received. A living creature can only benefit from 1 positive level at a time and an undead creature can only benefit from 1 negative level at a time.
These are physical props your character must possess in order to cast the spell. Material components are consumed by the act of casting, while foci survive to be used repeatedly.
Spell Descriptions
Material (M) and Focus (F)
A spell with a tiny material component or focus grants observers a +2 circumstance bonus on their spot check to notice your casting. This bonus increases by +2 with each increase in the size of the component.
Note all the following changes and new entries you will see in the spell descriptions given in the next chapter.
The feats eschew materials and improved eschew materials let you dodge material component and focus requirements, depending on costs.
[Ritual] Alignment School (subschool)
You may choose to use exceptional material components with any spell (even those that don’t normally call for material components). As a general rule these exceptional material components append metamagic feats to the spell. Finding out exactly what the component is will require research and it will vary depending on both the spell and the metamagic feat you wish to apply.
If a spell is always a ritual, it will say so on the same line as the school name - "Ritual Conjuration (Creation)". Note that some spells can be cast as both an incantation and a ritual - with these spells the ritual notes are given at the end of the spell description.
Level The classes that can use the spell and the levels they use the spell at.
X Level Spells A spell with a level of X has a scaling effect depending on what level they where prepared at or cast from. They may or may not have a minimum level at which they are prepared as noted in their description. Wizards learn these spells normally, but they take up space in their spell book equal to the highest level the wizard can cast them at. When a sorcerer learns an X level spell he chooses a spells known slot for it and may cast the spell at that level or lower. Whenever he gains a new level of spells he may promote the X level spell into the recently gained spell known slot and immediately choose a replacement for it in the slot it occupied - this is in addition to any spell swaps he may be entitled to perform at that level.
Song You must use your bardic music as part of the casting of this spell. This will expend one or more of your bardic music uses for the day. All spells with the song component will also carry a verbal (V) component and have the [sonic] descriptor.
Target More than a few of the new spells of this book target a spell in casting. You can't target your own spell casting.
Duration A spell’s duration tells you how long the spell will last
While Sung
Components In addition to affecting when you can cast a spell, the verbal and somatic components affect how easily you can conceal your spell casting and how it looks to others. New components also appear in this book.
Verbal (V) Spells with a verbal component have a base listen DC of 0 minus their level. However, spells of the illusion or enchantment schools have a DC half that other spells while evocations or conjurations have DC’s twice that of the base. Higher-level spells amplify the caster’s voice, and high level spells echo off nearby walls and are nearly impossible to conceal. Think of the scene where Gandalf raises his voice to Bilbo in The Lord of the Rings: The Fellowship of the Ring for an example of this effect. The silent spell feat won’t snuff the noise the spell itself makes. Successfully casting a spell with a verbal component requires the caster to be able to hear himself. If he can't due to deafness or being in a zone of magical silence a concentration check is required to cast the spell. Note that in the case of magical silence, if the spell is sonic it will fail even if successfully cast.
Somatic (S) Spells with a somatic component have a base spot DC of 0 minus their level. However, spells of the illusion or enchantment schools have a DC half that other spells while evocations or conjurations have DC’s twice that of the base. The higher the spell’s level the more exaggerated and fast the caster’s gestures become. Higher level spells also cause nearby lights to dim, arcs of
Seen on many bard spells with the song component, these spells require the bard to sing continuously round after round (a move equivalent action that doesn’t provoke an attack of opportunity). Maintaining a song when struck in combat requires a concentration check. Targets of a spell with a duration of “while sung” are freed from the spell if the bard moves out of range or they are somehow rendered unable to hear the spell. If the spell has a duration after the singing stops this duration continues normally for the subject.
Triggered Discharge (T) All discharge spells have the triggered descriptor and follow the rules for triggered spells given earlier in the chapter. This simply means the spell reacts to some preset circumstance. Some spells do so repeatedly.
Ritual (R) Many spells can be ritually cast to increase their duration. These spells will have an (R) note on their duration line. To make the spell last for a day / level you must spend an hour casting it and use material components costing 25gp / level of the spell. You may spend eight hours casting it and 2500gp / level of the spell to make the effect permanent. Spells which emenate from you can be fixed to an area when ritually cast.
Spell Modifiers The end of many spell descriptions have a list of modifiers. In this book spell modifiers replace the need to have separate entries for lesser, greater, mass and communal versions of spells. Each modifier of a spell creates a different spell when it is applied. Unless otherwise noted you may only apply each modifier once, and you cannot make the spell higher level than you could otherwise cast. The number after the name of the modifier indicates how much the spell's level is adjusted by the modifier. Spontaneous casters such as sorcerers can apply modifiers freely. Existing communal, greater, lesser and mass spells are considered modifiers to their base spell.
Wild Spellcraft Wild spells use especially chaotic energies and occassionally behave in unexpected ways. Each time one is used a mishap may occur. When these spells are cast note the following: 1.
The character’s save DC is 1d20+spell level, not 10+spell level. Wild spellcraft spells vary considerably in their effectiveness.
2.
If the character rolls his level on the d20 when setting his DC, a mishap occurs with the spell. Epic level characters mishap on a roll of ’20.’ Mishaps can be baleful or beneficial.
A character can choose to cast spells in this way at all times, not just when using wild spells. Also, there are areas of the world where magic has become wild - in these areas casters observe the rules above.
says, “Spell DC is at -10,” then you still cast a lightning bolt, albeit a version easier to dodge.
Personal Mishaps that mention ‘you,’ ‘your,’ ‘thine,’ etc. are Personal mishaps, and they affect you, the caster. If the mishap is caused by the activation of a magical item, the Personal mishap affects the activator, not the creator of the item. Unless the mishap is also a Spell mishap, you can negate the mishap effect with a successful Will save.
Target Mishaps that mention a ‘target’ are Target mishaps, and only have an effect if the spell that caused the mishap had a specific target. If the spell that caused the mishap does not have an exact target (such as with a fireball or commune spell), the Target mishap has affects the person closest to the center of the area of effect. If there is no area of effect, there is no result. If the spell had multiple targets, you choose one that is affected by the mishap. Spells that create an effect that affect deliberately chosen targets (like ray spells or magic missile) can cause Target mishaps, but touch spells cannot. Unless the mishap is also a Spell mishap, the target can negate the mishap effect with a successful Will save.
General Mishaps Wild spells work much like any other spells except that they sometimes mishap with effects that range from colorful and benign to the downright weird and dangerous. When a mishap is indicated by the DC roll d%, add the character’s spellcaster level and then consult the mishap table.
Types of Mishaps Mishaps come in four basic forms—spell, personal, target, and general— which can overlap. A mishap could, for instance, say, “Major Image; you and target look like each other.” In this case it would be a Spell, Personal, and Target mishap. If a non-Spell mishap grants a saving throw to resist it, it is a Will save, DC the same as that of the spell that instigated the mishap. See below for details on saves against Spell mishaps.
Spell If a mishap mentions the ‘spell’ or gives a spell name (like fireball), it is a Spell mishap. Instead of using a Will save with the DC of the spell that caused the mishap, use the saving throw appropriate to the spell as if you had actually cast the spell. If the mishap simply says the ‘spell’ does something, it affects the spell you were initially trying to cast. If you try to cast a lightning bolt and the mishap
General mishaps are those that are not Personal or Target mishaps. General mishaps have an effect centered at where the spell that instigated the mishap was targeted or centered. If the spell that caused the mishap had no specific target or focus (such as a commune or locate object spell), the general mishap has no effect. General mishaps can have a plainly stated effect (like “the ground gets muddy in a 10 foot radius”), or can have the same effect as a normal spell (like “grease”). In the prior case, any people, and/or magical items receive a Will save to negate the effect (a magic item’s saving throw bonuses are each equal to 2 + one-half its caster level, or uses the bearer’s saves, whichever are better). In the latter case, the General mishap is also a Spell mishap, and uses those rules for determining the DC.
Undoing the Damage of Mishaps Unless noted in the mishap description, permanent mishap effects can be negated with a successful dispel magic, remove curse, or break enchantment cast against the caster level of the character whose spell caused the mishap. If the target does not want the permanent effect to go away, she is allowed a Will save to negate the dispelling effect. The DC of this Will save is equal to 10 + the dispeller’s caster level.
Table 6-1: Mishaps d%
Result
01-05
The spell targets you, or if an area of effect, it centers on you. If it cannot target you or center on you, the spell simply fails.
06-10
Wild spell energy deals 1d4 point of damage per spell level to you.
11-15
The spell affects a random target or area of effect. The GM should randomly determine a different target from among those in range of the spell. If the spell has no specified target or area of effect, it simply fails.
16-20
A random spell that you have prepared (or a random spell you know if you cast spontaneously) occurs, targeted as close to your original target as the parameters of the spell allow. The slot of the spell that occurs is expended instead of the one you intended to cast. It is possible the random spell could be the one you originally intended. The spell that occurs is (1d6: 1-2, one level lower than; 3-4, the same level as; 5-6, one level higher than) the spell you were originally casting. If you have no spells of this level, the mishap has no effect.
21-25
The spell fails, but its energies manifest as a luck penalty to all your ability checks, skill checks, saving throws, attack rolls, or level checks for the next minute. This penalty is equal to 1 + the spell’s level.
26-30
Wild spell energy deal 1 point of damage per spell level to any creatures or objects that would have been affected by the spell.
31-35
Nothing happens. The spell fails just as if it were disrupted in casting.
36-40
Odd sensory elements and bizarre (but harmless) phenomena occur in the area of effect the spell would have affected, lasting as long as the spell’s duration would have lasted.
41-45
Bestow curse on you.
46-50
The spell functions normally, but your next spell automatically mishaps, with a –20 luck penalty to the roll.
51-55
The spell fails, but the wild spell energy leaves a permanent change in your body. The change is no more drastic than that which alter self can achieve.
56-60
Nothing happens. The spell does not function, just as if it were never cast, and thus costs the spellcaster no spell slots or material components.
61-65
For as long as the spell’s duration would have lasted, your appearance changes in moderate ways, such as alteration of the size, color, or shape of a body part, your facial appearance, or your sex. The change is no more drastic than that which alter self can achieve.
66-70
The spell functions, but odd sensory elements and bizarre (but harmless) phenomena accompany it for its duration.
71-75
Spell appears to function normally, but is only an illusion. Will DC 20 to disbelieve if interacted with. If the spell has no obvious sensory effects (like a charm person), nothing happens.
76-80
The spell functions normally, but your next spell automatically mishaps.
81-85
The spell fails, but its energies manifest as a luck bonus to all your ability checks, skill checks, saving throws, attack rolls, or level checks for the next minute. This bonus is equal to 1 + the spell’s level.
86-90
The spell functions normally, but with subtle changes in its appearance, such as fireballs being green, or a fly spell leaving a trail of feathers.
91-95
The spell functions normally, but you can cast it again. The spell slot or prepared spell is not expended, nor are any material components.
96-00
The spell functions at full potential, automatically defeating spell resistance and not allowing a saving throw to resist.
Incantations and Rituals Chapter 7 While the spells herein are included to reinforce the magical sense of place for the World of Carthasana as distinct from the Forgotten Realms, Greyhawk or the like, they are still (mostly) generic enough for inclusion in any setting and their inclusion marks the largest contribution to the d20 game of the setting. They also illustrate the often antagonistic relationship between the five alignments even more so than the spells of the Core Rules.
Ritually Castable spells Many existing spells can be ritually cast to increase their duration. These spells are listed below and new spells with this property will have an (R) note on their duration line if they function in this manner when cast as a ritual (a few new ritually castable spells may behave differently as outlined in their description). To make the spell last for a day / level you must spend an hour casting it and use material components costing 25gp / level of the spell. You may spend eight hours casting it and 2500gp / level of the spell to make the effect permanent. The existing spells that are ritually castable are as follows: alarm, animate objects, align weapon, antilife shell, antimagic field, antipathy, antiplant shell, arcane sight, comprehend languages, dancing lights, darkvision, detect magic, enlarge person, ghost sound, gust of wind, invisibility, mage armor, magic fang, magic fang, greater, mage's private sanctum, magic mouth, phase door, prismatic sphere, prismatic wall, read magic, reduce person, resistance, see invisibility, shrink item, solid fog, stinking cloud, symbol of death, symbol of fear, symbol of insanity, symbol of pain, symbol of persuassion, symbol of sleep, symbol of stunning, symbol of weakness, teleportation circle, telepathic bond, tongues, wall of fire, wall of force, web
Bestow Grace creatures.
•
Bestow Grace of the Champion : This spell is divided into two spells, one for each alignment a paladin can be oathsworn against. A paladin bestows the grace identical to his own. A cleric chooses which grace he bestows. Only a cleric that is purely Valran in alignment may cast this spell.
•
Blaze of Glory : Replace 'good' with 'Valran', and replace 'evil' with 'creatures of your are oathsworn alignment'. A creature with both alignments is unaffected.
•
Bless Weapon: The weapon strikes true against the alignment of foe the paladin is oathsworn to combat.
•
Blistering Invective : The demoralizing effect part of the spell is mind-affecting.
•
Challenge Evil : You challenge a creature of the alignment you are oathsworn against.
•
Create Demiplane, Greater Create Demiplane, Lesser Create UM Demiplane : Several changes. First, there is no distinction between the Ethereal and Astral planes in Carthasana - their equivilent is known as the æther plane. Alignment traits are restricted to the alignments of the setting. If you are using create greater demiplane you may restrict the spells used on the plane by alignment - for example you could create a plane where Sodra and Shunra's magic don't exist. The exception to this are the create demiplane spells themselves and their antithesis - planar collapse. You may also create a co-extant plane with any of the three spells. Such a plane has a location on the material plane but you may influence events within the area as you choose. A co-extant plane can also be formed to change its exact location upon the material plane at random or at regular intervals, and you may choose a location for it to appear at if you wish. A co-extant plane however cannot displace a well known geographical location or feature - instead you may make a cottage that appears randomly in the wilderness, or a theater that moves from ghetto to ghetto within the cities of the world and so on.
•
Deadly Juggernaut : This is most certainly not a paladin spell. It is both Sodran and a death magic effect, two things antithetical to the paladin orders.
•
Death Ward: New modifiers have been added to this spell for communal, greater and mass modes.
•
Detect Magic: This spell will reveal the alignment of a creature since all creatures are aligned just as spells are.
•
Divine Transfer : The damage resistance is bypassed by the Valran alignment (the original writeup is nonsensical, an error perhaps?)
•
Dread Bolt : Replace "good" with "Valran". The spell deals only half damage to other non Sodran creatures and no damage to a purely Sodran creature.
•
Elemental Body I-IV: The fire and earth modes of this spell are Shunra magic, and the air and water modes are Balcra. The spell is otherwise unchanged.
•
Elemental Swarm: The fire and earth modes of this spell are Shunra magic, and the air and water modes are Balcra. The spell is otherwise unchanged.
Removed Spells The following spells are removed from play - typically because they deal with alignment or they have been replaced (for example: the new spell cure wounds consolidates the various cure spells into one entry). These spells are blasphemy, chaos hammer, cloak of chaos, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, detect chaos, detect evil, detect good, detect law, dictim, dispel chaos, dispel evil, dispel law, holy aura, holy word, inflict critical wounds, inflict light wounds, inflict moderate wounds, inflict serious wounds, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, mass inflict critical wounds, mass inflict light wounds, mass inflict moderate wounds, mass inflict serious wounds, mass cure critical wounds, mass cure light wounds, mass cure moderate wounds, mass cure serious wounds, protection from chaos, protection from evil, protection from good, protection from law, order's wrath, shield of law, summon monster I-IX, summon nature's ally IAPG IX, unhallow, unholy aura, unholy blight, word of chaos, defile armor , APG APG UC divine vessel , elemental speech , communal protection from chaos , UC UC communal protection from evil , communal protection from good and UC UM communal protection from law , shards of chaos , temporary UM UM UM ressurection , unholy ice , unholy sword
Spell Alterations The following spells have changes as noted below. •
•
•
Align Weapon: The alignments a weapon may be given must match those of the setting. The alignment of the spell is the same as the alignment it is granting. UM
Arrow of Law : Replace "chaotic" with "creature you are oathsworn against if you are a paladin, or your choice of Sodran or Shunran creatures if you are a cleric." The spell deals only half damage to other non Valran creatures, and no damage to a purely Valran creature. Atonement: This ritual must be cast on hallowed ground. It can remove alignments but not grant them.
APG
•
: You may bestow your grace on Valran UM
APG
UC
APG
UC
APG
UM
APG
•
Follow Aura : Your alignment choices are those of the setting. The alignment of the spell does not change - it remains Abora.
•
Forced Repentance : The spell can be cast on any creature. For the duration it recounts any deeds it has made which violate its alignment(s), starting with the worst from its point of view. Keep in mind what a Sodran character would view as a sin might seem virtuous in the eyes of a typical caster.
Spear of Purity: Replace 'evil' with Sodran. The spell deals half damage to other non-Valran creatures and no damage to purely Valran creatures.
•
Wake of Light : Replace 'good' with 'Valran', and replace 'evil' with 'creatures of your are oathsworn alignment'. A creature with both alignments is unaffected.
•
Ward of the Season: The season cannot be changed after the spell is cast. Instead decrease the stated level for the spell for all classes during the appropriate season, and increase the stated level by one for the effect of the opposite season. The season turns on the Tunis festivals of the human calendar at midnight.
•
Word of Recall: The sanctuary you designate must be hallowed to your god.
•
World Wave : The water variation of this spell is Balcran, the earthen one is Shunran. They count as seperate spells.
APG
•
Hallow: Areas are hallowed to specific alignments depending on which of the five versions of this spell was used. The magic circle effect is against the two alignments which oppose the alignment of the hallow. A Valra hallow (the most common) wards against Shunra and Sodra.
•
Holy Smite: Each color has two of these spells, one for each enemy color. For example, A Valran Smite against Sodra.
•
•
Holy Sword: There are two versions of this spell, one attuned against Sodra and the other against Shunra. The version a paladin uses is based on which of the two he is oathboath to combat.
APG
APG
APG
•
Holy Whisper : Replace 'good' with 'Valran', and replace 'evil' with 'creatures of your are oathsworn alignment'. A creature with both alignments is unaffected.
•
Imbue with Aura : If you are multialigned you may only choose from the alignments you share with your deity. The other alignments of the target are suppressed.
•
Litany of Pain
UM
UC
is not a paladin spell. UC
•
Litany of Righteousness : A paladin affects creatures with the alignment the paladin is oathsworn against. An inquisitor affects creatures who worship gods which are hostile to his own.
•
Litany of Thunder
•
Mage Armor: This spell has additional modifiers for bolstered and communal modes.
•
Nightmare: Edict of Grace instead of dispel evil will stun you.
•
Oath of Peace : The damage resistance is bypassed by Valran aligned creatures.
•
Permanency: The presence of inbuilt ritual modes for extended and permanent spell duration removes the need for this spell to exist.
•
Play Instrument : You may play one instrument as if you had your caster level in ranks with the instrument (as written this spell is too weak to be a cantrip).
•
Polypurpose Panacea : The different effects have different alignments so the spell has the alignment of the effect it is creating as follows: Abora - wakefulness and tenacity; Balcra - lucid dream and sleep; Shunra - analgesic and clarity; Sodra - hallucinations and intoxication; Valra - resistance and sobriety. Unlike other polyaligned spells, this spell isn't divided before casting - a caster has access to all modes of the spell they are entitled to use, making this spell slightly less useful in the hands of mages who are unable to use two of the modes. Instead the double the duration of the spell when they use an effect from their favored alignment.
UC
is not a paladin spell.
APG
UM
Spells The following lists summarize the new spells in this book according M F to the character classes. An or denotes a material component or focus that is not typically found in the spell component pouch of a caster. The classes which appear here are those which are canon to the setting, regardless of commonality. If you choose to play a different class you must determine on your own which spells are and are not appropriate. The alignments of spells are very important, not the least of which because wizard magi can use spells of their own color regardless of which class list they are on, and if another class has the spell at a lower level, the magi can use the more adventageous level. These glyphs are at a smaller print size than earlier, so for clarification they are: Abora, Balcra, Shunra, Sodra, Valra. Polyaligned spells across all five colors are marked with
Alchemist Spells X Level Alchemist Spells Cure Wounds: Replaces the various cure wounds spells in the core rules with one unified entry. Dampening Field: Gain damage reduction X+1 / Valra.
UM
1st-level Alchemist Spells
APG
Alluring Scent: Gain a bonus to diplomacy and resistance to sickening odors. Buoy: Cause a creature to strongly float, even if in heavy armor. Clearsight: See through vapors and water clearly. Magnify Sight: See clearly from a distance like a bird of prey. Scent: You gain the scent ability. Snow Walk: Target creature gains the ability to walk on snow without sinking into it. Still Touch: Touched creature creates no vibrations and is invisible to creatures relying on sound to see. Understand Unorthodoxy: Gain the ability to see patterns in chaos.
UC
2nd-level Alchemist Spells
UC
•
Pup Shape : Change non-evil to non-Sodran.
•
Rally Point
•
Sanctify Armor : The damage resistance is bypassed by Valran aligned creatures.
•
See Alignment : Creatures and spells of the chosen alignment are revealed. The alignment choices are those of the setting.
•
Shield: This spell has an additional greater modifier.
•
Shield Other: This spell has additional mass and spirit link modifiers.
APG
: This spell affects Valran creatures.
Delude Divination: Divination spells return nonsensical random results. Focus: Touched creature gains a +10 enhancement to concentration. Mishap Shield: Counter target mishap targetting you. Subjectional Gravity: Down for you is the direction of the surface your feet are touching.
Vigilance: A creature stands vigilance, gaining a +10 bonus to perception checks.
3rd-level Alchemist Spells Armor of Thorns: As barkskin, plus thorns cover your body dealing damage to those who attack you. Flickering Ward: Grant random immunities to spells. Reflect Gaze: Gaze attacks are turned back on their progenitor.
4th-level Alchemist Spells Aligned Spell Resistance: Spell resistance against spells of a chosen alignment. Carapace: Cover yourself in the shell of an insect. Clear Mind: Clear your mind for further spellcasting and preparation. Sentinel: As vigilance, but the guard doesn't need to sleep and gains a +20 bonus to perception checks and a +4 holy bonus to saving throws against mind affecting spells. th
5 -level Alchemist Spells Gratuitous Violence: Target creature deals and recieves critical hits. Rejuvenate: Dispel all effects which penalize ability scores. Replenish: Restore all spells you had cast that where dispelled in the last minute.
6th-level Alchemist Spells Æther Slide: Creature can dodge into the æther as a swift action. Corpse Control: Magic Jar into a corpse and animate it. Intangibility: Become almost impossible to detect. M Repel Death : Cause someone to die in your place when you would die. Surgeshield: Create a barrier that makes opponents likely to miss you and absorbs spells until it is overflowed, at which point it mishaps.
Delude Divination: Divination spells return nonsensical random results. Dregs of Sorrow: The target creature loses all morale bonuses and suffers a -2 moral penalty to attacks, damage rolls, skill checks and saving throws. Jibber Jabba: Cloak language in wild spellcraft rendering it unintelligible to outsiders. Pacifism: Target creature goes totally defensive and can only move or speak. Ray of Command: A single round dominate person effect. Song of Chaos: Song confuses those hear. Song of Charm: Song charms those who hear. Sound Shell: Create a barrier across which sound does not pass.
3rd-level Bard Spells Compulsion: Compel a creature to perform a move equivalent action each round. Dicordant Dirge: Listeners cannot cast spells during this song and for four rounds after. Dregs of Sorrow: The target creature loses all morale bonuses and suffers a -2 moral penalty to attacks, damage rolls, skill checks and saving throws. Song of Freedom: Song that dispels mental controls on the listeners. Song of Holding: Song that holds listeners still until the last note.
4th-level Bard Spells Blinding Light: A more intense daylight spell which dazzles and blinds those vulnerable to light. Catalogue: Gain all the knowledge of a library.
5th-level Bard Spells
Bard Spells
Confiscate: Steal a spell ward from another caster. Disenchant: Dismiss a spell the original caster can dismiss or if it has the curse descriptor.
X Level Bard Spells
6th-level Bard Spells
Cure Wounds: Replaces the various cure wounds spells in the core rules with one unified entry. Reckless Dweomer: Create a mishap and try to form a spell of level X from it. Summon Creature: This spell combines the summon monster and summon nature's ally spells. th
0 -level Bard Spells Dry: Drive the water out of an object or creature's clothing. Groom: Instantly groom yourself, gaining a +2 circumstance bonus to diplomacy and perform checks. Mage's Guess: Quickly estimate the number of creatures or objects in a group.
1st-level Bard Spells Alluring Scent: Gain a bonus to diplomacy and resistance to sickening odors. Buoy: Cause a creature to strongly float, even if in heavy armor. Protective Ward: Ward a creature from spells and creatures of a specified alignment. This spell replaces protection from evil, magic circle against evil and all similar spells. Still Touch: Touched creature creates no vibrations and is invisible to creatures relying on sound to see. F Switch Costumes : Switch your clothing with clothing you've stored in a special box. Understand Unorthodoxy: Gain the ability to see patterns in chaos.
2nd-level Bard Spells Bloodcurdling Scream: As fear, but costing bardic music ability for each target.
Back to Basics: Antimagic Field suppressing enhancement spells. Intangibility: Become almost impossible to detect. Shattering Pulse: Destroy magic items, destroy magical constructs with a finger of death like attack.
Cleric Spells X Level Cleric Spells Cure Wounds: Replaces the various cure wounds spells in the core rules with one unified entry. Dampening Field: Gain damage reduction X+1 / Valra. Enlighten: Imbue a spellcaster with the ability to use cure wounds at up to level X. Foul Presence: Undead gain turn resistance of 2X Infliction: Replaces the various inflict wounds spells in the core rules with one unified entry. Oathbind: Bind two or more parties to an oath. As the level of this spell ascends so do the penalties for violating the oath. Summon Creature: This spell combines the summon monster and summon nature's ally spells. st
1 -level Cleric Spells Abeyance: Momentarily stop a creature from casting spells. Dark Ritual: Drain the lifeforce from a victim overnight to bolster your casting ability for a day. Eternal Respite: Prevent the raising or animation of a body.
Protective Ward: Ward a creature from spells and creatures of a specified alignment. This spell replaces protection from evil, magic circle against evil and all similar spells. nd
2 -level Cleric Spells Decree: Readers and listeners permanently remember what is written or read from an enchanted scroll. Delude Divination: Divination spells return nonsensical random results. Halt: As abeyance, but also preventing supernatural abilities, spell-like abilities and the activation of magic items. Mishap Shield: Counter target mishap targetting you. Paranoia: The subject believes everyone is his enemy. Terix's Blessing: The subject gains the wild spellcaster template. Vigilance: A creature stands vigilance, gaining a +10 bonus to perception checks.
3rd-level Cleric Spells Clutch of Undeath: Bolster undead with strength, harm the living by marking them with the aura of undeath and weakening their strength. Conviction: As charm person and the target becomes Valran aligned. Duress: The target can't cast spells from their highest two spell levels. Elemental Infusion: Make a weapon deal extra elemental damage. Flickering Ward: Grant random immunities to spells. Greed: Curse a foe with unreasoning greed. Hatred: Kill a foe using divinely driven hatred. Pacifism: Target creature goes totally defensive and can only move or speak. Reverse Damage: Reverse the damage of a spell so that it heals all it would have harmed. Sound Shell: Create a barrier across which sound does not pass.
4th-level Cleric Spells Blinding Light: A more intense daylight spell which dazzles and blinds those vulnerable to light. Bright Circle: Create a barrier impassable to undead. Despondency: Stricken a foe with divine weakness. Light of Day: Create a powerful light that drives back the undead. No Rest for the Wicked: Return to unlife a number of corpses equal to twice your level. Pestilence: Creatures in the area of effect are harmed and sickened. Retribution: Creatures that strike you with a weapon suffer the same damage they inflict. Revive: As raise dead, but only upon those slain very recently. Spell Lodestone: Spells that can target your must target you. Sentinel: As vigilance, but the guard doesn't need to sleep and gains a +20 bonus to perception checks and a +4 holy bonus to saving throws against mind affecting spells.
5th-level Cleric Spells Agonizing Memories: Cause a foe to recall an agonizing memory paralying and damaging them. Disenchant: Dismiss a spell the original caster can dismiss or if it has the curse descriptor. Dissension in the Ranks: Compel a creature to attack his allies. Divine Edict: Replaces dispel evil and similar spells to provide alignment based dispelling in the setting. Exsanguination: Double the bleed damage suffered by the target. Nightshroud: Create an area of darkness that doesn't affect undead. Recurring Nightmare: Subject is unable to soundly sleep. Weakness: Target creature's strength is reduced to 1.
7th-level Cleric Spells Control Revocation: Spell turning against compulsion spells. Divine Rebuke: You issue a word holy to your own alignment which harms listeners who do not share your belief. Purge: Finger of Death against undead.
8th-level Cleric Spells Befoul: Curse a creature to become a zombie. Prophecy: As divination, but months or years in scope. th
9 -level Cleric Spells Absolutism: Antimagic Field against a single alignment. Blade Storm: Evoke a moving wall of razor sharp blades. Circle of Hands: Place several protective spells on creatures joined in a circle of hands with you. Dispelling Screen: Create a zone which dispels magic brought into it. Holy: Blast foes with pure positive energy. Inviolability: Gain damage resistance 25/Last Breath: Subject becomes a ghost temporarily. Manifest Probability: Likely outcomes prevail in the area. Matacha's Edict: Create a positive energy field to harm the undead. Planar Collapse: Destroy a demiplane created by mortal magic. Purify: As mage's disjunction but restricted to spells and items on one creature and its unable to affect artifacts and antimagic fields.
Druid Spells X Level Druid Spells Cure Wounds: Replaces the various cure wounds spells in the core rules with one unified entry. Summon Creature: This spell combines the summon monster and summon nature's ally spells. st
1 -level Druid Spells Bestow Trick: Temporarily teach an animal a trick. Buoy: Cause a creature to strongly float, even if in heavy armor. Magnify Sight: See clearly from a distance like a bird of prey. Protective Ward: Ward a creature from spells and creatures of a specified alignment. This spell replaces protection from evil, magic circle against evil and all similar spells. Sheltering Branches: A tree rearranges it's branches to provide shelter from rain and cover. Snow Walk: Target creature gains the ability to walk on snow without sinking into it.
2nd-level Druid Spells Animal Magnetism: Confer your wild empathy on another. Bloodlust: Make a creature a viscious but stupid combatant. Break Slumber: Awaken creatures put to sleep magically, and alleviate natural fatigue. Harden Snow: Turn snow to slick ice, tripping foes entering the area and trapping foes in deep enough snow. Scent: You gain the scent ability. Stone Grasp: Conjure a stone hand to grapple foes. rd
th
6 -level Cleric Spells Chaos Sphere: Spells cast in the sphere mishap automatically. Humble: Strip a foe of class ability. Magic Missive: Place a written suggestion on a surface that affects all who read it. Seal Fate: More powerful than eternal respite, only a deity can defy this spell once applied.
3 -level Druid Spells Accelerated Decay: Cause corpses and undead to rapidly decay, dealing 2d8 damage / round to them. Armor of Thorns: As barkskin, plus thorns cover your body dealing damage to those who attack you. Forest's Eyes: See from any tree in a forest. Root: The feat of target creature transform into roots and hold it fast to where it was.
Tendril Walker: You gain the ability to strike with non-intelligent plant vines and branches. Venomous Vines: As entangle, and the vines secret a sleep poison.
4th-level Druid Spells Disempower: Dispel an enhancement spell automatically. Earthbind: Bind a creature to the ground so it cannot fly. Hollow Tree: Create an extradimensional hollow in a tree to store items. Seclude: Your location is shielded from observation by fog and the magic of the spell.
Afflict: Bestow a negative energy level or -4 con temporarily. Deepen Shadows: Shadows become darker in the area. Dregs of Sorrow: The target creature loses all morale bonuses and suffers a -2 moral penalty to attacks, damage rolls, skill checks and saving throws. Lay of the Land: Know the type of terrain you will encounter on a journey to a specified point. Protective Ward: Ward a creature from spells and creatures of a specified alignment. This spell replaces protection from evil, magic circle against evil and all similar spells. nd
th
5 -level Druid Spells Animal Scouts: As prying eyes, but using animals instead of orbs. Carapace: Cover yourself in the shell of an insect. Choking Vines: Entangle, and summon assassin vines. Corroding Burst: Burst of entropic energy corrodes machines, including golems, for 1d6 damage / level. Form Lock: Prevent a shapechanger from changing shape. Magnetism: Powerful magnetic forces fill the area making the use of metal weapons and armor infeasable. Rejuvenate: Dispel all effects which penalize ability scores.
2 -level Inquisitor Spells Conviction: As charm person and the target becomes Valran aligned. Elemental Infusion: Make a weapon deal extra elemental damage. Focus: Touched creature gains a +10 enhancement to concentration. Halt: As abeyance, but also preventing supernatural abilities, spell-like abilities and the activation of magic items. Paranoia: The subject believes everyone is his enemy. Vigilance: A creature stands vigilance, gaining a +10 bonus to perception checks.
6th-level Druid Spells Chaos Sphere: Spells cast in the sphere mishap automatically. Crumble: Destroy a magic item and be healed by its residual energy. Forest Maze: Cause creatures to get hopelessly lost in the wilderness. Price of Progress: Creature is dealt 1d6 damage for each magic item it holds. Rusting Ray: As rusting grasp, but ranged.
3rd-level Inquisitor Spells
Buried Alive: Bury a creature alive in the soil. One with Nature: See and hear from the eyes or ears of any animal in the spell's range.
Abandon Hope: Cancel all morale bonuses. Compulsion: Compel a creature to perform a move equivalent action each round. Duress: The target can't cast spells from their highest two spell levels. Flickering Ward: Grant random immunities to spells. Hatred: Kill a foe using divinely driven hatred. Light of Day: Create a powerful light that drives back the undead. Pacifism: Target creature goes totally defensive and can only move or speak. Ray of Command: A single round dominate person effect. Reflect Gaze: Gaze attacks are turned back on their progenitor. Retribution: Creatures that strike you with a weapon suffer the same damage they inflict.
9th-level Druid Spells
4th-level Inquisitor Spells
Cocoon: Wrap a creature in a cocoon which heals it. Creeping Mold: As creeping doom, but with a powerful fungus instead of insects. M Early Harvest : Cause a field to undergo a year's growth in a day. Fissure: Open a fissure beneath creatures, causing falling damage to them. Swarmform: Turn yourself into a swarm of creatures. Transmute Rock to Lava: Turn rock into lava to great destructive effect.
Aligned Spell Resistance: Spell resistance against spells of a chosen alignment. Agonizing Memories: Cause a foe to recall an agonizing memory paralying and damaging them. Blinding Light: A more intense daylight spell which dazzles and blinds those vulnerable to light. Bright Circle: Create a barrier impassable to undead. Despondency: Stricken a foe with divine weakness. Reverse Damage: Reverse the damage of a spell so that it heals all it would have harmed. Sentinel: As vigilance, but the guard doesn't need to sleep and gains a +20 bonus to perception checks and a +4 holy bonus to saving throws against mind affecting spells.
7th-level Druid Spells Shattering Pulse: Destroy magic items, destroy magical constructs with a finger of death like attack.
8th-level Druid Spells
Inquisitor Spells X Level Inquisitor Spells Cure Wounds: Replaces the various cure wounds spells in the core rules with one unified entry. Dampening Field: Gain damage reduction X+1 / Valra. Foul Presence: Undead gain turn resistance of 2X Infliction: Replaces the various inflict wounds spells in the core rules with one unified entry. Oathbind: Bind two or more parties to an oath. As the level of this spell ascends so do the penalties for violating the oath. Pain Touch: Your touch causes pain to the subject, the intensity of which is set by the level of the spell.
1st-level Inquisitor Spells Abeyance: Momentarily stop a creature from casting spells.
5th-level Inquisitor Spells Death Burst: Victim suffers damage equal to its own hit dice, fortitude for half. Death Stroke: Ensorcel a weapon to kill the next battered creature it scores a critical hit on. Disenchant: Dismiss a spell the original caster can dismiss or if it has the curse descriptor. Divine Edict: Replaces dispel evil and similar spells to provide alignment based dispelling in the setting. Exsanguination: Double the bleed damage suffered by the target. Form Lock: Prevent a shapechanger from changing shape.
Recurring Nightmare: Subject is unable to soundly sleep.
6th-level Inquisitor Spells Control Revocation: Spell turning against compulsion spells. Divine Rebuke: You issue a word holy to your own alignment which harms listeners who do not share your belief. Final Punishment: Target resuffers damage taken on the previous round. Humble: Strip a foe of class ability. Intangibility: Become almost impossible to detect. Purge: Finger of Death against undead.
Magus Spells X Level Magus Spells Alacrity: Cast spells of X level or less as a move equivalent action. Pain Touch: Your touch causes pain to the subject, the intensity of which is set by the level of the spell. Reckless Dweomer: Create a mishap and try to form a spell of level X from it. Surge: Target spell becomes more powerful, rising in level by X and in caster level by 2X.
1st-level Magus Spells Afflict: Bestow a negative energy level or -4 con temporarily. Buoy: Cause a creature to strongly float, even if in heavy armor. Deepen Shadows: Shadows become darker in the area. Pyroclastic Burst: Deal 2d6 damage per level of a spell expended at casting to creatures in a 10' radius. Reaching Weapon: Weapon can strike foes from a distance. Still Touch: Touched creature creates no vibrations and is invisible to creatures relying on sound to see.
2nd-level Magus Spells Chaos Bolt: Flood a creature with wild spell energy. Clutch of Undeath: Bolster undead with strength, harm the living by marking them with the aura of undeath and weakening their strength. Dregs of Sorrow: The target creature loses all morale bonuses and suffers a -2 moral penalty to attacks, damage rolls, skill checks and saving throws. Elemental Infusion: Make a weapon deal extra elemental damage. Focus: Touched creature gains a +10 enhancement to concentration. Mishap Shield: Counter target mishap targetting you. Subjectional Gravity: Down for you is the direction of the surface your feet are touching. rd
3 -level Magus Spells Aggravated Assault: Target creature gains an action. Clutch of Undeath: Bolster undead with strength, harm the living by marking them with the aura of undeath and weakening their strength. Duress: The target can't cast spells from their highest two spell levels. Energy Field: Spells deal minimum damage in the area. Flame Guide: Guide flames from spot to spot, causing fire damage to those in their path. Flickering Ward: Grant random immunities to spells. Grasping Shadows: Cause shadows to cling to foes like web. Incinerate: Deal 1d6 damage / level to a foe and prevent it from healing. Meltdown: Reduce a non-magical object to useless slag. Second Chance: Allow a creature to reroll a saving throw, attack roll or skill check. th
Death Burst: Victim suffers damage equal to its own hit dice, fortitude for half. Death Stroke: Ensorcel a weapon to kill the next battered creature it scores a critical hit on. Discombobulate: Target spell becomes a mishap. Earthbind: Bind a creature to the ground so it cannot fly. Limited Resources: Spells deal minimum damage and have minimum caster level. Mind Burn: Deal damage to spellcasters according to their prepared spells. Pestilence: Creatures in the area of effect are harmed and sickened. Power Wave: Create a shockwave that damages and knocks foes prone. Serrin's Phantasm: Create a phantasm in the mind of the subject that can replicate any vision you desire for them. Spell Lodestone: Spells that can target your must target you.
5th-level Magus Spells Chaos Sphere: Spells cast in the sphere mishap automatically. Concussive Fireball: Fireball with 15d6 damage cap and half sonic damage. Creatures make an additional reflex save or are knocked prone. Confiscate: Steal a spell ward from another caster. Counterspell: Counter target spell. Diseased Weapon: Spread contagion through a weapon's attack. Disenchant: Dismiss a spell the original caster can dismiss or if it has the curse descriptor. Entropic Burst: Send forth a burst of entropy to age and decay living material. Gratuitous Violence: Target creature deals and recieves critical hits. M Repel Death : Cause someone to die in your place when you would die. Rolling Thunder: A pulse of fire and earth strikes foes nearby you for 1d6 damage / level. Shower of Coals: Rain fiery coals down on and area, burning and bashing them for 1d6 damage / level.
6th-level Magus Spells Brief Reprieve: Teleport away a safe distance for a limited time, then teleport back. Crumble: Destroy a magic item and be healed by its residual energy. Flaring Pain: Antimagic field against conjuration(healing) Intangibility: Become almost impossible to detect. Shattering Pulse: Destroy magic items, destroy magical constructs with a finger of death like attack. Terror: As phantasmal killer with higher damage and a -4 save penalty. Wall of Lightning: Create a shimmering wall of lightning that damages those who try to pass through it. Wildstroke: Strike another creature with a bolt of wild energy.
Paladin Spells X Level Paladin Spells Cure Wounds: Replaces the various cure wounds spells in the core rules with one unified entry. Oathbind: Bind two or more parties to an oath. As the level of this spell ascends so do the penalties for violating the oath.
4 -level Magus Spells Attunement: Rearrange your prepared spells. Circumvent: Counter target spell on a successful dispel check. Clear Mind: Clear your mind for further spellcasting and preparation. Corporeal Instability: Curse a creature to lose control of their form like a chaos beast.
1st-level Paladin Spells Decree: Readers and listeners permanently remember what is written or read from an enchanted scroll. Protective Ward: Ward a creature from spells and creatures of a specified alignment. This spell replaces protection from evil, magic circle against evil and all similar spells.
Surge: Target spell becomes more powerful, rising in level by X and in caster level by 2X. S Twincast : Copy target spell and cast the copy.
2nd-level Paladin Spells Conviction: As charm person and the target becomes Valran aligned. Elemental Infusion: Make a weapon deal extra elemental damage. rd
3 -level Paladin Spells Light of Day: Create a powerful light that drives back the undead.
4th-level Paladin Spells Spell Lodestone: Spells that can target your must target you.
Ranger Spells X Level Ranger Spells Cure Wounds: Replaces the various cure wounds spells in the core rules with one unified entry.
1st-level Ranger Spells Animal Magnetism: Confer your wild empathy on another. Bestow Trick: Temporarily teach an animal a trick. Harden Snow: Turn snow to slick ice, tripping foes entering the area and trapping foes in deep enough snow. Lay of the Land: Know the type of terrain you will encounter on a journey to a specified point. Magnify Sight: See clearly from a distance like a bird of prey. Protective Ward: Ward a creature from spells and creatures of a specified alignment. This spell replaces protection from evil, magic circle against evil and all similar spells. Scent: You gain the scent ability. Snow Walk: Target creature gains the ability to walk on snow without sinking into it.
2nd-level Ranger Spells Mark to the Maker: Get a visual image of the one who left a track. Rampage: Favored enemies can't flank you, just make you angrier.
3rd-level Ranger Spells Venomous Vines: As entangle, and the vines secret a sleep poison.
4th-level Ranger Spells Carapace: Cover yourself in the shell of an insect. Focus of Hatred: Total your favored enemy bonuses against one foe.
Sorcerer/Wizard Spells Spells in this section marked with S with are sorcerer only.
W
are wizard only, while those marked
X Level Sorcerer/Wizard Spells W
Addle : Target spellcaster loses spell preparations of a single alignment of X level or less. Alacrity: Cast spells of X level or less as a move equivalent action. Foul Presence: Undead gain turn resistance of 2X S Mnemonic Absorption : Temporarily learn a spell from a scroll. Oathbind: Bind two or more parties to an oath. As the level of this spell ascends so do the penalties for violating the oath. Pain Touch: Your touch causes pain to the subject, the intensity of which is set by the level of the spell. Reckless Dweomer: Create a mishap and try to form a spell of level X from it. Summon Creature: This spell combines the summon monster and summon nature's ally spells.
0th-level Sorcerer/Wizard Spells Douse: Put out a small fire. Dry: Drive the water out of an object or creature's clothing. Mage's Guess: Quickly estimate the number of creatures or objects in a group. Mask: Alter the appearance of your face. Zap: Electric jolt deals 1d6 damage.
1st-level Sorcerer/Wizard Spells Blood Pet: Create a creature from your own blood to serve you. Buoy: Cause a creature to strongly float, even if in heavy armor. Clearsight: See through vapors and water clearly. Deepen Shadows: Shadows become darker in the area. Demystify: Dispel spells up to 3rd level. Displace Perspective: Displace your point of view to any point within 100' Protective Ward: Ward a creature from spells and creatures of a specified alignment. This spell replaces protection from evil, magic circle against evil and all similar spells. Quick: Make a creature act immediately. Understand Unorthodoxy: Gain the ability to see patterns in chaos.
2nd-level Sorcerer/Wizard Spells Afflict: Bestow a negative energy level or -4 con temporarily. Chaos Bolt: Flood a creature with wild spell energy. Delude Divination: Divination spells return nonsensical random results. Focus: Touched creature gains a +10 enhancement to concentration. Imaginary Pet: Illusionary creature attacks and defends as you direct. Magnify Sight: See clearly from a distance like a bird of prey. Mishap Shield: Counter target mishap targetting you. Parch: As magic missile with double damage to Balcran creatures. Reaching Weapon: Weapon can strike foes from a distance. Shock: Deal 1d6 electricity damage to one target. Snow Walk: Target creature gains the ability to walk on snow without sinking into it. Still Touch: Touched creature creates no vibrations and is invisible to creatures relying on sound to see. Subjectional Gravity: Down for you is the direction of the surface your feet are touching. W Telsindria's Spell Immunity : Spell immunity against a spell you have prepared and expend at casting. Terix's Blessing: The subject gains the wild spellcaster template.
3rd-level Sorcerer/Wizard Spells Aggravated Assault: Target creature gains an action. Chaldulsul's Hex: Block a creature from being able to heal. Chaos Ball: Flamesphere, but with a random damage type. Chill: Slow the casting of Shunran spells. Circumvent: Counter target spell on a successful dispel check. Clutch of Undeath: Bolster undead with strength, harm the living by marking them with the aura of undeath and weakening their strength. F Concentrate : Set another spell's duration from concentration to 1 round / level. Deep Water: Crush foes with the weight of oceans. W Donate : Imbue a spontaneous caster with the ability to use one of your spell preparations.
Dregs of Sorrow: The target creature loses all morale bonuses and suffers a -2 moral penalty to attacks, damage rolls, skill checks and saving throws. Elemental Infusion: Make a weapon deal extra elemental damage. Energy Field: Spells deal minimum damage in the area. Flickering Ward: Grant random immunities to spells. Grasping Shadows: Cause shadows to cling to foes like web. Greed: Curse a foe with unreasoning greed. Meltdown: Reduce a non-magical object to useless slag. Pacifism: Target creature goes totally defensive and can only move or speak. Ray of Command: A single round dominate person effect. Reflect Gaze: Gaze attacks are turned back on their progenitor. Second Chance: Allow a creature to reroll a saving throw, attack roll or skill check. Serrin's Shadow Spy: Detatch your shadow and send it out to spy. Stone Grasp: Conjure a stone hand to grapple foes.
4th-level Sorcerer/Wizard Spells Abandon Hope: Cancel all morale bonuses. Aligned Spell Resistance: Spell resistance against spells of a chosen alignment. Acid Rain: Acid rain falls on foes for 1d6 damage / round. W Attunement : Rearrange your prepared spells. Blinding Light: A more intense daylight spell which dazzles and blinds those vulnerable to light. Brittlebone Curse: Curse a creature to gradually weakening bones and, eventually, death. Clear Mind: Clear your mind for further spellcasting and preparation. Cloak Undead: Mask all signs of undeath on creatures. Compulsion: Compel a creature to perform a move equivalent action each round. Counterspell: Counter target spell. Curse Item: Bestow a curse on an item. Discombobulate: Target spell becomes a mishap. Flame Guide: Guide flames from spot to spot, causing fire damage to those in their path. Force Void: Antimagic field against spells with the force descriptor. Incinerate: Deal 1d6 damage / level to a foe and prevent it from healing. Limited Resources: Spells deal minimum damage and have minimum caster level. Lycanthropic Curse: Bestow the curse of lycanthropy on a creature. Mind Burn: Deal damage to spellcasters according to their prepared spells. Pestilence: Creatures in the area of effect are harmed and sickened. Power Wave: Create a shockwave that damages and knocks foes prone. Serrin's Phantasm: Create a phantasm in the mind of the subject that can replicate any vision you desire for them. Sleight of Mind: Change the properties that magic items and spells "see" when determining their effect, or chance the descriptors of a spell in casting. Solipsist Disillusionment: Object fades in and out of existence at random.
5th-level Sorcerer/Wizard Spells Bright Circle: Create a barrier impassable to undead. Catalogue: Gain all the knowledge of a library. Chaos Sphere: Spells cast in the sphere mishap automatically. Concussive Fireball: Fireball with 15d6 damage cap and half sonic damage. Creatures make an additional reflex save or are knocked prone. Corporeal Instability: Curse a creature to lose control of their form like a chaos beast. Death Burst: Victim suffers damage equal to its own hit dice, fortitude for half. Death Stroke: Ensorcel a weapon to kill the next battered creature it scores a critical hit on. Delay: Delay the onset of a spell while you concentrate. Disempower: Dispel an enhancement spell automatically. Disenchant: Dismiss a spell the original caster can dismiss or if it has the curse descriptor. Earthbind: Bind a creature to the ground so it cannot fly.
Entropic Burst: Send forth a burst of entropy to age and decay living material. Forbid: Antimagic field against a single spell named at casting. Gratuitous Violence: Target creature deals and recieves critical hits. No Rest for the Wicked: Return to unlife a number of corpses equal to twice your level. M Repel Death : Cause someone to die in your place when you would die. Replenish: Restore all spells you had cast that where dispelled in the last minute. Rolling Thunder: A pulse of fire and earth strikes foes nearby you for 1d6 damage / level. Shower of Coals: Rain fiery coals down on and area, burning and bashing them for 1d6 damage / level. Spell Lodestone: Spells that can target your must target you. Tainted Æther: Creatures which teleport into the area gain a negative level. Telsindria's Invulnerable Globe: Become invulnerable to spells of up to the level of a spell you expend at casting.
6th-level Sorcerer/Wizard Spells Æther Flash: Deal 1d6 / caster level to teleporting creatures. Brief Reprieve: Teleport away a safe distance for a limited time, then teleport back. Brute Resolve: Feeblemind, and lost intelligence is gained as a strength bonus. Confiscate: Steal a spell ward from another caster. Corpse Control: Magic Jar into a corpse and animate it. Diseased Weapon: Spread contagion through a weapon's attack. Form Lock: Prevent a shapechanger from changing shape. Intangibility: Become almost impossible to detect. Power Sink: Counter a spell and render the caster unable to use spells. Recurring Nightmare: Subject is unable to soundly sleep. Shockwave: You create a shockwave of sound that damages foes and dispells silence. Surgeshield: Create a barrier that makes opponents likely to miss you and absorbs spells until it is overflowed, at which point it mishaps. Time Twister: You phase in and out of time. Time Walk: You move forward in time up to one day / level. Wasting Curse: Curse a creature to age a year a day until dead. Weakness: Target creature's strength is reduced to 1. Wilting Curse: Curse a creature to lose weight and constitution until slain. th
7 -level Sorcerer/Wizard Spells Absolutism: Antimagic Field against a single alignment. Æther Slide: Creature can dodge into the æther as a swift action. Back to Basics: Antimagic Field suppressing enhancement spells. Chaos in the Mind's Eye: Nauseate and sicken creatures with vertigo. Control Revocation: Spell turning against compulsion spells. Deflection: Turn a spell against its caster. Dissipate: Counter a spell and remove the ability to use it. Fanning the Flames: Magnify, empower and intensify fire spells in the area of effect. Final Punishment: Target resuffers damage taken on the previous round. Flaring Pain: Antimagic field against conjuration(healing) Smother: The target creature smothers to death. Terror: As phantasmal killer with higher damage and a -4 save penalty. The Road Left Untaken: Each round you move down two paths simualtaneously. The next round you resume from one of the two. Wall of Lightning: Create a shimmering wall of lightning that damages those who try to pass through it. Wildstroke: Strike another creature with a bolt of wild energy.
8th-level Sorcerer/Wizard Spells
4th-level Summoner Spells
Dark Fate: When the target creature is slain the slayer is struck by finger of death. Dispelling Screen: Create a zone which dispels magic brought into it. Shadow Killer: The shadow of a creature attacks its owner, trying to kill it. Vile Consumption: Touched creature is affected by finger of death and you heal damage equal to the hit points lost by the victim.
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9th-level Sorcerer/Wizard Spells Chain Contingency: Link up to three spells to trigger together. Ciranu's Impenetrable Darkness: Area of darkness drains life from the living and bolsters the undead. Ciranu's Deathgate: Ward a portal with finger of death. Ciranu's Foul Transformation: Instantaneously make a creature a zombie. Devestation: Release a catastrophic surge of spell energy. Disanimation: Similar to power word - kill, but affecting undead. Drain Life: Target creature loses 1d4 hit points / level and you gain the same. The life loss must be magically healed. Entropic Wave: Age and decay living and non-living objects. Planar Collapse: Destroy a demiplane created by mortal magic. Pyroclastic Flow: Issue forth a cloud of volcanic ash and rock dealing 1d6 / level to all caught in the area. S Radiate : Copy a spell multiple times to multiple targets. Refutation: Counter target spell and permanently strip the caster of the ability to cast it. Serrin's Theft: Counter target spell and gain the ability to use it. Soul Exchange: Swap souls permanently with another creature. Spreading Plague: As contagion, except the disease magically spreads like wildfire. Telsindria's Radiance: An antimagic field against spells of a specific alignment, school or descriptor M Time Spiral : All creatures are restored to their status at the beginning of combat. M Time Warp : On the round following this spell everything happens twice. Transmute Rock to Lava: Turn rock into lava to great destructive effect. Transmute Water to Acid: Turn water into acid dealing a great deal of damage to creatures and structures. Volley of Boulders: Pebbles enchanted by this spell turn into boulders midflight when they are thrown. Wildfire: You create an enormous pulse of fire designed to start uncontrollable wildfires which will do far more damage than the spell itself.
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6 -level Summoner Spells f
Witch Spells X Level Witch Spells f th
0 -level Witch Spells f
1st-level Witch Spells f nd
2 -level Witch Spells f rd
3 -level Witch Spells Chaldulsul's Hex: Block a creature from being able to heal.
4th-level Witch Spells f
5th-level Witch Spells f
6th-level Witch Spells f
7th-level Witch Spells
Summoner Spells
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X Level Summoner Spells
8th-level Witch Spells
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1st-level Summoner Spells
9 -level Witch Spells
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2 -level Summoner Spells f rd
3 -level Summoner Spells f
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Spells The entries herein are presented in alphabetical order.
This is a set of five distinct spells, each of which works like an antimagic field except they only affect the spells and effects of one alignment. This alignment is chosen when the spell is learned (sorcerers) or prepared (clerics and wizards).
Abandon Hope Sodran Enchantment (Compulsion) [Emotion, Fear, Mind-Affecting] Level: Inquisitor 3, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Close (25' + 5' / 2 levels) Effect: Emanation to the extent of the range Duration: 1 minute / level (R) Saving Throw: None Spell Resistance: No
Accelerated Decay
Hopelessness and despair fill the area, negating the benefits of morale bonuses from spells and abilities.
You accelerate the action of the organisms that cause decay. All unanimated corpses in the area of this accelerated decay will completely decomposed by the end of this spell's 1st round, reduced to soil and dust. Corporeal undead and constructs with organic components (flesh golem, wood golems, etc) in the area of effect are dealt 2d8 points of damage each round. These golems are affected even though they are immune to most forms of magic.
Abeyance Valran Enchantment (Compulsion) [MindAffecting] Level: Inquisitor 1, Clr 1 Components: V, S, DF Casting Time: 1 standard action Range: Close (25' + 5' / 2 levels) Target: 1 creature Duration: 1 round / level Saving Throw: Will Negates Spell Resistance: Yes Target creature can’t cast spells beginning with their next turn. Any spell they are casting when this spell takes effect will be completed normally. Modifiers Mass(+4): You may affect a number of creatures equal to your caster level who are within close range of you. No two of the creatures to be affected may be more than 30' apart.
Aboran Transmutation Level: Drd 3 Casting Time: 1 standard action Components: V, S, DF Range: Medium (100’ + 10’/level) Effect: 60' radius circular emanation Duration: 1 round / 2 levels Saving Throw: Fortitude ½ Spell Resistance: Yes
Acid Rain Sodran Conjuration (Creation) [Acid] Level: Sor/Wiz 4 Casting Time: 1 standard action Components: V, S Range: Medium (100’+10’/level) Area: 40’ radius circle Duration: 1 round / level (D) Saving Throw: None Spell Resistance: Yes
Aligned Spell Resistance
Corrosive acidic rain falls down upon the area dealing 1d6 damage a round to each creature that ends its turn in the area of effect and the round after they leave the effect.
Valran Abjuration (Ward) Level: Alchemist 4, Inquisitor 4, Sor/Wiz 4
Addle
This is a set of five distinct spells, each of which works like spell resistance except they only provide protection from the spells of one alignment. This alignment chosen when the spell is learned (sorcerers) or prepared. Modifiers Greater (+3): You may choose the alignment you will be protected from at casting time. Mass (+4): You may affect a number of creatures equal to your caster level who are within close range of you. No two of the creatures to be affected may be more than 30' apart.
Absolutism Valran Abjuration (Ward) Level: Clr 9, Sor/Wiz 7
Sodran Transmutation [Metamagic] Level: Wiz X Components: V, S Casting Time: 1 round Range: Medium (100' + 10'/level) Target: One creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes When you cast this spell you choose an alignment. The target creature must choose and all spell preparations possessing the alignment from level X on downward. Spontaneous spell casters aren't affected.
Effect: 60' radius sphere Duration: 1 hour / level (D)(R) Saving Throw: Fortitude ½ Spell Resistance: Yes This spell creates a shimmering field that, while not impervious to magical transport, makes such transport extremely dangerous. Creatures which enter or leave the area of effect through the use of any magic (teleport, gate, summon monster, etc.) take 1d6 fire damage / caster level to a maximum of 15d6 points of fire damage. The spell may trigger multiple times in its duration. Spell resistance is checked and saving throws are made each time it triggers, but only those actually in the act of magical transport suffer damage. As with most such wards, you may designate an alignment or type of creature that can bypass the ward, and you may also include a passphrase to be included in the casting of offending spells to allow their subjects to bypass the spell.
Æther Slide Valran Transmutation [Triggered] Level: Alchemist 6, Sor/Wiz 7 Casting Time: 1 standard action Components: V, S Range: Touch Target: Creature Touched Duration: 1 round / level (D) Saving Throw: Will Negates (harmless) Spell Resistance: Yes (harmless) You set upon a creature a triggered ward of which allows them to shift onto the æther plane as a swift action (usually in response to an attack, but not always). At the end of their next turn they return to the plane they originated from unless their space is occupied, otherwise they are shunted to the nearest available open spot and take 1d6 damage for every 5' travelled this way. While ætheral from this spell's effects the creature behaves as if under ethereal jaunt. It should be noted that Carthasana does not have distinct astral and ethereal planes - rather they are conjoined and known as the æther plane. Modifiers Communal (+1): You may touch and affect multiple creatures with the spell, dividing its effect among them in 1 round increments.
Afflict Æther Flash Shunran Abjuration (Ward) [Fire, Triggered] Level: Sor/Wiz 6 Casting Time: 1 standard action Components: V, S Range: Close (25' + 5' / 2 levels)
Sodran Necromancy Level: Inquisitory 1, Magus 1, Sor/Wiz 2, Corruption 1 Casting Time: 1 standard action Components: V, S Range: Touch
Effect: Creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes.
Communal (+2): You may touch and affect multiple creatures with the spell, dividing its effect among them in 1 round increments.
The touched creature gains a negative energy level unless the creature is at 1st level, in which case it gets a -4 penalty to constitution (to a minimum of 3). As with enervation the subject is not in danger of permanent level loss. Undead struck by the spell gain 2d8 temporary hit points.
Mass (+4): You may affect a number of creatures equal to your caster level who are within close range of you. No two of the creatures to be affected may be more than 30' apart.
Aggravated Assault Shunran Transmutation [Time] Level: Magus 3, Sor/Wiz 3 Casting Time: 1 standard action Components: V, S Range: Medium (100’+10’ / level) Target: One Creature Duration: Instantaneous Saving Throw: Will Negates (Harmless) Spell Resistance: Yes The target creature gains a full action at the conclusion of this spell and their initiative changes to match yours. This spell will not function on a given creature more than once in a round. Modifiers Mass (+5): You may affect a number of creatures equal to your caster level who are within close range of you. No two of the creatures to be affected may be more than 30' apart.
Agonizing Memories Sodran Necromancy [Mind-Affecting, Metamagic, Pain] Level: Inquisitor 4, Clr 5 Components: V, S Casting Time: 1 standard action Range: Close (25’ + 5’ / 2 levels) Target: 1 creature Duration: Instantaneous Saving Throw: Will Negates Spell Resistance: Yes You cause the subject to instantly recall an agonizing memory which paralyzes them one round, deals 1d4 damage / level and causes them to lose all spells on their highest two spell levels.
Alacrity Aboran Transmutation [Metamagic, Time] Level: Magus 1+X, Sor/Wiz 2+X Components: V, S, M (a swift feather) Range: Personal Target: You Duration: 1 round / 2 levels (D) "To learn how to do something quickly, first learn how to do it slowly." - Telsindria. You may cast incantations of level X or less. (You can take two move actions a round). Modifiers
Alluring Scent Aboran Enchantment (Charm) [Emotion] Level: Alchemist 1, Brd 1 Components: V, S, F (perfume bottle worth 100gp) Casting Time: 1 standard action Range: Touch Effect: 30’ emanation from the touched creature. Duration: 1 minute / level (D) Saving Throw: Will Negates (harmless, see text) Spell Resistance: Yes (see text) This spell creates a pleasant and enjoyable odor that grants the touched creature a +2 bonus to diplomacy checks / level (max +10). Creatures that smell the odors, including the recipient, gain a +2 circumstance bonus against spells that use unpleasant odors to nauseate, sicken or otherwise do harm. A creature introduced to the odor of this spell which under such a spell's effect may retry their saving throw once. The recipient may save against this spell, although it is harmless. Saving throws and spell resistance is not allowed against the bonuses. Modifiers Communal (+1): You may touch and affect multiple creatures with the spell, dividing its effect among them in 1 minute increments. The overlapping effects do not stack. Mass (+3): You may affect a number of creatures equal to your caster level who are within close range of you. No two of the creatures to be affected may be more than 30' apart.
Animal Magnetism Aboran Enchantment (Charm) Level: Drd 2, Rng 1 Components: V, S, DF Range: Touch Target: Creature Touched Duration: 1 minute / level (D) Saving Throw: Will Neg. (Harmless) You imbue the touched creature with your wild empathy - they gain the wild empathy class ability of the druid and ranger classes for the duration of the spell. Modifiers Communal (+1): You may touch and affect multiple creatures with the spell, dividing
its effect among them in 1 minute increments. Mass (+3): You may affect a number of creatures equal to your caster level who are within close range of you. No two of the creatures to be affected may be more than 30' apart.
Animal Scouts Ritual Aboran Enchantment (Charm) [Mind-Affecting) Level: Drd 5 Components: V, S, M (Food for the scouts) Effect: Up to 10 creatures As prying eyes, but instead of relying on magic crystal orbs for scouts the spell calls up to ten animals. Birds are the usual choice, but you are free to choose any animal with up to 1 HD each. The spell grants the animals the mental capacity to follow the instructions you give for the duration, to return to you, and to telepathically relay what they observe. Unlike the eyes created by prying eyes, the animals called by this spell don’t detect as magical and can’t be dispelled. However, they are normal creatures and their natural instincts to flee, hide, etc., may override your instructions.
Armor of Thorns Aboran Transmutation [Enhancement] Level: Alchemist 3, Drd 3, Rng 3 As barkskin except this covers your body in thorns. Any creature that successfully completes an unarmed attack upon you is dealt 1d6 damage by the thorns, and creatures grappling you suffer 3d6 damage each round.
Attunement Balcran Transmutation [Metamagic] Level: Magus 4, Wiz 4 Casting Time: 1 full action Components: V, S, F Range: Personal Target: You Duration: Instantaneous For every 3 levels you have you may choose and expend a spell preparation as an additional cost to cast this spell. For each spell preparation so chosen you may prepare a spell of up to one level less than the expended spell that is in the spellbook you use as a focus for this spell. This spell takes a full action to cast and a full round to take effect. If you are required to make a concentration check during this time you fail it automatically and this spell is ruined with all spell slots spent for its use lost.
Arcane Focus: A spellbook.
creatures to be affected may be more than 30' apart.
Back to Basics Balcran Abjuration (Ward) Level: Brd 6, Sor/Wiz 7 Components: V, S, M As antimagic field except it only suppresses spells with the enhancement descriptor. Material Component: A copper coin.
Befoul Sodran Necromancy [Curse, Death] Level: Clr 8 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will Neg Spell Resistance: Yes With a touch you curse a creature with undead lifeforce that corrupts and rots away at the victim. The victim is considered Sodran and undead instead of his or her normal alignments for the purposes of all spells (i.e. cure spells will damage the victim). If the curse is allowed to stay in place for one week per level of the victim the victim dies and returns as befouled zombie. Apply the zombie template to the character, but it retains its mental statistics and class abilities. Like most curses it is difficult to remove befoul. Dispelling won't work, but break enchantment, limited wish, miracle, remove curse and wish will.
Bestow Trick Aboran Enchantment (Compulsion) [MindAffecting] Level: Drd 1, Rng 1 Range: Touch Target: Animal touched Duration: 1 minute / level (D) Saving Throw: Will Neg. (Harmless) The touched animal immediately learns a trick of your choosing if you succeed at a handle animal check. The animal will only be able to perform the trick for the duration of the spell. The trick cannot require other tricks to be learned first that the animal doesn't know. (The teaching of tricks to animals normally takes several weeks. See the handle animal skill in the Core Rules for more information). Modifiers Communal (+1): You may touch and affect multiple creatures with the spell, dividing its effect among them in 1 minute increments. Greater (+2): You may bestow one trick per three caster levels and the base duration is increased to one hour / level. If you communally cast this vesion the effect is to be divided in one hour increments. Mass (+4): You may affect a number of creatures equal to your caster level who are within close range of you. No two of the
Blade Storm Shunran Evocation [Force] Level: Clr 9 Duration: 1 round / level (D) As blade barrier except you can move the created blades up to 30’ each round. Those in the path of the moving blades make reflex saving throws to dodge them completely.
Blinding Light Valran Evocation [Light] Level: Brd 4, Clr 4, Inquisitor 4, Sor/Wiz 4 Components: V, S, M (a sunstone) This spell works like daylight except the light it creates is far more intense. All creatures in the area of the light on the round it appears must make a fortitude save or be dazzled for a round - and creatures normally vulnerable to bright light are automatically dazzled and must make a fortitude save or be blinded permanently.
Blood Pet Sodran Necromancy Level: Sor/Wiz 1 Components: V, S, F Range: Close (25’+5’ / 2 levels) Effect: Creates a Blood Pet Duration: 10 minute / level (D) Saving Throw: None Spell Resistance: No When you cast blood pet you open a wound with a silver dagger and a small sized creature forms from your blood within close range taking whatever form you choose (dogs are the most popular choice). It has 1 HD for each caster level you have, up to 5HD, and you lose one hit point per die the creature has that cannot be healed by any means until this spell ends. The creature's skills and feats are the same as yours. It counts as undead so it has no constitution or intelligence score, and it’s other abilities are the same as yours or 10, whichever is greater. The creature obeys and understands your metal commands out to one mile away from you. If you move farther away than this from it the spell ends. The creature has a +1 to hit for each HD it has and a slam attack of 1d8. Focus: Silver dagger.
Bloodcurdling Scream Sodran Necromancy [Emotion, Fear, MindAffecting, Sonic] Level: Brd 2 Components: V, S, Song Range: Medium (100’+10’/level)
As fear, but you must expend a Bardic music ability use for each target, and this spell is sonic and will not affect deaf creatures.
Bloodlust Shunran Enchantment (Compulsion) [Emotion, Enhancement, MindAffecting] Level: Drd 2 Casting Time: 1 standard action Components: V, S, M (fresh blood) Range: Medium (100'+10' / level) Target: 1 creature Duration: 1 round / level (D) Saving Throw: Will Negates (See text) Spell Resistance: Yes You inspire bloodlust in a creature, making him an incredible, if stupid, combatant. Strength and Constitution all gain a +4 rage bonus from this spell. Intelligence, Wisdom and Charisma are reduced by a -4 rage penalty by this spell to a minimum value of 3. The creature is further imbued with a desire to kill anything living in sight. While it may choose who it attacks, if no foes are available, it will attack allies. Creatures with spell abilities save against this spell with a +4 bonus as raw combat is not in their natures. Creatures with no spell ability save at a -4 penalty against this spell. Creatures in a rage (as per the barbarian class ability) are given no saving throw against this spell. Rage bonuses do not stack with the bonuses from the rage ability of the barbarian class. Modifiers Communal (+2): You may affect multiple creatures with the spell, dividing its effect among them in 1 round increments. Greater I (+2): Increase the bonuses to +6 and the penalties to -6. Greater II (+4): Increase the bonuses to +8 and the penalties to -8. Mass (+5): You may affect a number of creatures equal to your caster level. No two of the creatures to be affected may be more than 30' apart.
Break Slumber Aboran Abjuration (Dispel) Level: Drd 2 Casting Time: 1 action Components: V, S, DF Range: Medium (100'+10' / level) Area: 60' burst Duration: Instantaneous Saving Throw: None Spell Resistance: No You automatically dispel naturally induced sleep, fatigue and exhaustion
in all creatures in the area of effect. You may also dispel magically induced sleep, fatigue and exhaustion effects, but this application of the spell works as per the area dispel mode of dispel magic and it is not guaranteed to work – you have to succeed at a caster level check against the opposing caster.
circle may make a fortitude saving throw to attempt to enter the circle - if they fail they cannot retry against that circle.
Break slumber cannot defer a creature's need for rest - it only removes the penalties associated with not having rested. These penalties return at twice their normal onset rate for each time their where stopped by break slumber instead of simply resting. Hence a character is fatigued after having been up 16 hours. If break slumber is used the creature will be fatigued again in 8 hours, then in 4, then in 2. Eventually the spell becomes ineffectual. It is not a substitute for rest. Casters who use the spell to stay awake through the night are not considered as having rested in order to prepare spells.
Material Component: Holy Water.
Brief Reprieve Balcran Conjuration (Teleportation) [Wild] Level: Magus 6, Sor/Wiz 6 Range: Touch Target: One creature or object of up to 50 lb./level and 3 cu. ft./level Duration: 1 minute/level (D) Saving Throw: Will negates Spell Resistance: Yes The target is temporarily teleported away in a random direction to a random distance at least several miles away, far enough so it cannot return by normal physical travel before the end of the spell’s duration. The teleported creature or object appears in as safe an area as possible, so it is simply inconvenienced, not endangered (if this isn't true the spell fails). At the end of the spell’s duration, the targeted creature is returned to the exact spot from which it was dispatched. If the spot it was in is occupied, the target appears in the nearest open space. If you cast this spell on yourself you can dismiss the spell to cancel the return teleport, otherwise dismissing the spell early teleports the affected creature back to its original position.
Bright Circle Valran Abjuration (Ward) Level: Clr 4, Inquisitor 4, Sor/Wiz 5 Casting Time: 1 standard action Components: V, S, M, DF Range: 60’ Area: An emanation centered on you extending to the limit of the range. Duration: 1 minute / level (D) Saving Throw: [see text] Spell Resistance: [see text] You create a barrier that is impassable to undead whose hit dice are equal or less to your own. Undead within the circle when it is created must flee as if turned - there is no save if their hit dice are equal or less than your own. If their hit dice exceed yours they may make a fortitude save to negate, but while in the circle their actions have a –4 holy penalty. Undead of greater hit dice than yours that are outside the
Vampires are not entitled to saving throws or spell resistance against bright circle. This is due to their weakness of invitation.
Brittlebone Curse Sodran Necromancy [Curse, Pain] Level: Sor/Wiz 4 This spell works like bestow curse except that the effect of a brittle bone curse is to make the victim vulnerable to broken bones. The spell has an onset time of 48 hours. On the third day of the curse the victim takes an extra 1d8 damage from any bludgeoning or force attack. Beginning the second week of the curse the victim takes double damage from bludgeoning strikes and natural healing rates are halved. On the second and subsequent weeks the victim takes 1 point of ability damage to STR, DEX and CON. This ability damage cannot be restored until the curse is lifted. Remove curse only stops the curse’s progression, a restoration spell undoes the spell’s damage.
Brute Resolve Shunran Transmutation [Enhancement, Mind Affecting] Level: Sor/Wiz 7 Duration: 1 minute / level (D) [see text] As feeblemind, except that lost intelligence is temporarily added to strength as an enhancement bonus Once the duration of this spell ends the strength bonus is lost but the intelligence penalty remains. If this spell is recast on a creature feebleminded by this spell, the strength bonus will be restored for that casting.
Buoy Balcran Transmutation [Water] Level: Alchemist 1, Brd1, Drd 1, Magus 1, Sor/Wiz 1 Casting Time: 1 swift action Components: S, M (a bit of cork) Range: Touch Effect: 1 creature or object Duration: 10 minutes / level (D) Saving Throw: Yes (harmless) or none (object) Spell Resistance: Yes (harmless) or no (object) The touched creature and all objects it wears become buoyant, helping the creature to surface unless it actively tries to swim downward. A single object weighing up to 10 lb. / level of the caster (to a limit of 100 lb.) can likewise be buoyed. This spell can be cast underwater.
Buried Alive Sodran Transmutation [Earth] Level: Drd 8 Components: V, S, DF Range: Close (25'+ 5' / 2 levels) Target: One creature. Duration: Instantaneous Saving Throw: Ref Neg. Spell Resistance: No You choose a target size large or smaller and the earth beneath them opens up and swallows them whole unless they succeed at a reflex save. Victims who fail are buried at a depth of 1' per caster level and they are doomed to suffocate unless they can devise a means of escape. Flying creatures are not subject to this spell nor can it be cast on any creature not standing on unworked earth.
Carapace Aboran Transmutation (Polymorph) [Enhancement] Level: Alchemist 4, Drd 5, Rng 4 Casting Time: 1 standard action Components: V, S, M (insect shell) Range: Touch Effect: Living Creature touched Duration: 1 minute / level (D) Saving Throw: Will (Harmless) Spell Resistance: Yes The creature touched by this spell grows the tough exoskeleton of an insect. The creature gains a +1 enhancement bonus to their natural armor class for every two levels to a maximum of +10. Unlike the similar barkskin spell, this spell doesn’t stack with any existing natural armor the character has. Modifiers Communal (+1): You may affect multiple creatures you touch, dividing its effect among them in 1 minute increments. Mass (+4): You may affect a number of creatures equal to your caster level in close range of you. No two of the creatures to be affected may be more than 30' apart.
Catalogue Ritual Balcran Divination (Insight) Level: Brd 4, Sor/Wiz 5 Components: V, S, F (a library) Casting Time: 1 hour Range: Personal Target: You Duration: Concentration You gain knowledge of all the contents of each book in a library that you are standing in so long as those books are not shielded from you by magic. You may prepare spells from any spellbook within the library so long as you are a
wizard and understand the formulae normally. This spell can also be used to rapidly research the answers to knowledge questions. Libraries have ranks in various knowledge skills just as people do – the greater their rank the more complete they are and (without this spell) the longer it takes to find information on the desired topic. While this spell is in effect you may use the library’s ranks in any knowledge skill check in lieu of your own. You cannot add your intelligence bonus to this check. For purposes of this spell a library is one or more books within a single structure, or medium range of you, whichever is smaller.
Chain Contingency Balcran Evocation [Metamagic] Level: Sor/Wiz 9 This spell works like contingency, except that you may link up to 3 spells together. The combined levels of the spells cannot exceed your spellcaster level. The trigger of the spells is shared.
Chaldulsul's Hex Sodran Necromancy [Curse] Level: Sor/Wiz 3, Witch 3 Casting Time: 1 standard action Components: V, S, M (troll ashes) Range: Close (25' + 5' / 2 levels) Target: 1 creature Duration: 1 minute / level (D) Saving Throw: Fort Negates Spell Resistance: Yes. The targeted creature cannot be cured or healed by any means for the duration of this spell. This spell does not function on undead or creatures summoned from the plane of Sodrea.
Chaos Ball
You make a ranged touch attack to hit the target creature with a bolt of raw wild magical energy that deals 1d6 points of damage per two caster levels (maximum 5d6). The struck creature must then make a willpower saving throw or gain the wild spellcaster template for one hour.
Chaos Sphere Shunran Transmutation [Metamagic, Wild] Level: Clr 6, Drd 6, Magus 5, Sor/Wiz 5 Casting Time: 1 standard action Components: V, S Range: Medium (100’+10’/level) Area: 20’ radius emanation Duration: 10 minute/level Saving Throw: None Spell Resistance: No All spellcasters mishap on all spells they cast in the area of effect. Using a spell-like ability or activating a magic item counts as spellcasting for the purposes of this spell.
Chaos in the Mind’s Eye Balcran Illusion (Phantasm) [Mind-Affecting, Wild] Level: Sor/Wiz 7 Casting Time: 1 standard action Components: V, S, M (A dyed blindfold) Range: Medium (100’+10’/level) Effect: All creatures in a 30’ radius Duration: 1 minute / level (D) Saving Throw: Will negates (partial) Spell Resistance: Yes This spell confuses the vision of the affected creatures leaving them nauseated, and sickened on a failed save. If the save is successful they still have difficulty making out distinct shapes and suffer a -10 penalty to perception checks and their opponents have 50% concealment against them.
Shunran Evocation [Wild] Level: Sor/Wiz 3
This spell counters and is countered by true seeing.
As flamesphere except the damage is 2d6 and the type of damage is determined at random each round by rolling a d6.
Chill
D6 1 2 3 4 5 6
Energy Type Fire Cold Acid Electricity Sonic Force
Chaos Bolt Shunran Evocation [Force, Metamagic, Wild] Level: Magus 2, Sor/Wiz 2 Casting Time: 1 standard action Components: V, S Range: Close (25’+ 5’/2 levels) Target: 1 creature Duration: Instantaneous Saving Throw: Will partial Spell Resistance: Yes
Balcran Transmutation [Metamagic] Level: Sor/Wiz 3 Casting Time: 1 standard action Components: V, S, M (a handful of snow, ice chippings or white sand) Range: Long (400' + 40' / level) Area: Circle extending to the limit of the range. Duration: 1 round / level (D) Shunran spells take one additional round to cast (if they are quickened, they take one round, most others take a round and a standard action, meaning Shunran spells can only be cast every other round).
Choking Vines Aboran Conjuration (Summoning) Level: Drd 5 As entangle except that it also summons one assassin vine for every three caster
levels into the area. The vines cannot use their own entangle ability and attack immediately.
Ciranu's Impenetrable Darkness Sodran Necromancy [Darkness] Level: Sor/Wiz 9 Casting Time: 1 standard action Components: V, S Range: Close (25' + 5' / 2 levels) Area: Sphere extending to the limit of the range Duration: 1 minute / level Saving Throw: Fort. Neg. (See Text) Spell Resistance: Yes. Within the area of this deadly spell all light created by spells of less than 6th level is dispelled, and all other light effects are suppressed within the field. No living thing except you can see – your sight is unhindered, as is the sight of undead. Clerics cannot channel divine energy in the confines of this field. All other living creatures in this field of darkness must make a fortitude saving throw each round or gain a negative energy level. These levels dissipate one hour after the creature leaves this field.
Ciranu's Deathgate Sodran Ritual Necromancy [Death, Triggered] Level: Sor/Wiz 9 Casting Time: 1 standard action Components: V, S, M (Rare inks costing 1000 gold to manufacture per creature the spell is to affect. The maximum number of creatures you can affect is equal to your level) Casting Time: 8 hours Range: Touch Effect: One portal of up to 30' in diameter Duration: Permanent until completely discharged Saving Throw: Fortitude 1/2 Spell Resistance: Yes This powerful ritual wards a portal so that it will kill any who pass through without your permission. Such creatures take damage equal to twice their own hit dice, fortitude save for half. This spell triggers a number of times determined by its material component, but it only triggers once on any given creature.
Ciranu's Foul Transformation Sodran Necromancy [Death] Level: Sor/Wiz 9 Components: V, S, M ( A black pearl worth 1000gp) As finger of death, but a creature slain by this spell immediately becomes a zombie with the same number of hit dice she had in life. The zombie
remains animated for 1 minute per caster level. If the creature dies from hit point loss on a successful save it does not become a zombie. If raise dead or more powerful magics are employed upon this zombie before it falls disanimate then the creature is restored to life immediately with the same number of hit points it had before the spell took hold. Once the zombie falls the difficulty of raising the creature is the same as any other death effect. The zombie created by this spell is under the caster's complete control. It retains its mental stats and class abilities.
Ciranu's Spite Sodran Evocation [Death] Level: Sor/Wiz 4 Casting Time: 1 standard action Components: V, S Range: Medium (100’ + 10’ level) Area: Circle out to the extent of the range Duration: 1 minute / level Saving Throw: None Spell Resistance: No Creatures who die in the area of effect by any means are treated as if they died from a death spell for purposes of raise dead.
Circle of Hands Valran Ritual Transmutation [Metamagic] Level: Clr 9 Components: V, S Casting Time: 10 minutes Range: [see text] Targets: Up to 1 creature / level Duration: [see text] Saving Throw: No (willing target) Spell Resistance: No. “In Union, power.” ~ Aurnonian teaching. All creatures to be affected by this ritual join in a circle of hands. Each of the spellcasters in this group may choose spells of touch or personal range and confer them upon all in the circle. Up to one spell per level you have can be so confered. Within the next day each recipient may simualtaneously activate all of the spells they recieved from the circle. Those spells have their effect and duration calculated as if you cast them.
Circumvent Balcran Abjuration (Dispel) Level: Magus 4, Sor/Wiz 3 Casting Time: 1 immediate action Range: Medium (100'+10' / level) Target: One spell in casting. Duration: Instantaneous Saving Throw: None Spell Resistance: No Counter target spell if you can make a successful dispel check against it.
Clear Mind Ritual Balcran Transmutation [Metamagic] Level: Alchemist 4, Magus 4, Sor/Wiz 4
Casting Time: 15 minutes Range: Personal Target: You Duration: Instantaneous You clear your mind as if you had rested 8 hours, clearing the way for you to use your spells again or prepare spells again. This ritual strains your spell ability, causing you to lose 1d8 points off your casting ability score (to a minimum of 1). This ability loss remains until you rest for 16 hours.
Clearsight Balcran Divination (Sensory) Level: Alchemist 1, Sor/Wiz 1 Casting Time: 1 standard action Components: V, S Range: Touch Target: 1 creature Duration: 1 minute / level (D) Saving Throw: Will Negates (harmless) Spell Resistance: Yes (harmless) The touched creature gain the ability to see clearly through vapors and water as if they were not present. Magical darkness affects you normally. Modifiers Communal (+1): You may affect multiple creatures you touch, dividing its effect among them in 1 minute increments. Mass (+4): You may affect a number of creatures equal to your caster level in close range of you. No two of the creatures to be affected may be more than 30' apart.
Cloak Undead Sodran Illusion (Glamer) Level: Sor/Wiz 4 Casting Time: 1 standard action Components: V, S Range: Close (25’ + 5’ / 2 levels) Target: 1 undead creature / level Duration: 1 hour / level Saving Throw: [see text] Spell Resistance: No This spell masks all signs of undeath apparent on the target undead creatures, making them look (and perhaps more importantly smell) as they did in life. Casual interaction with the affected undead isn't sufficient to see through it, though any creature that enters combat with the affected undead is entitled to a saving throw.
Clutch of Undeath Sodran Necromancy [Curse, Enhancement] Level: Clr 3, Magus 3, Sor/Wiz 3 Casting Time: 1 standard action Components: V, S Range: Touch Target: 1 creature Duration: 10 minutes / level Saving Throw: Fort Negates Spell Resistance: Yes.
An undead creature touched by this spell is bolstered, gaining a +4 enhancement bonus to its strength score and a +4 turn resistance. A living creature touched by this spell gains a -4 penalty to strength (to a minimum of three), and is considered Sodran and undead instead of its normal alignment for the duration of the spell, meaning curative spells will do damage to the creature, and so on.
Cocoon Aboran Conjuration (Healing) Level: Drd 9 Casting Time: 1 standard action Components: V, S, M (an empty cocoon) Range: Close (25' + 5' / 2 levels) Target: 1 creature large size or smaller. Duration: 1 day [see text] Saving Throw: Reflex Negates Spell Resistance: Yes You wrap the target creature in a protective cocoon. The creature is held immobile and cannot be harmed unless the cocoon is destroyed. Continuous damage effects (such as from poison) are prevented by the spell. The cocoon has 1d8 hit points / caster level and DR 5/Fire. If the spell concludes without the cocoon being destroyed or after lasting at least one day the subject is healed as per the spell, any missing limbs are regenerated and the cocoon disappears. If you cast this spell on yourself you may choose when it ends, up to 1 year. You are aware of creatures present on the outside of the cocoon out to a range of 60', otherwise you are kept in a dream state. You do not age while suspended in the cocoon.
Compulsion Balcran Enchantment (Compulsion) [Mind-Affecting] Level: Brd 3, Inquisitor 3, Sor/Wiz 4 Casting Time: 1 standard action Components: V, S Range: Close (25’ + 5’ / 2 levels) Target: 1 creature Duration: 1 round / level (D) Saving Throw: Will Neg Spell Resistance: Yes Choose a move-equivalent or standard action. The target creature must perform that action each round, if able. You must name an action that isn’t suicidal, though it may certainly be dangerous (i.e. “Attack”).
Concentrate Balcran Transmutation [Metamagic] Level: Sor/Wiz 3 Casting Time: Immediate action
Components: V, S, F Range: Close (25’ + 5’ / 2 levels) Target: 1 spell [see text] Duration: Instantaneous Saving Throw: None Spell Resistance: No You release a crystal in the air which hovers about your head like an ion stone, charged with the magic energy to maintain another spell you cast. This removes the concentration requirement of that spell. If it's duration is 'concentration' it changes to '1 round / level (D).' (Immediate action spells can be cast without breaking your concentration on another spell). Arcane Focus: A crystal valued at 100 gp / level of the spell to be maintained.
Concussive Fireball Shunran Evocation [Fire, Sonic] Level: Sor/Wiz 5 As fireball except it has a 15d6 damage cap. Its damage is half fire, half sonic. Further all creatures in the area of effect make an additional reflex save or are knocked prone by the spell.
Confiscate Balcran Transmutation [Metamagic] Level: Brd 5, Magus 5, Sor/Wiz 6 Casting Time: 1 standard action Components: V, S Range: Close (25' + 5' / 2 levels) Target: One Spell Duration: Instantaneous Saving Throw: None Spell Resistance: No You move a spell within range that targets or is centered upon another creature onto yourself, even if that spell is normally a personal effect. To do this you must make a successful caster level check against the spell’s caster.
Control Revocation Shunran Abjuration (Ward) Level: Clr 7, Inquisitor 6, Sor/Wiz 7 Casting Time: 1 full action Component: V, S, DF Range: Touch Target: Creature touched Duration: 10 minutes / level (D) Saving Throw: Will Neg. (Harmless) Spell Resistance: Yes (Harmless) "Magic all too often makes slaves out of those who would be masters.” ~ Telsindria.
Conviction Valran Enchantment (Charm, Compulsion) [Mind Affecting] Level: Clr 3, Inquisitor 2, Pal 2 Duration: 1 minute / level (D) As charm person except it doesn’t last as long and the target creature's alignment becomes Valran for the duration of the spell, making it far easy to convince it to take actions against its nature since its nature has changed.
restoration or greater restoration can remove the effects of this spell. If a victim survives this spell lost wisdom points return at a rate of 1 / day, though a separate restoration spell can restore this loss immediately. If the victim has been turned into a chaos beast by this spell that effect is permanent unless greater restoration, wish or miracle is employed. This spell counters and is countered by form lock.
Corporeal Instability Sodran Transmutation (Polymorph) [Curse, Wild] Level: Magus 4, Sor/Wiz 5 Casting Time: 1 standard action Components: V, S, M (A caterpillar plucked, half-metamorphosed, out of its cocoon) Range: Touch Target: Creature touched Duration: 1 minute/level [see text] Saving Throw: Fort Neg [see text] Spell Resistance: Yes
Corpse Control Sodran Necromancy Level: Alchemist 6, Sor/Wiz 6 Components: V, S As magic jar except that you shift your life force into mindless undead or dead hosts instead of living ones. Dead hosts become animated as either zombies or skeletons for the duration of your control.
This dreadful spell replicates the corporeal instability ability of the Chaos Beast (Bestiary 2). This effect is as follows: it causes the target’s body to destabilize into an amorphous, ever-shifting mass. Unless it controls itself by asserting its sense of self (see below), the creature’s body melts, flows, writhes, and boils. A successful fortitude save when the spell is first delivered negates the whole effect.
Corroding Burst
The affected creature is unable to hold or use any item. Clothing, armor, rings, helmets, and backpacks become useless. Large items—armor, backpacks, even shirts—hamper more than help, reducing the creature’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the creature cannot act coherently. It cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty to hit and a 50% miss chance, regardless of the attack roll).
Corroding burst deals 1d6 damage / caster level to all non-undead constructs in the area of effect, up to 15d6. This spell will affect golems otherwise immune to spells.
Each round the creature spends in an amorphous state deals 1 point of temporary Wisdom damage from mental shock. If the creature’s Wisdom score falls to 0, it becomes a chaos beast and will remain one even when this spell ends.
Similar to spell turning, this spell turns compulsion spells targetting the touched creature back on their caster. The spell has no other effects, can turn any number of spells back, and can be bestowed on other creatures.
A creature with a strong sense of self can regain its own shape by taking a standard action to attempt a Charisma check (DC 15). A success reestablishes the creature’s normal form for 1 minute. On a failure, the creature can still repeat the check each round until successful.
Modifiers Communal (+1): You may affect multiple creatures you touch, dividing its effect among them in 10 minute increments.
Corporeal instability is not a disease or a curse and so is hard to remove. A form lock, polymorph or stoneskin spell can be used to fix the form of the victim. Heal,
Aboran Transmutation Level: Drd 5 Components: V, S, DF Range: Medium (100+10’/level) Area: 20’ radius burst Duration: Instantaneous Saving Throw: Fort ½ Spell Resistance: Yes
Counterspell Balcran Abjuration (Dispel) Level: Magus 5, Sor/Wiz 4 Components: V, S Casting Time: 1 immediate action Range: Medium (100'+10' / level) Target: One spell in casting. Duration: Instantaneous Saving Throw: None Spell Resistance: No Counter target spell.
Creeping Mold Aboran Conjuration (Summoning) Level: Drd 9 As creeping doom, except that it’s not deterred by any damage reduction. The mold is also not deterred by means that stop insects, but an antiplant shell will hold it at bay. The mold is one solid mass and not composed of individual creatures as creeping doom is, nevertheless it loses potency as it attacks and moves.
Crumble
Dampening Field
Aboran Conjuration (Healing) Level: Inquisitor 6, Drd 6 Casting Time: 1 standard action Components: V, S Range: Touch Target: Magic Item touched Duration: Instantaneous Saving Throw: Will Neg. or None (object) Spell Resistance: Yes or No (Object)
Valran Abjuration (Ward) Level: Alchemist X, Clr X, Inquisitor X Casting Time: 1 full action Components: V, S Range: Touch Target: One creature Duration: 1 minute / level (D) Saving Throw: Will Neg (Harmless) Spell Resistance: Yes (Harmless)
The magic item you touch is destroyed. You are cured a number of hit points equal to the combined caster level and spell levels involved in its creation.
The touched creature gains Damage Reduction / Valra of +X+1.
Cure Wounds Valran Conjuration (Healing) Level: Alchemist X, Bard X, Clr X, Inquisitor X, Drd X, Pal X, Rng X Casting Time: 1 standard action Components: V, S, (DF) Range: Touch Target: Creature Touched Duration: Instantaneous Saving Throw: Will Half (harmless) You channel positive energy to cure Xd8 of the damage dealt to the touched creature +1 point per casting level (maximum 5X). Undead are dealt damage by this spell instead of being healed and can attempt a will save for half damage. Modifiers Ritual (+0): You can cast this spell as a 1 minute ritual to change the healing die to d12. Communal (+2): You may affect multiple creatures you touch, dividing the dice among the creatures as you see fit. All the dice rolls gain the same modifier for your caster level. An alchemist cannot use this modifier. Mass (+4): You may affect a number of creatures equal to your caster level in close range of you. No two of the creatures to be affected may be more than 30' apart. The maximum bonus for caster level is +25. An alchemist cannot use this modifier.
Modifiers Communal (+2): You may affect multiple creatures you touch, dividing the duration by 1 minute increments. Mass (+5): You may affect a number of creatures equal to your caster level in close range of you. No two of the creatures to be affected may be more than 30' apart. The maximum bonus for caster level is +25.
Dark Fate Ritual Sodran Necromancy [Death] Level: Sor/Wiz 8 Casting Time: 1 hour Components: V, S, M Range: Touch Target: One undead [see text] Duration: 1 minute / level Saving Throw: Fort Neg. [see text] Spell Resistance: Yes [see text] The creature who strikes the blow that reduces the touched undead to 0 hit points is affected by finger of death. Material Component: Powder of a crushed black pearl worth 1000gp.
Dark Ritual
Curse Item
Ritual Sodran Necromancy [Death, Pain, Metamagic] Level: Clr 1 Casting Time: 1 night Components: V, S (see text) Range: Personal Target: You Duration: Until next dawn
Ritual Sodran Transmutation [Curse, Metamagic] Level: Sor/Wiz 4 Casting Time: 1 minute Components: V, S Range: Touch Target: Item touched Saving Throw: None Spell Resistance: No
This sinister ritual drains the lifeforce from a creature and converts it to spell energy. At the conclusion of the ritual you may prepare spells as a spellcaster with a number of levels as the victim, or your own level +3, whichever is higher. Your spellcaster level likewise increases. This effect persists until the next dawn.
As bestow curse, except that the curse it bestows affects magic items. Creatures which use the item suffer the curse until they get rid of the item. This curse can’t be broken without first removing the curse upon the wielder and then removing the curse from the item. At your option, the curse can either act like bestow curse or the bonuses of the item can be reversed to become penalties.
The power of this spell is considerable, and its limitations are likewise considerable. This spell must be cast on Sodran hallowed ground. The spell requires a sentient creature (Int of 3 or higher) to be sacrificed. The victim to be sacrificed must remain on the premises during the entire casting, and the drain of the spell on his lifeforce causes him or her considerable pain (though not enough to hamper the him or her in any
way). This spell does not kill the victim itself, you must find some means to do this yourself and do so on cue. You may have an assistant do this for you. Note that once the spell has consumed the life energy of the victim only a wish or miracle cast by someone four levels higher than the level you attained can bring them back. Note also that the amount of power gained from especially pure or innocent victims (clerics, paladins, infants, unicorn, virgins, etc) may be more than their character levels would otherwise indicate or more than a +3 bonus if they are lower level than you at the GM's discretion.
Death Burst Sodran Necromancy [Death] Level: Inquisitor 5, Magus 4, Sor/Wiz 5 Casting Time: 1 standard action Components: V, S, M (a vial of poison) Range: Touch Target: Touched creature Duration: Instantaneous Saving Throw: Fort 1/2 Spell Resistance: Yes The touched creature takes damage equal to its own hit dice, fortitude for half.
Death Stroke Sodran Necromancy [Death, Triggered] Level: Inquisitor 5, Magus 4, Sor/Wiz 5 Casting Time: 1 standard action Range: Touch Target: One melee weapon Duration: Until Discharged, up to 1 minute / level Saving Throw: [see text] Spell Resistance: [see text] The next time the touched melee weapon inflicts a critical hit on a battered creature the struck creature must make a fortitude save or die (This discharges the spell regardless of the results of the saving throw, A battered creature been reduced to half its maximum hit point total).
Death Ward Core Rulebook This spell has additional modifiers Modifiers Communal (+1): You may affect multiple creatures you touch, dividing the duration by 1 minute increments. An alchemist cannot use this modifier. Mass (+4): You may affect a number of creatures equal to your caster level in close range of you. No two of the creatures to be affected may be more than 30' apart. The maximum bonus for caster level is +25.
Greater (+4): Death spells are turned back to their creator and can affect them even if they are normally immune to death spells and effects.
choose the targets of the spell within the limits possible for the original caster unless the spell is touch delivered, in which case deflection is of no use.
Decree
Delay
Ritual Valran Enchantment (Compulsion) [MindAffecting] Level: Clr 2, Pal 1 Components: V, S, M (A scroll) Casting Time: 1 hour Range: Medium (100’+10’ / level) Effect: All creatures within range Duration: Instantaneous Saving Throw: None Spell Resistance: Yes
Balcran Transmutation [Metamagic] Level: Sor/Wiz 5 Casting Time: 1 immediate action Components: V, S Range: Medium (100’+10’ / level) Target: 1 spell in casting. Duration: Concentration (D) Saving Throw: No Spell Resistance: None
During this ritual you write a decree onto a scroll. Any sentient creature who reads or hears read the words of the decree spoken will remember those words exactly for life. There is no compulsion on the creature to follow what is said. The decree can be up to 25 words / level.
Deep Water Balcran Evocation [Water] Level: Sor/Wiz 3 Casting Time: 1 standard action Components: S Range: Medium (100’+ 10' / level) Area: 20' radius sphere Duration: Instantaneous Saving Throw: Reflex ½ Spell Resistance: No This spell briefly magnifies the water pressure surrounding all creatures in the area of effect. They are dealt 1d6 damage / caster level (max 10d6). To be affected a creature must be completely submerged.
Deepen Shadows Sodran Illusion (Shadow) [Darkness] Level: Inquisitor 1, Magus 1, Sor/Wiz 1 Casting Time: 1 standard action Components: V, S, M Range: Close (25’+5’/ 2 levels) Area: An emanation centered on you extending to the limit of the range. Duration: 1 minute / level Saving Throw: None Spell Resistance: No Shadows nearby you deepen, allowing all in the area of effect to gain a +10 circumstance bonus to hide checks.
Deflection Balcran Transmutation [Metamagic] Level: Sor/Wiz 7 Casting Time: 1 immediate action Components: V, S Range: Medium (100' + 10' / level) Target: One spell in casting. Duration: Instantaneous Saving Throw: None Spell Resistance: No You make a caster level check against the caster of the target spell and if successful you may
The spell you target does not take effect until this spell ends.
Delude Divination Balcran Abjuration (Ward) [Wild] Level: Alchemist 2, Brd 2, Clr 2, Sor/Wiz 2 Casting Time: 1 standard action Components: V, S, M Range: Touch Target: Creature touched Duration: 10 minutes /level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Divinations cast on the target are scrambled, giving random results to spells that search for the intensity, or presence or absence of particular traits (Detect Magic, Detect Lie, Detect Evil, etc.). The caster of the divination must make a level check (1d20 + caster level) against this spell’s DC. If successful, the divination works normally for its duration. Otherwise, the divination is nullified, giving random results every round. For spells that detect presence of absence, there is a 50% chance for either possibility, rolled each round that the divination is focused on the target. For spells that determine intensity, roll 1d6: 1d6 Indicated result 1 Non-existent 2 Dim (or Faint if this category does not normally exist for the divination) 3 Faint 4 Moderate 5 Strong 6 Overwhelming If a divination detects for information other than intensity, presence, or absence of traits, delude divination has no effect on it. Divinations that detect presence, absence, or intensity, plus other traits (like detecting the health of animals with detect animals and plants) function normally for the second type of detection. For example, a sorcerer casting detect thoughts might be deluded in his first round of concentration, but if he kept concentrating would eventually be able to hear surface thoughts. Modifiers
Communal (+1): You may affect multiple creatures you touch, dividing the duration by 10 minute increments. Mass (+4): You may affect a number of creatures equal to your caster level in close range of you. No two of the creatures to be affected may be more than 30' apart.
Demystify Balcran Abjuration (Dispel) Level: Sor/Wiz 1 As dispel magic in the targeted and area dispel modes only except it only affects spells of up to 3rd level and the maximum caster level on dispel checks is +5.
Despondency Sodran Evocation (Invocation) Level: Clr 4, Inquisitor 4 Casting Time: 1 standard action Components: V, S, DF Range: Close Target: One Creature Duration: 1 round / level Saving Throw: Fort Neg. Spell Resistance: Yes You call upon the divine power of your patron to strike down the strength of your foe. The target creature's base attack bonus is set to 0 and its STR score set to 3. This spell counters and is countered by divine power and can be disenchanted.
Devastation Shunran Evocation Level: Sor/Wiz 9 Range: Personal Casting Time: 1 full round Area: See Text Duration: Instantaneous Saving Throw: Reflex 1/2 Spell Resistance: Yes You must choose and expend any number of spells as an additional cost to cast this spell. This spell explosively releases a catastophic surge of spell energy. The spell deals 2 points damage for each spell level expended at the time this spell is cast. The affected area has a 1' radius / spell level so released. You take half damage from this spell, and there is a percentage chance you will be permanently stripped of your spell ability equal to the number of spell levels unleashed minus your caster level. Only a wish or miracle spell may restore your spell ability if it is lost this way.
Disanimation Valran Necromancy Level: Clr 8, Sor/Wiz 9 Casting Time: 1 standard action
Component: V Range: Close (25' + 5' / 2 levels) Effect: One or more undead creatures in a 15' radius sphere Duration: Instantaneous Saving Throw: None Spell Resistance: Yes. You may target a single undead creature with this spell or allow it to affect a group. When targeted on a single undead creature it is disanimated if has 100 or fewer hit points. Cast upon an area, disanimation destroys up to 100 hit points of undead within a 15-foot radius sphere where each member has fewer than 20 hit points. The spell will start with the weakest undead and work it's way up to the highest level undead. A caster may disanimate any number of creatures he created with other animation spells at any given time with this spell. These creatures cannot roll spell resistance against this spell.
Discombobulate Balcran Transmutation [Metamagic, Wild] Level: Magus 4, Sor/Wiz 4 Casting Time: 1 immediate action Components: V, S Range: Medium (100’+10’/ level) Target: 1 spell in casting. Duration: Instantaneous Saving Throw: None Spell Resistance: No Target spell becomes a mishap.
Discordant Dirge Sodran Necromancy [Metamagic, Sonic] Level: Brd 3 Casting Time: 1 standard action Components: V, S, Song Range: Personal Effect: 60' radius emanation Duration: While Sung Saving Throw: Will Neg. [see Text] Spell Resistance: Yes. When you sing the discordant dirge you must use one Bardic music ability use for the day. All spellcasters who hear this song must make a willpower save each round or be unable to cast spells until the song ends and four rounds after.
Diseased Weapon Sodran Necromancy [Disease, Enhancement] Level: Magus 5, Sor/Wiz 6, Corruption 6 Target: Weapon touched Duration: 1 minute / level As contagion except that diseased weapon is first cast upon a weapon and that weapon in turn may bestow a contagion upon any creature it strikes unless they succeed at a fortitude save. The duration refers to the time this spell lasts upon the weapon, not the time the disease itself lasts. (Weapons and items can only have one enhancement spell upon them at a time).
Disempower
Dissension in the Ranks
Valran Abjuration (Dispel) Level: Drd 4, Sor/Wiz 5 Target: One spell Duration: Instantaneous
Shunran Enchantment (Compulsion) [Mind-Affecting] Level: Clr 5, Discord 4 Casting Time: 1 standard action Components: V, S Range: Medium (100’+10’ / level) Target: 1 creature Duration: Instantaneous Saving Throw: Will Negates Spell Resistance: Yes
As dispel magic in the targeted dispel mode, except that disempower automatically dispels one target spell with the enhancement descriptor.
Disenchant Valran Abjuration (Dispel) Level: Brd 5, Clr 5, Inquisitor 5, Magus 5, Sor/Wiz 5 Target: One spell Duration: Instantaneous As dispel magic in the targeted dispel mode, except disenchant automatically dispels the target spell if its original caster can dismiss it, it has the curse descriptor, or it requires concentration. In addition, certain new spells in this book state they can be dispelled by disenchant in their descriptions.
Dispelling Screen Valran Abjuration (Dispel, Ward) [Triggered] Level: Clr 9, Sor/Wiz 8 Casting Time: 1 standard action Components: V, S Range: Medium (100’+10’ / level) Area: 20’ radius sphere Duration: 1 round / level (D)(R) Saving Throw: None Spell Resistance: No Whenever a spell or magic item enters a dispelling screen, the screen attempts to dispel the effect as per greater dispel magic. The screen only makes one attempt per spell per entry, but if a spell enters the screen, survives the dispel attempt, is removed and reintroduced to the screen it will try again. Spells in the area of the dispelling screen when it is first cast are not dispelled by the screen.
Displace Perspective Balcran Divination (Scyring) Level: Sor/Wiz 1 Casting Time: 1 standard action Components: V, S, M (a mirror shard) Range: Personal Target: You Duration: Concentration, up to 1 minute / level (D) You displace your point of view and are able to see as if your eyes were anywhere within 100 feet from your current position and looking in any direction. Once this point is chosen it cannot be changed. If you try to see into nearby rooms then be aware that 1 foot of wood or stone; 1 inch of metal; or lead and gold in any thickness stops this spell.
The creature you target attacks all creatures (friend or foe) it threatens with a melee weapon, as if it had the whirlwind attack feat.
Dissipate Balcran Abjuration (Dispel) Level: Sor/Wiz 7 Range: Medium (100'+10' / level) Target: 1 spell Duration: Instantaneous Saving Throw: Will Partial Spell Resistance: Yes (Partial) The target spell is countered and its caster makes a willpower saving throw. If this save is failed then all other preparations of that spell are lost, even if they have been altered with metamagic feats. Characters who do not prepare spells instead lose the ability to cast the spell until they rest eight hours. Spell Resistance may be rolled to stop this additional effect but if it is successful the target spell is still countered.
Divine Edict Balcran Abjuration (Dispel, Ward) Level: Clr 5, Inquisitor 5 Casting Time: 1 standard action Components: V, S Range: Touch Target or Targets: You and a touched evil creature from another plane, or you and a spell of a specific alignment or object. Duration: 1 round / level or until discharged. Saving Throw: see text Spell Resistance: Yes This is a set of five spells which must be learned or prepared separately (but see below). The effect of the spells is much the same, but the target alignment for each spell is different. In all cases when you cast the spell you are surrounded by shimmering energy. This energy has three effects. First, you gain a +4 deflection bonus from attacks from foes with the selected alignment. Second, upon completing a melee touch attack against a creature from the plane of that alignment you can choose to drive that creature back to
that plane. The creature can negate the effects with a Will save and spell resistance applies. This use discharges and ends the spell. Third, with a touch you can dispel a spell of that alignment spell that can be dispelled by dispel magic. This use discharges and ends the spell. Modifiers Communal (+2): You may affect multiple creatures you touch, dividing the duration by 1 round increments (or one minute increments if you use the extended modifier). Use of the dispelling or dismissal effects by one creature doesn't end this spell for the other creatures. Extended (+2): The duration becomes 1 minute / level. Modal Alignment(+2): You may choose the alignment you will affect with this spell at casting time rather than at preparation time or when you learned it.
Divine Rebuke Polyaligned Evocation (Invocation) [sonic] Level: Clr 7, Inquisitor 6 Casting Time: 1 standard action Components: V Range: 40' Area: Creatures which have any other alignment than yours in a 40' radius spread centered on you. Duration: Instantaneous Saving Throw: Will partial Spell Resistance: Yes.
Creatures whose hit dice exceed yours are unaffected by rebuke. Multialigned creatures which share an alignment with you are considered 2 HD higher than they actually are when determining the effect of the spell on them. For those affected the effects are as follows: Abora Minor: The creature is stunned for 1 round but defends itself normally. Major: The creature is staggered for for 2d6 rounds, save for half. Severe: The creature is paralyzed for 1d10 minutes, save to reduce to 1 round Deadly: The creature is destroyed if undead or a construct (even a golem), living creatures are permanently polymorphed into a squirrel or similar harmless varmit. Save negates. Balcra Minor: The creature is dazed for 1 round but defends itself normally. Save negates Major: The creature is fascinated for up to 2d6 rounds, save for half. Severe: The creature is paralyzed for 1d10 minutes, save to reduce to 1 round Deadly: The creature is feebleminded. Save negates, but the creature is dealt 3d6 damage + 1 point / caster level (max +25)
You must be have only one alignment to cast this spell. You issue words of rebuke in the name of your divine patron that harm your foes.
Shunra Minor: The creature is dazed for 1 round but defends itself normally. Save negates
Divine Rebuke is actually five spells, one for each alignment, and the alignment of the rebuke determines its effect. You can only use the form of rebuke that matches your alignment. Rebuke replaces blasphemy, dictum, holy word, and word of chaos in the core rules.
Major: The creature is shaken for 2d6 rounds, save for half.
When you are on your home plane outsiders within range of rebuke are banished unless they are from the plane of your alignment. This effect occurs whether they hear the rebuke or not. Creatures banished this way cannot return for at least 24 hours. This effect allows a will save to negate with a -4 penalty. Rebuke inflicts up to four statuses on the creatures who hear it which have alignments differing from yours. A successful will save negates or reduces these statuses, but for each alignment they have directly opposed to yours the save has a -2 penalty (-4 if they have both your opposed alignments). The effects are cumulative and based on relative hit dice as follows: HD Equal to caster level Up to caster level -1 Up to caster level -5 Up to caster level -10
Effect Minor Major Severe Deadly
Severe: The creature is confused for 1d10 minutes, save to reduce to 1 round Deadly: The creature is petrified. Save negates, but the creature is dealt 3d8 damage + 1 point / caster level (max +25) Sodra Minor: The creature is dazed for 1 round but defends itself normally. Save negates Major: The creature is weakened, its strength score dropping by 2d6 points for 2d4 rounds, save for half of each. Severe: The creature is paralyzed for 1d10 minutes, save to reduce to 1 round Deadly: The creature is killed if living, Undead and constructs are unaffected. Save negates, but the creature is dealt 3d8 damage + 1 point / caster level (max +25) Valra Minor: The creature is deafened 1d4 rounds, save negates Major: The creature is blinded 2d4 rounds, save for half
Severe: The creature is paralyzed for 1d10 minutes, save to reduce to 1 round Deadly: The creature is killed, or destroyed if undead. Constructs are unaffected. Save negates, but the creature is dealt 3d6 damage + 1 point / caster level (max +25)
Donate Balcran Transmutation [Metamagic] Level: Wiz 3 Casting Time: 1 standard action Components: V, S Range: Touch Target: A spontaneous caster Duration: 10 minutes / level (D) Saving Throw: Will Negates (Harmless) Spell Resistance: Yes (Harmless) You must expend a spell preparation as an additional cost to cast this spell. The targeted creature may cast this spell as if the spell was on their list of known spells so long as it is on their class spell list and they are high enough level to cast it. The sorcerer cannot alter the preparation you impart - it must be cast with the same modifiers and metamagic feats you attached, though the sorcerer doesn't need the feats to use the spell. The sorcerer can however elect to use higher level slots to cast the spell from.
Douse Balcran Evocation [Water] Level: Sor/Wiz 0 Casting Time: 1 standard action Components: V, S Range: Close (25' + 5' / 2 levels) Target: One object or creature Duration: Instantaneous Saving Throw: Fort ½ or None (Object) Spell Resistance: Yes (object) You bring to an end a fire up to the size of a good campfire (fire occupying a 5x5 foot base). This application has no save. You may also target a magical fire of the same size (or less), and the fire will be extinguished if you can make a caster level check as per dispel magic with a maximum bonus of +5. Finally, you can target a fire elemental or similar creature with this spell. It deals 1d6 damage to such creatures. This spell counters and is countered by ignite.
Drain Life Sodran Necromancy [Death] Level: Sor/Wiz 9 Casting Time: 1 standard action Components: V, S Range: Medium (100' + 10'/level) Target: 1 creature Duration: Instantaneous
Saving Throw: Fortitude ½ Spell Resistance: Yes Target creature loses 1d4 hit points per caster level to a maximum of 20d4. You are cured by the same amount up to your maximum hit point total. Excess points are gained as temporary hit points which remain for 1 round / caster level. Damage from this spell is negative planar energy damage. If you use this spell on an undead creature it’s effect will be reversed. A creature killed by drain life can only be restored through true ressurection, wish or miracle. The damage of this spell must be magically healed.
Dregs of Sorrow Sodran Enchantment (Compulsion) [Emotion] Level: Brd 2, Inquisitor 2, Magus 2, Sor/Wiz 3 Casting Time: 1 standard action Components: V, S Range: Medium (100’+10’ / level) Target: 1 creature Duration: 1 minute / level Saving Throw: Will Negates. Spell Resistance: Yes. The target creature loses all morale bonuses and cannot receive any for the duration of this spell. The creature also suffers a –2 morale penalty to all attack, damage, skill rolls and saving throws.
Dry Shunran Transmutation Level: Brd 0, Sor/Wiz 0 Casting Time: 1 standard action Components: V, S Range: Touch Effect: Creature or Object Touched Duration: Instantaneous Saving Throw: None (Object) or Fort Neg. Spell Resistance: Yes You drive all the water out of the clothing and possessions of a man-sized creature or object with the exception of completely contained liquids. Using this spell on a water elemental deals 1d6 damage to it.
Duress Sodran Transmutation [Metamagic] Level: Clr 3, Inquisitor 3, Magus 3, Corruption 2 Casting Time: 1 standard action Components: V, S Range: Close (25' + 5' / 2 levels) Target: 1 creature Duration: 1 round / level (D) Saving Throw: Will Negates Spell Resistance: Yes The subject of this spell is unable to use any spell on the top two tiers of his spell progression. Hence an 11th level wizard targeted by duress cannot use 5th or 6th level spells.
Early Harvest Ritual Aboran Transmutation Level: Drd 9 Components: V, S, M Casting Time: 1 day Range: Medium (100' + 10' level) Effect: All plants to the extent of the range. Duration: See text Saving Throw: None Spell Resistance: No
Whichever damage type you choose, the spell has the appropriate descriptor for that type. Modifiers Communal (+1): You may affect multiple weapons you touch, dividing its effect among them in 1 minute increments.
You must start this spell before sunrise, and its casting concludes one hour before sundown. During the casting all plants in the area of effect grow to their full harvest size.
Burst(+1): On a critical hit the weapon deals 2d10 bonus damage on a critical hit instead of 1d6 damage. If the critical multiplier of the enchanted weapon is x3, then the corrosive burst weapon deals 3d10 bonus acid damage
Material Component: Incenses worth 10,000 gp that are burned in the middle of the field to be affected.
Admixture (+2): You may add an additional damage type. You may apply this modifier repeatedly.
Earthbind Shunran Evocation [Force] Level: Drd 4, Magus 4, Sor/Wiz 5 Casting Time: 1 standard action Components: V, S, M (a small stitched web) Range: Long (400' + 40' / level) Target: 1 creature Duration: 10 minutes / level (D) Saving Throw: None Spell Resistance: Yes Tendrils of magical force reach out and pull the targeted creature to the ground with an effective strength of 30. The creature does not strike the ground hard enough to be harmed. While the creature is in contact with the ground the spell has no apparent effects. Any jump check made by the creature has a -20 circumstance penalty. A few creatures may possess the strength to resist this force, but until they land all their actions are hampered as if they where grappled by an unseen foe.
Elemental Infusion Shunran Transmutation [Enhancement, see text] Level: Clr 3, Inquisitor 2, Pal 2, Magus 2, Sor/Wiz 3 Casting Time: 1 standard action Components: V, S, (DF), M Range: Touch Target: Weapon touched Duration: 1 min / level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) This entry is for a set of six spells, one for each major damage property as follows: acid, cold, electricity, fire, force, sonic. The damage type is chosen when the spell is prepared or learned (but see modifiers below). The ensorceled weapon deals 1d6 bonus damage on a successful hit, and this damage is of the type applied. Bows, crossbows and slings enchanted by this spell confer this bonus to their ammunition.
Modal Spell (+1): You may choose what type of damage property you bestow on the weapon at casting time rather than when you learn or prepare the spell. Greater (+3): Double the dice. This includes the dice from admixtures and burst properties. Mass (+4): You may apply this bonus to a number of weapons within close range of you up to your caster level.
Energy Field Valran Abjuration (Ward) Level: Magus 3, Sor/Wiz 3 Casting Time: 1 standard action Components: V, S Range: Close (25’ + 5’ / 2 levels) Effect: Emanation to the extent of the range. Duration: 1 round / level (D)(R) Saving Throw: None Spell Resistance: No Damage dealing spells deal minimum damage to creatures within the area of effect.
Enlighten Valran Transmutation [Metamagic] Level: Clr X Range: Touch Effect: Spellcaster touched Duration: 1 minute / level (D) Saving Throw: Will Neg. (Harmless) Spell Resistance: Yes (Harmless) You imbue a spellcaster with the ability to spontaneously cast cure wounds at up to level X. They cannot use the modifiers of that spell.
Entropic Burst Shunran Transmutation [Wild] Level: Magus 5, Sor/Wiz 5 Casting Time: 1 standard action Components: V, S, M (a piece of a discarded toy) Range: Medium (100’+10’/level)
Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Will half Spell Resistance: Yes You send forth a burst of entropy, guiding the random changes toward a negative result, causing living matter to decay as though it were aging quickly. This entropic decay deals 1d6 points of damage per level (maximum 15d6) to living creatures. The effect of the decay is not severe enough to do more than tarnish nonliving creatures and objects. The burst passes through objects and non-living creatures harmlessly and can harm living creatures on the opposite side of barriers.
Entropic Wave Shunran Transmutation [Wild] Level: Sor/Wiz 9 Casting Time: 1 standard action Components: V, S, M Range: Medium (100’+10 ‘/level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Will half (object) Spell Resistance: Yes This spell works like entropic burst, but entropic wave is able to affect inanimate objects. The wave of entropic energy deals a maximum of 25d6 to creatures, and 1 damage per level (maximum 25) to objects, ignoring hardness. Since the wave passes through barriers, it can weaken entire areas, not just the surface of objects. This has the general effect of weakening metal enough that it can be broken like sturdy wood, weakening stone or crystal enough that it can be dug through like dirt, or completely reducing weaker structures to dust. Objects weakened in this way do not change in composition, only sturdiness. Decayed gold becomes gold dust, and ice merely turns to snow. Attended objects are unaffected if their bearer succeeds his save, but are weakened as normal if the bearer fails his save. Entropic wave can easily cripple a living creature and leave him naked and defenseless.
Eternal Respite Ritual Valran Necromancy Level: Clr 1 Components: V, S, DF Casting Time: 10 minutes Range: Touch Target: Body touched Duration: Instantaneous Saving Throw: None Spell Resistance: None The touched body cannot be animated or raised by raise dead. More powerful resurrection spells will work, but only if they are cast by a caster at least four levels higher than you.
Exsanguination Sodran Necromancy [Pain] Level: Clr 5, Inquisitor 5 Casting Time: 1 standard action
Components: V, S Range: Medium (100’+10’/level) Effect: One creature Duration: 1 round /level (D) Saving Throw: Fort Neg. Spell Resistance: Yes Double the damage of all bleed effects on the target.
Fanning the Flames Shunran Evocation [Fire, Metamagic] Level: Sor/Wiz 7 Casting Time: 1 standard action Components: V, S Range: Medium (100’+10’ / level) Targets: Fire spells in range Duration: 1 round / level (D)(R) Saving Throw: None Spell Resistance: No
Saving Throw: See Text Spell Resistance: No You command flames to move from point to point. As they move they may set other objects afire. The damage this spell deals is set by the size and intensity of the flame moved. Flame Size Candle Torch Small Campfire Large Campfire Bonfire
Damage 1d3 1d6 2d6 3d6 5d6
Fire spells cast in the area of effect are magnified, empowered and intensified as per the feats.
You can move the flame 30’ each round. Those in the path of movement make reflex saves to avoid the fire. All objects in the path make fortitude saves or catch afire. You may move the flames towards someone specific, if you do they do not make a reflex save – instead you make a ranged touch attack to hit them.
Final Punishment
Flaring Pain
Sodran Necromancy [Pain] Level: Inquisitor 6, Sor/Wiz 7 Casting Time: 1 standard action Components: V, S Range: Close (25' + 5' / 2 levels) Target: One creature Duration: 1 round Saving Throw: Fort ½ Spell Resistance: Yes
Shunran Abjuration (Ward) Level: Magus 6, Sor/Wiz 7 Range: Medium (100’+10’ / level) Area: Circle extending out to the range
At the end of this spell’s one round duration the target creature takes damage equal to the damage it suffered during the round.
Fissure Shunran Evocation [Force] Level: Drd 9 Casting Time: 1 standard action Components: V, S Range: Medium (100’+10’ / level) Effect: 10’ wide path out to the limit of the range Duration: 1 round Saving Throw: Reflex Neg. Spell Resistance: No You slam your fist or staff into the ground opening a fissure from that point to the extent of the range. This fissure is 10’ deep per 2 caster levels and those who fail their reflex saves fall in taking damage from the fall. This spell only works on unworked stone or earth, but even then it may open up hidden chambers beneath the caster.
Flame Guide Shunran Transmutation [Fire, Wild] Level: Magus 3, Sor/Wiz 4 Casting Time: 1 standard action Components: V, S Range: Medium (100'+10' / level) Effect: One flame per round Duration: 1 round / level
As antimagic field except it only suppresses conjuration (healing) effects.
Flickering Ward Valran Abjuration (Ward) [Wild] Level: Alchemist 3, Clr 3, Inquisitor 3, Magus 3, Sor/Wiz 3 Casting Time: 1 standard action Components: V, S, DF Range: Touch Target: One Creature Duration: 1 minute / level (D) Saving Throw: Will Neg. (Harmless) Spell Resistance: Yes (harmless) Whenever the target creature would be affected by a spell roll a d20 to determine a spell immunity for that creature. d20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Type No immunity Sodra Balcra Abora Shunra Valra Air Earth Water Fire Force Acid Cold Enchantment Necromancy Transmutation Conjuration Evocation
19 20
Mind Affecting All spells
Modifiers Communal (+1): You may affect multiple creatures you touch, dividing the duration by 1 minute increments. Greater (+2): Roll the d20 twice. Mass (+4): You may affect a number of creatures up to your level within close range, no two of which may be more than 30' apart.
Focus Valran Transmutation [Enhancement] Level: Alchemist 2, Inquisitor 2, Magus 2, Sor/Wiz 2 Range: Touch Target: Creature touched Duration: 1 minute / level (D) Saving Throw: Will Neg. (Harmless) The touched creature gains the ability to maintain impeccable calm in the face of stress. It gains a +10 enhancement bonus to concentration checks and a +2 enhancement bonus to saving throws against spells with the pain descriptor.
Focus of Hatred Shunran Transmutation [Emotion] Level: Rng 4 Range: Personal Target: You Duration: 1 round / level (D)
You disrupt the bearings of the affected creatures by causing the forest around them to obscure landmarks and signs of passing. The effect is much the same as a maze spell, but the affected creatures are trapped for a much longer period of time. Unlike maze, this spell doesn't transport it's victims anywhere and if they realize what is happening to them teleport and similar spells will allow their escape. Else they will continue to wander within a 1 square mile area of the forest you designate until the spell elapses. You cannot cast this spell outside a forest without a square mile area. The duration of the spell is set by the character's wisdom. For every two ranks of wilderness lore the victim has they can consider their wisdom to be 1 higher than it actually is for the purposes of this spell. If the spell is used on the group use the wisdom of the leader. Wisdom Under 3 3 4-5 6-8 9-12 13-15 16-17 18+
Time Trapped 2d4 days 1d6 days 1d4 days 5d4 hours 4d4 hours 3d4 hours 2d4 hours 1d4 hours
Forbid
If no attempt is made at escape the spell holds for 2 weeks. When the spell's effect ends the character will be on one edge of the spell's effect determined by the DM secretly and at random (roll d4 or a d8 and designate a compass point to each number). Because of this it is fully possible for a victim of this spell to continue to be lost after this spell runs its course.
Balcran Abjuration (Ward) Level: Sor/Wiz 5
Forest's Eyes
Total all your favored enemy bonuses and apply them against one favored enemy of your choice.
As antimagic field except forbid only affects one spell you name at casting. If the spell would function in an antimagic field it will not function in the area of forbid.
Force Void Balcran Abjuration (Ward) Level: Sor/Wiz 4 As antimagic field except that it only applies to spells with the force descriptor. It will also suppress wall of force (antimagic field does not normally suppress wall of force).
Forest Maze Aboran Enchantment (Compulsion)[MindAffecting] Level: Drd 6 Casting Time: 1 standard action Components: V, S Range: Close (25' + 5' / 2 levels) Targets: 1 creature / level Duration: See Text Saving Throw: None Spell Resistance: No
Aboran Divination (Scrying) Level: Drd 3 Casting Time: 1 standard action Components: V, S, DF Range: [see text] Effect: [see text] Duration: Concentration, up to 1 minute / level (D) Saving Throw: None Spell Resistance: No You touch a tree within a forest and are thereafter able to see from any other tree within that forest – For the purposes of this spell all the trees of a given forest are within 20’ of each other. If you choose to take a view from a tree at the edge of the forest you can only see objects within 20’ of that edge.
Form Lock Aboran Transmutation (Polymorph) Level: Drd 5, Inquisitor 5, Sor/Wiz 6 Casting Time: 1 standard action Components: V, S Range: Medium (100’+10’/level) Target: 1 creature
Duration: 1 minute / level (D) Saving Throw: Fort Neg Spell Resistance: Yes The target creature can’t change shape. If it is under another spell with the polymorph descriptor, that spell can’t be dispelled until this one is dispelled. This spell counters and is countered by corporeal instability.
Foul Presence Sodran Necromancy Level: Clr X, Inquisitor X, Sor/Wiz X Casting Time: 1 standard action Components: V, S Range: Medium (100’+10’/level) Area: An emanation centered on you extending to the limit of the range. Duration: 1 minute / level (D)(R) Saving Throw: None Spell Resistance: No Undead in the area of effect have turn resistance 2X.
Grasping Shadows Sodran Illusion (Shadow) Level: Magus 3, Sor/Wiz 3 As web except that the spell uses existing shadows act to impede movement instead of conjuring webs. Areas of total darkness in the area of effect are as solid stone to those within, while deep shadows create twice the penalties of a standard web spell. Obviously the grasping shadows can’t be set afire, but they can be driven back by any light source and they don’t affect creatures carrying any light at least as strong as a torch.
Gratuitous Violence Shunran Transmutation [Enhancement] Level: Alchemist 5, Magus 5, Sor/Wiz 5, Discord 5 Casting Time: 1 standard action Components: V, S Range: Close (25’ + 5’ / level) Target: 1 creature Duration: 1 round / level Saving Throw: Will Neg. (see text) Spell Resistance: Yes (see text) All successful melee attacks dealt to or received by the target creature are treated as critical hits. If a normal critical hit is rolled increase its multiplier by one. A saving throw or spell resistance against this spell is made by the target creature. Once the spell is in place the creatures fought by the target creature do not get saves against the critical hits they take from or inflict on the target creature. Modifiers
Communal (+2): You may affect multiple creatures in range, dividing the duration by 1 round increments. Mass (+4): You may affect a number of creatures up to your level within close range, no two of which may be more than 30' apart.
Greed Sodran Enchantment (Compulsion) [Curse, Emotion, Mind-Affecting] Level: Clr 3, Sor/Wiz 3 This spell works like bestow curse except it imparts a compulsion of greed upon the creature causing it to steal at all opportunities and go out of its way to amass wealth at the cost of all other concerns.
Hatred Sodran Evocation (Invocation) [Death] Level: Clr 3, Inquisitor 3 Casting Time: 1 standard action Components: V, S Range: Touch Target: Creature touched. Duration: Instantaneous Saving Throw: Fort Neg You call upon the spite and hate of your patron to allow your blow to kill a foe at any cost. When you deliver the touch of hatred you and your foe makes a fortitude save. If they fail they take damage equal to their own hit dice, fortitude save for half. You take damage equal to their hit dice, fortitude save for half, regardless of whether or not they save.
Groom Valran Transmutation Level: Brd 0 Casting Time: 1 standard action Component: V, S, M (soap) Range: Personal Target: You Duration: Instantaneous [See text] This spell drives off all dirt, grime and odor from you, your clothing and equipment. Being exceptionally well-groomed offers a +2 circumstance bonus to diplomacy and perform checks. The action of the spell is instantaneous. The bonuses last until the character gets dirty again, but no more than a few hours in any event.
Halt Valran Transmutation [Metamagic] Level: Clr 2, Inquisitor 2 As abeyance, but the creature also cannot use spell-like abilities, supernatural abilities, or activate a magic items.
Harden Snow Aboran Transmutation [Cold] Level: Drd 2, Rng 1 Casting Time: 1 standard action Components: V, S, DF Range: Medium (100’+10’ / level) Area: Circle with a 10’ radius / level Duration: Instantaneous Saving Throw: See Text Spell Resistance: No Snow on the ground is turned into slick ice. The effect on creatures moving in the area is the same as that caused by a grease spell, but the hardened snow will remain until it melts or the next snowfall. To be effectual there must already be 4” of snow on the ground. Characters in the area of this spell may be rooted to the spot they stand by the hardened snow. They must make a STR check DC 15 + 2 / inch of snow beyond the first four to break free.
Hollow Tree Ritual Aboran Transmutation Level: Drd 4 Components: V, S, DF Casting Time: 10 minutes Range: Touch Effect: Tree touched Duration: 1 day / level Saving Throw: None Spell Resistance: No You create an extradimensional pocket inside a tree that can hold up to 1 cubic foot of material / caster level. You can place items into and take items from this spell at will. If any objects are inside the tree when the duration expires the items are expelled to the ground at the base of the tree. If the tree is destroyed the items are flung into the æther plane.
Holy Valran Evocation (Invocation) Level: Clr 9 Casting Time: 1 full action Components: V, S, (DF) Range: Close (25' + 5' / 2 levels) Target: One creature Duration: Instantaneous Saving Throw: Fort ½ Spell Resistance: Yes You must be purely Valran aligned to cast this spell. Your patron sends a bolt of pure positive energy strikes down from the heavens upon one foe. The spell does nothing to a Valran aligned divine caster or paladin, 10d6 to a Valran aligned foe, 15d6 to a Balcran or Aboran foe, 20d6 to a Shunran or Sodran foe, 25d6 to a Shunran or Aboran divine caster and 30d6 to any undead.
Humble Valran Enchantment (Compulsion) [MindAffecting] Level: Clr 6, Inquisitor 6 Casting Time: 1 standard action Components: V, S, M Range: Close(25’+5’ / 2 levels)
Targets: 1 creature Duration: 1 minute / level (D) Saving Throw: Will Neg. Spell Resistance: Yes. The target creature is rendered unable to use any class ability and has its class base attack bonus and saving throws set to 0 (bonuses to attacks and saves due to race are unchanged). Modifiers Communal (+3): You may affect multiple creatures in range, dividing the duration by 1 minute increments.
Imaginary Pet Balcran Illusion (Figment) Level: Sor/Wiz 2 Casting Time: 1 standard action Components: V, S, M Range: Close (25’ + 5’ level) Effect: Illusory creature Duration: Concentration Saving Throw: Will Negates Spell Resistance: No You create a illusory creature with twice your hit dice, up to 10 HD. The creature attacks and defends as you direct and appears perfectly normal, but when the spell ends all damage it appeared to deal disappears, as does damage dealt to those who disbelieve in the imaginary pet.
Incinerate Shunran Evocation [Fire] Level: Magus 3, Sor/Wiz 4 Casting Time: 1 standard action Components: V, S, M Range: Long (400' + 40' / level) Target: One creature or object Duration: 1 round / level Saving Throw: Fortitude Partial (See Text) Spell Resistance: Yes You throw a small fiery orb at a creature. Make a ranged touch attack. If you hit the orb deals 1d6 points of damage / caster level, maximum 15d6. The affected creature then makes a fortitude save and if it fails it can't heal the damage of this spell for the duration of the spell. Material Component: A polished coal stone.
Infliction Sodran Necromancy [Pain] Level: Clr X, Inquisitor X Range: Touch Effect: Creature Touched Duration: Instantaneous Saving Throw: Will Half Spell Resistance: No With a touch you channel negative energy which inflicts wounds upon a
living creature for Xd8 + your caster level in damage (max 5X). Since undead thrive on this energy, the touch of this spell cures them. Modifiers Ritual (+0): You can cast this spell as a 1 minute ritual to change the die to d12 (Usually only practical with undead). Communal (+2): You may affect multiple creatures you touch, dividing the dice among the creatures as you see fit. All the dice rolls gain the same modifier for your caster level. Mass (+4): You may affect a number of creatures equal to your caster level in close range of you. No two of the creatures to be affected may be more than 30' apart. The maximum bonus for caster level is +25.
Intangibility Balcran Illusion (Glamer) Level: Alchemist 6, Bard 6, Inquisitor 6, Magus 6, Sor/Wiz 6 As invisibility, except that it is far more powerful. In addition to masking the recipient from sight, it masks sounds, scents, and all manners of vibrations from the subject. Further the subject cannot be detected by magical means short of limited wish or more powerful magic. True seeing doesn’t penetrate intangibility nor will the spell be broken by invisibility purge. The subject can’t be seen by creatures normally able to see invisible objects nor can the subject be detected by blind-sight or tremorsense. Intangibility has some weaknesses incurred by its power. The spell partially shifts the recipient to the æther plane. Because of this the recipient can’t open doors, put up or manipulate objects, or effect any change upon objects or creatures on the material plane while the spell is in place. Barriers which block the passage of ætheral creatures also block intangible creatures. Modifiers Communal (+1): You may affect multiple creatures you touch, dividing the duration by 1 minute increments. Sphere (+3): All creatures you choose in a 10' radius sphere are affected, though they retain the ability to see each other.
Inviolability Valran Abjuration (Ward) Level: Clr 9, Guardian 9 Casting Time: 1 standard action Component: V, S, DF Range: Touch Target: One living creature Duration: 1 round / level (D) Saving Throw: Yes (Harmless) Spell Resistance: Yes
The touched creature gain damage reduction of 25/– (It ignores the first 25 points of damage dealt to it on each attack).
Jibber Jabba Ritual Balcran Transmutation [Wild] Level: Brd 2 Casting Time: 1 minute Components: V, S Range: Close (25’+ 5’ /2 levels) Target: Up to 1 creature / level, no two of which can be more than 30 ft. apart Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) All affected creatures have their words replaced by semi-random other words, producing speech that seems garbled and riddled with slang and lingo, but potentially understandable. In truth, the words are almost indecipherable, and only those affected by jibber jabba can understand each other. Each language sounds different when its speaker is affected by this spell, so if the affected creatures did not beforehand speak a common language, jibber jabba does not allow them to all understand each other. A successful linguistics check against the spell's normal save DC + 10 allows a listener to understand the speakers of jibber jabba, assuming he’s fluent with the base language being spoken. For instance, if a group of elves and dwarves were all affected by this spell, the elves and dwarves could only understand each other if they spoke the same language. Likewise, a skilled listener might be able to understand their speech if he already spoke Elvish or Dwarvish.
Last Breath Ritual Valran Necromancy [Death] Level: Clr 9 Casting Time: 10 minutes Components: V, S Range: Touch Target: One creature Duration: 1 day Saving Throw: Will negates Spell Resistance: Yes The subject of this spell dies if they fail their saving throw, but their spirit does not move on. Instead it is free to move about as a ghost for the duration of the spell (apply the ghost template to the character). At the end of the duration of the spell the subject is automatically raised and does not suffer the normal penalties for being returned from the dead including (but not limited to) level loss. If the body is destroyed while the spirit is departed the raise effect at this spell's conclusion fails.
Lay of the Land Ritual Aboran Divination (Scrying) Level: Inquisitor 1, Rng 1 Casting Time: 1 minute Components: V, S
Range: Personal Target: You Duration: Instantaneous During the casting of this spell you can rapidly choose a path from you current location to a destination up to 5 miles distant per caster level. The spell reveals the lay of the land to you and it's natural hazards and obstacles such as cliffs and rivers – artificial structures along the path and any creatures present are not revealed.
Light of Day Valran Evocation (Invocation) [Light] Level: Clr 4, Inquisitor 3, Pal 3 Casting Time: 1 standard action Components: V, S, M, DF Range: Personal Effect: 60’ emanation. Duration: 1 round / level (D) Saving Throw: Will Partial [see text] Spell Resistance: Yes You release a sunstone that hovers out above your head at 10 feet from the ground and glows with a burning light that drives back undead creatures. Each round all undead in the area of effect must make a willpower save to be able to move at all, and even if they save all movement they make must be away from the origin of the light. Nonmovement actions attempted by the undead have a –4 holy penalty. Material Component: A sunstone worth 100 gold pieces. Modifiers Wrath of Light (+1): The spell deals 1d6 damage to the undead in the area each round for each time this modifier has been applied. Vampires take double damage from this effect.
Limited Resources Valran Abjuration (Ward) [Metamagic] Level: Magus 4, Sor/Wiz 4 Casting Time: 1 standard action Components: V, S Range: Medium (100’+10’/level) Area: Emanation out to the extent of the range Duration: 1 round / level (D) Saving Throw: None. Spell Resistance: No. All spells cast in the area of effect are limited to their minimum caster level and effect roll.
Lycanthropic Curse Aboran Transmutation (Polymorph) [Curse] Level: Sor/Wiz 4 As bestow curse except that the effect of lycanthropic curse is to afflict the subject with wererat or werewolf
lycanthropy. Also, in order to work against this spell remove curse must be cast upon the subject while she is in her alternate form. Lycanthropic curse can’t be dispelled while dormant. The lycanthrope created by this spell cannot transfer his condition on others. Modifiers Conference (+2): The victim can transmit their curse as a true lycanthrope, but those victims cannot transmit the curse further. Greater Form (+1): The victim is cursed with werebear, wereboar, or weretiger lycanthropy (Bestiary 2)
Mage Armor Core Rulebook This spell has an additional modifiers Modifiers Communal (+1): You may affect multiple creatures you touch, dividing the duration amoung them in 1 hour increments. Bolstered (+1): Increase the armor bonus granted by the spell by +2 for each time this modifier is applied.
Mage's Guess Balcran Divination (Insight) [Wild] Level: Sor/Wiz 0, Brd 0 Casting Time: 1 standard action Components: V Range: Long (400' + 100' / level) Effect: [see text] Duration: Instantaneous Saving Throw: No Spell Resistance: None You may estimate the number of objects or creatures of a kind you observe within the area of effect. You do not need to see all the members, but you must be able to see the majority - hence you could estimate the number of trees in a forest grove, but not the number of pixies hiding there since you cannot see the majority (or often even any) of the pixies. The number returned by the spell is rounded to the highest magnitude factor of the number. That is, if there are 967 trees in a grove, the spell returns 1000. If there are 23,792 coins in a dragon horde, the spell returns 20,000. Using the spell on small groups is largely pointless since a nonmagical count will be more accurate.
Magic Missive Ritual Valran Enchantment (Compulsion) [MindAffecting] Level: Clr 6 Components: V, S, M Casting Time: 10 minutes Range: Touch Target: A surface written upon Duration: 1 day / level Saving Throw: Will Negates Spell Resistance: Yes.
As suggestion except magic missive is written on a surface and those who read it will be affected if they fail their willpower save. The message remains where written for the duration. Creatures which fail their save follow the suggestion for as long as it takes to carry out, but no more than 1 minute / level of the caster.
When assigning penalties to perception checks for range divide the distance by the magnification factor.
The casting time of this ritual can be extended out to eight hours to make the spell permanent.
Valran Transmutation Level: Clr 9 Casting Time: 1 full action Range: Medium (100’+10’ / level) Targets: All creatures in range Duration: 1 round / level (D) Saving Throw: None Spell Resistance: Yes (see text)
Magnetism Balcran Transmutation Level: Drd 5 Components: V, S, M Range: Medium (100’+10’ / level) Area: 60’ circle Duration: 1 round / level (D)(T) Saving Throw: See Text Spell Resistance: No
Arcane Focus: A small hand lens worth 100 gp.
Manifest Probability
Attack rolls and saving throws that would hit on a roll of 11 or more hit automatically. Attack rolls and saving throws that would not hit on a roll of 11 or more miss automatically.
The ground in the affected area becomes magnetic. Metal melee weapons size small or smaller have a –2 penalty on all attacks, Thrown metal weapon cannot be thrown further than 10 feet and have a -4 to hit. Arrows with metal arrowheads strike the ground after traveling 20 feet in the area of effect and have a –4 penalty to hit.
Spell resistance against this effect is rolled on its onset. If failed the creature is under the sway of this spell, otherwise it rolls normally. It can still be affected by the rolls of others under the spell.
Medium metal weapons have a –4 penalty to hit. An additional –4 penalty to hit is assessed for every size category increase thereafter (so a size L mace has a –12 penalty to hit). They cannot be used as effect thrown weapons as, once released, they will hit the ground almost immediately.
Ritual Aboran Divination (Scrying) Level: Rng 2 Casting Time: 1 minute Components: V, S Range: [see text] Target: [see text] Duration: Instantaneous Saving Throw: Will Neg. Spell Resistance: Yes
Light metal armors slow their wearers as per the spell. Characters in heavy metal must make a fortitude save adjusted for strength instead of constitution in order to move each round. The GM should adjust these penalties for armors and weapons of mixed compositions (i.e. an ironshod quarterstaff should be treated as a “small” weapon even though it is large since most of it is wood). Material Component: A lodestone.
Magnify Sight Aboran Divination (Sensory) Level: Alchemist 1, Drd 1, Rng 1, Sor/Wiz 2 Casting Time: 1 standard action Components: V, S, F/DF Range: Personal Target: You Duration: 1 minute / level (D) You gain the far seeing ability of birds of prey. At 1st level this spell provides a 2x magnification factor, and for each additional level the magnification the spell provides increases by one (So at 5th level you are able to see as if 6x closer than you actually are) to a maximum magnification power of 10x.
Mark to the Maker
You touch a marking (including writing), track or other sign of a creature's passing and try to get a mental picture of the creature that left it so long as that creature is on the same plane.
Mask Balcran Illusion (Glamer) Level: Sor/Wiz 0, Brd 0 Casting Time: 1 standard action Components: V, S, M (a face cloth) Range: Personal Target: You Duration: 1 minute / level (D) You alter your face to any appearance possible within your own race so long as that appearance does not precisely match any individual. Thus you can add a beard, scarring, change your eye color, hair color, etc. This grants a +5 circumstance bonus to disguise checks.
Matacha's Edict Valran Evocation (Invocation) Level: Clr 9 Casting Time: 1 standard action Components: V, S, DF Range: Personal
Effect: A 90’ radius sphere Duration: 1 round / level (R) Saving Throw: Fort Neg. [see text] Spell Resistance: Yes You create a field of positive energy that severely hampers and can potentially destroy undead creatures. Each round all undead in the area must make a fortitude save or gain a positive energy level (This affects them as negative energy levels affect the living).
Meltdown Shunran Transmutation [Fire] Level: Magus 3, Sor/Wiz 3 Casting Time: 1 standard action Components: V, S Range: Touch Target: One metal object Duration: Instantaneous Saving Throw: Will Neg. or none (object) Spell Resistance: Yes or no (object) You melt a non-magical metal object to useless slag – if it is unattended it has no saving throw. The melting of armor deals 1d6 / caster level to the wearer (max 10d6) and held objects deal one quarter this damage if their holder doesn’t quickly drop them (reflex save DC 20). Modifiers Extend( +1 ): Change the range to close (25' + 5' / 2 levels
Mind Burn Shunran Evocation [Metamagic] Level: Magus 4, Sor/Wiz 4 Casting Time: 1 standard action Components: V, S Range: Close (25’ + 5’ / level) Target: One creature Duration: Instantaneous Saving Throw: Will ½ Name an alignment. For each spell the target creature has prepared that has the named descriptor, that creature is dealt 2 damage, willpower save for half.
Mishap Shield Balcran Abjuration (Ward) [Wild] Level: Alchemist 2, Clr 2, Magus 2, Sor/Wiz 2 Casting Time: 1 standard action Components: V, S Range: Personal Target: You Duration: 1 minute / level (D) or until discharged.
Target: You Duration: 10 minutes / level You temporarily learn how to cast a spell of X level off a scroll. The spell is removed from the scroll.
Nightshroud Sodran Evocation [Darkness] Level: Clr 5 As deeper darkness except you and undead creatures aren’t affected.
No Rest for the Wicked Sodran Necromancy Level: Clr 4, Sor/Wiz 5 Casting Time: 1 standard action Components: V, S Range: Close (25’ + 5’ / 2 levels) Target: One or more corpses in range. Duration: 1 round / level (D) Saving Throw: None Spell Resistance: No This spell returns unlife to a number of corpses up to twice your level in hit dice. Those corpses must have been previously animated and destroyed via hit point loss on the same day this spell is cast. Corpses that have been utterly destroyed (through fire, disintegration, high level turning, etc.) cannot be restored by this spell. When this spell ends all corpses animated by it turn to dust.
Oathbind Ritual Valran Divination (Insight) Level: Clr X, Inquisitor X, Pal X, Sor/Wiz X Casting Time: 10 minutes Components: V, S, (DF) Range: Touch Targets: Two or more willing subjects. Duration: Permanent until discharged Saving Throw: None Spell Resistance: No Used to secure important contracts, oathbind monitors the faithfulness of each party to a contract or oath. In many areas certain high level oaths of fealty must be secured by an oathbind spell. During the casting the parties to the oath must be present and then state their oaths, or sign their name to a contract and swear to fulfill it. The power of the oath escalates with the level you cast it from. These powers are cumulative.
4th level: Breaking the oath no longer ends the spell. The spell cannot be dispelled by dispel magic but can be removed by disenchant, break enchantment or higher level magic. 5th level: The parties are placed under lesser geas to follow the terms of the oath. 6th level: For ten minutes after a any breaking of the oath the other parties may scry on the oathbreaker. 7th level: A spell 3rd level or lower can be set to trigger on the oathbreaking party each time the oath is broken. The oath breaker has no save against this effect. 8th level: All parties are geased. The spell can only be removed by wish, miracle or mage's disjunction. 9th level: Increase the maximum level of the punative spell gained at 7th spell level to 6th level.
One with Nature Aboran Divination (Scrying) Level: Drd 8 Casting Time: 1 standard action Components: V, S Range: Personal Area: 1 mile / level Duration: Concentration You can see and hear from the eyes and ears of any animal in the spell’s range. You can search from this deluge for a specific object or creature, and if any animal is observing it you can then hone in on what that animal sees. You can only hone in on one creature at a time.
Pacifism Valran Enchantment (Compulsion) [Emotion, Mind-Affecting] Level: Brd 2, Clr 3, Inquisitor 3, Sor/Wiz 3 Range: Medium (100’+10’/level) Target: One creature Duration: 1 round / level (D) Saving Throw: Will Neg. The target creature goes to total defense and can take no actions other than movement or speaking. Modifiers Communal (+2): You may affect multiple creatures in the range, dividing the duration by 1 round increments.
Counter the next unintentional mishaped spell targeting or affecting you. If this spell itself mishaps, it counters itself.
1st level: Each party of the oath knowledge if any particular action will break their oath, but they may not necessarily know why. The spell ends if the oath is broken.
Mnemonic Absorption
2nd level: All parties are aware of when the oath is broken, or if the spell was suppressed or dispelled.
Mass (+4): You may affect a number of creatures equal to your caster level.
3rd level: All parties are aware of where the oathbreaker is.
Pain Touch
Balcran Transmutation [Metamagic] Level: Sor X Casting Time: 1 standard action Components: V, S, F (a spell scroll) Range: Personal
Sodran Necromancy [Mind Affecting, Pain]
Level: Inquisitor X-1, Magus X, Sor/Wiz X Casting Time: 1 standard action Component: V, S, F Range: Touch Target: One living creature Duration: 1 round / level (D) Saving Throw: Varies
Mass (+4): You may affect a number of creatures equal to your caster level.
The touched creature experiences distracting pain to severe pain depending on the level you cast this spell from, escalating as follows:
As magic missile, with double damage to Balcra creatures.
1st level: Target takes a penalty to concentration checks equal to your level (max 5X) 2nd level: The touched creature is sickened. 3rd level: The touched creature takes a penalty to all rolls equal to the spell's level (starting with a -3 penalty at third). 4th level: The touch stuns the creature. At the beginning of each of their turns they can make a willpower save to end this effect. 5th level: As above but the willpower save only ends the effect for that round. 6th level: The subject is staggered.
Parch Shunran Evocation [Fire] Level: Sor/Wiz 2
Pestilence Sodran Necromancy [Disease] Level: Clr 5, Magus 4, Sor/Wiz 4 Casting Time: 1 standard action Components: V, S Range: Medium (100’+10’/level) Area: All creatures in range Duration: 1 round / level (D) or Ritual Saving Throw: Fort Neg. [see text] Spell Resistance: Yes. Every round all creatures in the area of effect must make a fortitude save or take 1d6 damage and be sickened. Creatures immune to disease are immune to pestilence.
7th level: The subject is nauseated.
Planar Collapse
8th level: The subject must save at the beginning of each of their turns fall helpless and unable to act other than to scream.
Ritual Valran Evocation Level: Clr 9, Sor/Wiz 9 Components: V, S, DF, M Casting Time: 10 minutes Range: Special Effect: One demi-plane Saving Throw: None Spell Resistance: No
9th level: The subject takes 5d6 damage / round, save for half on each round. An inquisitor must choose a minimum value of 2 for X. Arcane Focus: A wax doll. If the doll has hair or blood from the target the spell has a -4 penalty to saving throws against its effects.
Paranoia Sodran Enchantment (Charm) [Mind Affecting] Level: Clr 2, Inquisitor 2, Discord 2 Casting Time: 1 standard action Components: V, S Range: Close (25' + 5' / 2 levels) Target: One creature Duration: 1 hour / level (D) Saving Throw: Will Negates Spell Resistance: Yes. The subject believes that every creature around him is a long time enemy and behaves appropriately for the duration of the spell. The spell does not over-ride other charm effects so if the subject is charmed by the caster then made paranoid he will honestly believe that the caster is his only true friend and that all others are enemies. Modifiers Communal (+2): You may affect multiple creatures in the range, dividing the duration by 1 round increments. Puppet Strings (+2): Add a charm person effect upon the subject.
This ritual causes the collapse of a demiplane created by mortal magic (divine planes are unaffected by mortal magic such as this). All creatures within this plane that aren't native to it are expelled into the æther plane, as are you. All creatures native to the plane are destroyed. You must be upon the plane to be destroyed to cast this spell. If the plane is permanent your level must exceed the level of the creator of the plane to be destroyed. Material Component: A gemstone of any type worth 1000 gp per year the demiplane to be destroyed has existed.
Power Sink Balcran Abjuration (Dispel) Level: Sor/Wiz 6 Casting Time: 1 immediate action Range: Medium (100'+10' / level) Target: A spell Duration: 1 round / level Saving Throw: Will Partial Spell Resistance: Yes. Counter target spell, then its caster makes a willpower saving throw or cannot use spells for the duration of power sink. Spell resistance can be rolled to escape this secondary effect.
Power Wave Shunran Evocation [Force] Level: Magus 4, Sor/Wiz 4 Casting Time: 1 standard action Range: Medium (100’+10’ / level) Effect: 5’ path extending to the extent of the range Duration: Instantaneous Saving Throw: Ref ½ Spell Resistance: Yes You slam your fist or staff into the ground creating a shockwave that strikes all creatures in a straight path from you. This shockwave deals 1d6 / level (max 10d6) and those who fail their save are stunned and knocked prone.
Price of Progress Shunran Evocation [Force] Level: Drd 6 Casting Time: 1 standard action Components: V, S Range: Medium (100’+10’ / level) Target: One Creature Duration: Instantaneous Saving Throw: Fort ½ Spell Resistance: Yes The targeted creature is dealt 1d6 damage for each magic item it carries other than a potion or scroll.
Protective Ward Valran Abjuration (Ward) Level: Brd 1, Clr 1, Drd 1, Inquisitor 1, Pal 1, Rng 1, Sor/Wiz 1 Casting Time: 1 standard action Components: V, S, (DF) Range: Touch Target: Creature Touched Duration: 1 min / level Saving Throw: Will Negates (harmless) Spell Resistance: No (see text) By means of this spell you create a magical barrier around the subject that extends out to 1' away from them that wards from attacks and mental control attempts from creatures and effects of a specific alignment. You must choose the alignment you wish to ward when you prepare or learn the spell (and in this latter case the choice is permanent, but see below). There are three major effects to the most basic version of the protective ward. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures of the specified alignment. Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment
(charm) effects and enchantment (compulsion) effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by creatures, objects, and spells of the specified alignment. So long as the creature possesses the specified alignment it is warded regardless of whatever other alignments it has. Third, the spell prevents bodily contact by summoned creatures of the chosen alignment. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. If the summoned creature has multiple alignments it is still warded so long as it possesses the alignment you chose. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature, but it is checked only once per casting and if it fails it cannot be retried. Modifiers Communal (+1): You may affect multiple creatures you touch, dividing its effect among them in 1 minute increments. Circular Area (+2): You may prepare this spell two levels higher to extend the range from the touched creature out to 10', or you may designate a center point that does not move. All creatures within the area gain the benefit of the spell, summoned creatures cannot enter the area but if they were already present they are not forced away. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Entrapment (+0): You may reverse the direction of the ward - rather than keep the warded creatures out, it keeps the warded creatures in the area. You must use this mode with the Circular area mode. When so focused, the spell binds a called creature of the specified alignment (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection spell for that creature only.
A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has Spell Resistance, it can test the trap once a day. If you fail to overcome its Spell Resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through such means. You can prevent the creature's extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. You can cast this mode as a ritual, adding a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its Spell Resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram - even a straw laid across it. The creature itself cannot disturb the diagram either directly or indirectly, as noted above. Modal Alignment(+2): You may choose the alignment you will affect with this spell at casting time rather than at preparation time or when you learned it. Mass (+4): You may affect a number of creatures equal to your caster level in close range of you. No two of the creatures to be affected may be more than 30' apart.
Prophecy Balcran Divination (Insight) Level: Clr 8, Ancestor 8 As divination, but you are able to see a number of months into the future equal to your level instead of a week into the future. The prediction you receive is in any event likely to be vague and subject to interpretation and in any event the DM controls all information you receive.
Purge Valran Necromancy Level: Clr 7, Inquisitor 6 As finger of death except that instead of affecting living creatures it affects constructs and undead; and it is not a death effect.
Purify Valran Abjuration (Dispel) Level: Sor/Wiz 9 Range: Close (25’ + 5’ / level) Area: All spells and magic items upon one creature Duration: Instantaneous As mage's disjunction except that it's restricted to the magic spells and items upon one creature and doesn’t affect artifacts or antimagic fields.
Pyroclastic Burst Shunran Evocation [Fire] Level: Magus 1, Sor/Wiz 2 Range: Medium (100’+10’ / level) Area: 10’ radius burst You must expend a spell slot as an additional cost to cast this spell. This spell works as fireball with the exceptions noted above and your level does not determine the damage. Instead pyroclastic burst deals 2d6 damage / level of the expended spell.
Pyroclastic Flow Shunran Conjuration (Creation) [Fire] Level: Sor/Wiz 9 Casting Time: 1 standard action Components: V, S Range: Medium (100’+10’ / level) Area: Cone to the extent of the range Duration: Instantaneous Saving Throw: Reflex ½ Spell Resistance: Yes A pyroclastic flow is a cloud of volcanic ash and rock superheated to thousands of degrees. It is one of the most ominous and frightening displays of an eruption. This spell conjures a miniature version of this cloud that deals 1d6 damage / level (max 25d6) to all unfortunate to be caught in its area.
Quick Shunran Transmutation [Time] Level: Sor/Wiz 1 Casting Time: 1 standard action Components: V, S Range: Close (25’ + 5’ / 2 levels) Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) The creature you target with this spell gains a small burst of speed. If they haven't acted already this round they gain a full action immediately after you finish this spell and their initiative changes to match yours. If they've already acted this round they gain an extra move equivalent action for the round and their initiative changes to match yours. A creature which has already taken an action due to a prior casting of this spell only has its initiative count changed and gains no additional actions.
Radiate Shunran Evocation [Metamagic] Level: Sor 9 Casting Time: 1 immediate action Components: V, S, (M) Range: Medium (100’+10’ / level) Target: One spell [see text] Duration: Instantaneous (see text) Saving Throw: None Spell Resistance: No You target a spell which itself targets only one creature or object and copy it’s effect to a number of creatures or objects within 30’ of the original. You must expend an additional spell slot of the same or greater level than the target spell for each additional target. If the target spell has a material component with a stated value you must be supply a copy of this component for each copy of the spell you create.
Rampage Aboran Transmutation [Enhancement] Level: Rng 2 Casting Time: 1 standard action Components: V, S Range: Personal Effect: 60' radius Duration: 1 minute / level (D) You can’t be flanked by your favored enemies unless they are rogues with 4 more levels than you. For each favored enemy that would be flanking you gain a +1 bonus to attack and damage against them.
Ray of Command Valran Enchantment (Compulsion) [MindAffecting] Level: Brd 2, Inquisitor 3, Sor/Wiz 3 Casting Time: 1 standard action Components: V, S Range: Medium (100'+10' / level) Target: One humanoid creature medium size or smaller
Duration: 1 round Saving Throw: Will Neg. This spell is a single round dominate person effect. You make a ranged touch attack roll and if you hit the creature makes a willpower saving throw. If they fail they immediately perform one action of your choosing that can be completed in one round subject to the limitations of dominate person. Their initiative changes to match yours for the remainder of the combat.
Reaching Weapon Shunran Evocation [Enhancement, Force] Level: Magus 1, Sor/Wiz 2 Casting Time: 1 standard action Components: V, S Range: Close (25' + 5' / 2 levels) Target: One Weapon Duration: 10 minutes / level (D) Saving Throw: Will negates (harmless, object) This spell imbues a weapon with an additional 5' of reach. This reach takes the form of a flash of force energy that comes off the tip of the weapon to strike the foe as if the weapon had struck the foe. (Weapons and items can only have one enhancement spell upon them at a time). Modifiers Communal (+1): You may affect multiple weapons you touch, dividing the duration by 10 minute increments. Greater I (+2): The reach goes out to 10'
or sleep and so cannot naturally heal or regain spells. Creatures that do not sleep (dragons, elves but not half-elves) are immune to this curse.
Reflect Gaze Valran Abjuration (Ward) Level: Alchemist 3, Inquisitor 3, Sor/Wiz 3 Casting Time: 1 standard action Components: V, S, M (A mirror shard) Range: Touch Target: Creature Touched Duration: 1 min / level (D) Saving Throw: Will Neg. (Harmless) Spell Resistance: Yes (Harmless) [see text] The touched creature has a +4 bonus to its saves against gaze attacks. Creatures with gaze attacks that meet the warded creature’s gaze must save against their own gaze power or be affected even if they are normally immune. They can’t roll spell resistance against their own gaze attack Modifiers Communal (+1): You may affect multiple creatures you touch, dividing the duration by 1 minute increments. An alchemist cannot use this modifier. Mass (+4): You may affect a number of creatures equal to your caster level in close range with no two of the creatures more than 30' apart. An alchemist cannot use this modifier.
Greater II (+4): The reach goes out to 15' Greater III (+7): The reach goes out to 20'
Reckless Dweomer Universal [Wild] Level: Brd X, Magus X, Sor X Range: See Text Area, Effect or Target: See Text Duration: See Text Saving Throw: See Text Spell Resistance: See Text You conjure wild magical energy and attempt to shape it into a level X incantation. This creates a mishap, and if the mishap mentions the spell in its text you get the spell you desired along with the desired effect (i.e. if the mishap reads, “A stream of butterflies shoots from your fingertips” then you get no spell. If the mishap reads “Spell occurs centered on caster” then you get your spell – wanting it that way is a different matter).
Recurring Nightmare Sodran Necromancy [Curse, Mind-Affecting] Level: Clr 5, Inquisitor 5, Sor/Wiz 6 As bestow curse except that the cursed creature suffers violent recurring nightmares and gains no benefit from rest
Refutation Balcran Abjuration (Dispel) Level: Sor/Wiz 9 Casting Time: 1 immediate action Components: V, S Range: Medium (100'+10' / level) Target: A spell Duration: Instantaneous Saving Throw: Will Partial Spell Resistance: Yes Counter target spell, then its caster makes a willpower saving throw at a –4 penalty. If this saving throw is failed all other preparations of the spell are lost. Further, knowledge of the spell is lost so that the spell cannot be prepared again until a restoration or more powerful curative spell is cast upon the character. Spontaneous casters cannot learn a new spell to replace the one destroyed by refutation, but they automatically relearn the spell once a restoration or more powerful spell is cast upon them. A successful spell resistance roll prevents all effects of this spell except the countering of the target spell.
Rejuvenate Aboran Abjuration (Dispel) Level: Alchemist 5, Drd 5, Aid 5 Casting Time: 1 standard action Components: V, S Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will Neg. (Harmless) Spell Resistance: Yes (Harmless) This spell dispels all spells that inflict a penalty upon an ability score. It also undoes all damage to ability scores – permanent or temporary. Finally it dispels exhaustion and fatigue.
Creatures that strike you with a weapon suffer the same amount of damage they inflict. They are granted a fortitude save to reduce this to ½ and SR to negate.
Reverse Damage Valran Conjuration (Healing) [Metamagic] Level: Clr 3, Inquisitor 4 Casting Time: 1 standard action Components: V, S Range: Medium (100’+10’ /level) Effect: One spell Duration: Instantaneous Saving Throw: None Spell Resistance: No
Modifiers Mass (+4): You may affect a number of creatures equal to your caster level within close range of which no two is more than 30' apart. An alchemist cannot use this modifier.
You must choose and expend a spell slot as an additional cost to cast this spell. You reverse the damage of a target spell of equal or less level than the spell slot you expended so that it cures.
Repel Death
Revive
Sodran Necromancy [Death, Triggered] Level: Alchemist 6, Magus 5, Sor/Wiz 5 Casting Time: 1 standard action Components: V, S, M Range: Personal Area: 60' radius emanating from you. Duration: Until discharged, up to 1 minute / level Saving Throw: See Text Spell Resistance: See Text
Valran Conjuration (Healing) Level: Clr 4, Aid 4
immediately grasp into the earth. A creature so rooted suffers a –4 penalty on AC, reflex saves and melee attack rolls. Further the creature can’t turn around. It faces one square and can only make melee attacks on squares on the same side of the figure as that square and on it’s two sides. The creature can only make missile attacks to creatures in a quarter circle cone beyond the square it faces. Characters attacking from the side flank the creature and characters attacking from a rear square gain a +4 to hit and are also considered to be flanking it.
Rusting Ray Aboran Transmutation Level: Drd 6 Range: Medium (100’+10’/level) As rusting grasp except that it's ranged.
Whenever you would die all creatures within 60’ of you roll a fortitude save and spell resistance (if eligible). Of those who fail one dies, determined at random. All damage that would be dealt to you by whatever effect triggered this spell is prevented. If no creature within this spell’s range fails their saving throw, then you die. Material Component: A crushed black pearl worth 500 gold pieces.
Replenish Valran Evocation [Metamagic] Level: Alchemist 5, Sor/Wiz 5 Casting Time: 1 standard action Components: V, S Range: Personal Effect: See Text Duration: Instantaneous All spells you had cast upon your person that where dispelled in the last minute come back into effect as if just cast. They play out whatever remaining duration they had.
Retribution Shunran Abjuration (Ward) [Triggered] Level: Clr 4, Inquisitor 3 Casting Time: 1 standard action Components: V, S Range: See Text Effect: Personal Duration: 1 round / level (D)
As raise dead, but it isn't a ritual having a casting time of one standard action. It only works upon creatures that have only been dead 1 round / caster level. It has no material component. Revive can also be used to let a creature attempt a second saving throw against a death effect if it is cast within 1 round / caster level since the death effect occurred. If this saving throw is successful.
Rolling Thunder Shunran Evocation [Earth, Fire, Sonic] Level: Magus 5, Sor/Wiz 5 Casting Time: 1 standard action Components: V, S Range: Personal Effect: 60' radius centered on you Duration: Instantaneous Saving Throw: Reflex ½ Spell Resistance: Yes You slam your fist or weapon into the ground at your feet creating a pulse of fire and earth that deals 1d6 damage per caster level to a maximum of 15d6 to all other creatures in the area of effect. If you're not on the ground, you can’t cast this spell. The damage is half fire, half sonic.
Root
Scent Aboran Divination (Sensory) Level: Alchemist 1, Rng 1, Drd 2 Casting Time: 1 standard action Components: V, S Range: Personal Effect: You Duration: 10 minutes / level You gain the scent ability. At a minimum this grants you a +10 bonus to checks to track a creature, and it may let you note other features. However, you are put at a –4 penalty to saving throws against nauseating odors such as those created by troglodytes or the stinking cloud spell.
Seal Fate Ritual Valran Necromancy Level: Clr 6 Range: Touch Casting Time: 1 minute Target: Corpse touched Duration: Instantaneous Saving Throw: Will Neg. The touched corpse can’t be raised, resurrected, or animated by mortal magic. Deities alone have the ability to defy this spell. This spell can only be cast on hallowed ground.
Seclude
Aboran Transmutation (Polymorph) Level: Drd 3 Casting Time: 1 standard action Components: V, S Range: Medium (100+10’/level) Target: One creature Duration: 1 round / level (D) Saving Throw: Fort Neg. Spell Resistance: Yes
Ritual Aboran Abjuration (Ward) Level: Drd 4 Casting Time: 10 minutes Components: V, S Range: Long (400’+40’/level) Area: Circle extending out to the limit of the range. Duration: 1 hour / level (D) Saving Throw: [see text] Spell Resistance: [see text]
This spell changes the feet of any creature standing on the ground to roots that
This spell creates three effects to conceal your location. The first is Fog,
which obscures all sight, even darkvision, beyond 5’. Creatures within 5’ have 50% concealment and creatures beyond 5’ have total concealment. You and those you choose can see through this fog as if it wasn’t present. A gust of wind can disperse this fog for the duration of that spell, but then it returns. The second effect is an entangle that affects a 100 yard radius around the point you are standing when you cast this spell. Creatures can roll a saving throw against this normally. Finally each round the creature tries to move towards the center of the area of effect there is a 50% chance they move away instead. As this spell is typically cast in deep woods this unlikely to be noticed and the creatures so affected must be aware of the affect to attempt a saving throw. This final effect is mind-affecting one with a willpower save and spell resistance is allowed. You can elect to reduce the size of these effects as necessary.
Target: One creature / level Duration: Concentration Saving Throw: Will Neg. Spell Resistance: Yes This spell is similar in many respects to major image, creating an illusion with full thermal, audial, visual and tactile elements. However this illusion exists solely in the mind of the victim(s) and has no reality for those outside them. Unlike major image this spell can also conceal elements of the real world from them. Since this spell operates directly on its subject's minds they make their saving throws to negate before this spell can have any effects on them. The illusions created by this spell are very difficult to disbelieve in (DC 20+ your caster modifier), and even if an illusion created by this spell is disbelieved the spell is not thrown off - you're just forced to do another illusion with this spell.
Serrin's Shadow Spy Second Chance Balcran Transmutation [Wild] Level: Magus 3, Sor/Wiz 3, Fate 3 Casting Time: 1 immediate action Components: V, S, M (An unmarked coin) Range: Medium (100' + 10' / level Effect: One event Duration: Instantaneous Saving Throw: Will (See Text) Spell Resistance: Yes You use this spell in response to any event whose outcome is determined by a single die roll. The recipient re-rolls, then makes a willpower save. If the recipient makes his save he may choose the roll that governs the event, and if he fails you have control of which roll that is used. If any creature involved in the event has spell resistance he may roll it to cancel this spell's effects. If multiple wizards attempt to cast second chance on the same event they make opposed willpower saves against each other. The winner is the only one that affects the target.
Sodran Illusion (Shadow) Level: Sor/Wiz 3 Casting Time: 1 standard action Components: V, S, M (A swath of black silk) Range: Personal Target: Your Shadow Duration: Concentration up to 10 minutes / level Your shadow detaches from you. It remains under your control. It can travel any distance from you as long as it remains on the same plane as you do. It has all the statistics of the shadow listed in the Monster Manual except that it is not considered undead, but a magical construct and it has no strength damage attack or ability to create spawn. It possesses the same alignment as you. You can see and hear everything it sees and hears.
Serrin's Theft Balcran Abjuration (Dispel) Level: Sor/Wiz 9
artifacts that creature might possess. If it succeeds at killing the target creature it vanishes. Material Component: A 1000 gp onx statuette.
Shattering Pulse Shunran Abjuration (Dispel) Level: Magus 6, Drd 7 Casting Time: 1 standard action Components: V, S Range: Close (25' + 5' / 2 levels) Target: One Magic Item or construct Duration: Instantaneous Saving Throw: Will Neg (object) or Fort Neg (see text) Spell Resistance: No This spell affects constructs, including golems otherwise immune to magic, as finger of death. It will also destroys a single magic item held by a foe if they fail their willpower save. If the object is unattended it is destroyed automatically.
Sheltering Branches Ritual Aboran Transmutation Level: Drd 1, Family 2 Casting Time: 1 minute Components: V, S, (DF) Range: Touch Target: One Tree Duration: 1 hour / level (D) Saving Throw: None Spell Resistance: Yes (Harmless) The tree you touch arranges its branches to block out rain and wind as best as it can. Some trees are superb at this task, such as willow trees, while others serve poorly, such as most pines. The branches may also provide concealment from missile fire, DM’s discretion as to how much but usually around 50%.
Shield Core Rulebook
Sentinel
As counterspell and you gain the ability to cast the target spell yourself once within the next hour.
Valran Divination (Sensory) Level: Alchemist 4, Clr 4, Inquisitor 4, Guardian 4
Shadow Killer
As vigilance except that the creature you cast sentinel upon gains several additional benefits. The creature doesn’t need to sleep and is rendered immune to magically induced sleep, fatigue and exhaustion effects. The enhancement bonus is +20 to perception checks. The creature gains a +4 holy bonus to saving throws against mind-affecting spells.
Sodran Illusion (Shadow) Level: Sor/Wiz 8 Casting Time: 1 standard action Components: V, S, M Range: Medium (100’ + 10’/level) Target: 1 creature Duration: 1 round / level (D) Saving Throw: None Spell Resistance: No
Modifiers Greater (+1): The shield provides cover and any magic missiles are reflected back at their caster.
Serrin's Phantasm Balcran Illusion (Phantasm)[ Mind-Affecting] Level: Magus 4, Sor/Wiz 4 Casting Time: 1 standard action Components: V, S Range: Long (400' + 40' / level)
The shadow of the target creature detaches and attacks that creature. This shadow killer is an exact duplicate of the target creature but as it is illusory only half it’s damage is real. All the equipment of the target creature is duplicated except for any
This spell has additional modifiers.
Shield Other Core Rulebook This spell has additional modifiers. Modifiers Mass (+4): You may affect multiple targets up to your level within close range so long as no two of them are more than 30' apart, then choose between two modes of operation. First, any damage dealt to the recipients split
between that creature and you. Second, any damage dealt to any recipient or the caster is divided evenly among the recipients of the spell and the caster. Spirit Link (+2): Cure spells are divided between you and the recipient. If you're the caster, you choose the division, otherwise it is evenly divided.
Shock Shunran Evocation [Electricity] Level: Sor/Wiz 2 Target: One creature or object. As lightning bolt except only one target.
Shockwave Shunran Evocation [Sonic] Level: Brd 6 Casting Time: 1 standard action Components: V, S Range: Long (400’ + 40’ / level) Target: 40’ radius burst Duration: Instantaneous Saving Throw: See Text. Spell Resistance: Yes You create a powerful shockwave of sound. Unlike most sonic spells, this one is not stopped by silence; it dispels it. The spell deals 10d6 damage, fortitude save for half. Creatures also must make a fortitude save or be deafened permanently by this spell.
Shower of Coals Shunran Evocation [Earth, Fire] Level: Magus 5, Sor/Wiz 5 As fireball, except half the damage of shower of coals is impact damage and the damage cap is 15d6.
Sleight of Mind Balcran Illusion (Pattern) [Metamagic] Level: Sor/Wiz 4 Casting Time: 1 standard action Components: V, S Range: Close (25' + 5' / 2 levels) Target: One creature, object or spell. Duration: 1 hour / level (D) or permanent (see text) Saving Throw: Will Negates or none (objects & spells) Spell Resistance: Yes (see text) Sleight of Mind is a highly flexible spell that either assigns an illusory attribute to a creature, object or spell and masks any similar attributes; or changes the attributes sought by spells and magic items when they make their determination whether or not they will work. Examples include: • Changing a protection ward against Sodra into a protection ward against Valra. • Changing an absolutism spell to from affecting Sodra spells to affecting Shunra spells.
• Change a creature's apparent alignment from Valra to Sodra so that they can move past a forbiddance spell. • Change a creature's apparent race from human to elf so that a magic bow will bestow special properties on him. • Change a magic axe so that it functions for elves instead of for dwarves. Note that sleight of mind does not change the mental or physical state of creatures, it only changes what magic items and spells "see." It can be used to make a paladin appear to be Sodran as far as detection spells, abjurations and abilities directed at the paladin are concerned, but the paladin's alignment does not actually change nor does he lose any of his special powers that require him to be Valran. If sleight of mind is cast upon an unwilling creature or an object in his possession a willpower saving throw is permitted against its effects.
magics. Also, users of lesser divinations and intelligent magic items can make a willpower save to disbelieve the illusion or they might do so automatically. For instance, if sleight of mind is used to change the apparent alignment of a paladin to Shunra and that character is wielding an intelligent holy avenger he'd used for many years, that sword would be able to make it's save against the illusion automatically (though it would sense the nature of the casting).
Smother Sodran Necromancy [Pain] Level: Sor/Wiz 7 Casting Time: 1 standard action Components: V, S, M (hair from a drowned corpse) Range: Medium (100’+10’/level) Effect: One creature Duration: 1 minute /level (D) Saving Throw: Fort Neg. Spell Resistance: Yes
If this spell is cast against a spell that is already in place you make a caster level check as if you were attempting to dispel it in order to effect the sleight of mind change.
The target creature begins to suffocate and unless this spell is broken it will die. Creatures that don’t need to breathe aren’t subject to smother.
You can ready an action and cast sleight of mind in a counterspell-like fashion. If you do this the sleight of mind over-rides any modes the caster might have chosen based on alignment or element and can even change the spell by changing out one element for another (as in the case of changing a magic circle against Sodra into warding against a different alignment). There is no level check to do this.
Snow Walk
If you target a summoning spell you can change attributes of the summoned creatures and they do not gain a saving throw. Hence a lantern archon, which is a Valran celestial, could be given the apparent alignment of Sodra and then be subject to the effects of wards against Sodran creatures. Again, the creature's alignment does not actually change, only what magic items and spells see changes. Cast upon a spell sleight of mind lasts as long as the target spell does. Cast upon a magic item or creature sleight of mind lasts one hour per level. Sleight of Mind is an illusion, and hence certain special spell effects that are dependent on the properties of a target are not triggered by it. For instance, fire based creatures take 150% damage from cold attacks and are immune to fire attacks. If you use sleight of mind to assign the illusionary type "cold" to the creature, it will not become immune to cold attacks. However, a symbol set to trigger when cold based creatures pass would be fooled by the sleight of mind. As with most illusions, sleight of mind is defeated by true seeing or more powerful
Aboran Transmutation Level: Alchemist 1, Drd 1, Rng 1, Sor/Wiz 2 Casting Time: 1 standard action Components: V, S, (DF) Range: Touch Target: Creature touched Duration: 1 minute / level (D) Saving Throw: Will Neg. (Harmless) Spell Resistance: Yes (Harmless) The creature you touch gains the ability to walk upon snow without sinking into it. Despite the name of the spell, the character can also traverse ground similar to snow such as thick dust, mud, etc. The tracks left behind by a creature under this spell are treated as if the creature walked on soft ground instead of very soft ground (see the description of the Track feat in the PHB for more information). The character suffers no movement penalties for moving through this type of terrain (Normally snow can reduce a character's move to as much as 1/4 normal, depending on its depth).
Solipsist Disillusionment Balcran Transmutation [Wild] Level: Sor/Wiz 4 Casting Time: 1 standard action Components: V, S Range: Medium (100 ft. + 10 ft./level) Target: One object, up to a 10’ cube Duration: 1 round/level Saving Throw: Will negates (object) Spell Resistance: Yes
This spell can only be cast on a non-living object that entirely fits within a 10’ cube (a normal door, for example, but not a section of a wall or a very large door). That object flickers in and out of another plane, seeming to disappear and reappear randomly. However, even if it disappears in this way, the rest of the world still operates normally. Ceilings are still supported, swords still hang on an invisible sword rack, etc. At each count of the initiative, there is a 50% chance the object is present, and an identical chance that it is somewhere else. If the object is not present, creatures, objects, attacks, etc. can pass through its space easily. It can appear and disappear several times per round (but it is only necessary to roll to see if it is present on those initiative counts that its location becomes important). If a creature or object spends more than one initiative count in the object, such as if a character ends his move in that spot, that creature or object is shunted out to the nearest clear spot as the disillusioned object phases in and out.
Song of Chaos Shunran Enchantment (Compulsion) [MindAffecting, Sonic] Level: Brd 2 Casting Time: 1 standard action Components: V, S, Song Range: Close (25’ + 5’ / 2 levels) Targets: Up to 1 creature / level. Duration: While Sung Saving Throw: Will Neg. Spell Resistance: Yes Each round you sing the song of chaos you may expend a bardic music ability attempt to confuse one creature that hears it. This effect is identical to the lesser confusion spell, except it persists as long as you sing.
Song of Charm Aboran Enchantment (Charm) [Mind-Affecting, Sonic] Level: Brd 2 Casting Time: 1 standard action Components: V, S, Song Range: 60’ Effect: Up to 1 humanoid creature / level who can hear the song (see text). Duration: While sung and 1 minute / level afterward. Saving Throw: Will Negates Spell Resistance: Yes When you sing the song of charm you may expend a use of your bardic music ability each round to attempt to charm a listener within range. The effects of this charm are the same as charm person except they don’t persist as long.
Song of Freedom Valran Abjuration (Dispel) [Mind-Affecting, Sonic] Level: Brd 3 Casting Time: 1 standard action Components: V, S, Song
Range: Personal. Effect: All within 30' of you. Duration: While sung. Saving Throw: None Spell Resistance: Yes (Harmless) Each round a creature hears this song she may make a new saving throw against any enchantment that is affecting her. While you sing this song, you can’t be the target of enchantments. Use of this song expends one Bardic music use for the day.
Saving Throw: Will neg Spell Resistance: Yes or no (object) You create a hemisphere shaped barrier through which sound can’t travel. Creatures can’t hear anything on the side of the barrier opposite to them. Spellcasting isn’t affected by this spell, but sonic effects can’t cross the barrier to affect those on the opposite side.
Spell Lodestone Song of Holding Valran Enchantment (Compulsion) [MindAffecting] Level: Brd 3 Casting Time: 1 standard action Components: V, S, Song Range: 60’. Effect: Up to 1 humanoid creature / level who can hear the song (see text). Duration: While sung (see text) Saving Throw: Will Neg. Spell Resistance: Yes
Valran Transmutation [Metamagic] Level: Clr 4, Pal 4, Magus 4, Sor/Wiz 5 Casting Time: 1 standard action Components: V, S, M (a lodestone) Range: Medium (100’ + 10’/level) Area: All spells cast in the range. Duration: 1 round / level Spells that can target you must target you.
Spreading Plague
When you sing the song of holding you may expend a use of your bardic music ability each round to attempt to hold a listener within range. The effects of this hold are the same as hold person except they only last while you sing or until the subject successfully makes a willpower save against this spell. If they do, you may expend a Bardic music ability in an attempt to reestablish the hold on any round.
Sodran Necromancy [Disease] Level: Sor/Wiz 9 Duration: 1 round / level (D)
Soul Exchange
Still Touch
Ritual Sodran Necromancy [Mind-Affecting] Level: Sor/Wiz 9 Casting Time: 1 hour Components: V, S, M (Special incenses and reagents worth 1000 gp for each level of both targets). Range: Close (25' + 5' / 2 levels) Targets: Two creatures of identical species, one of whom may be you. Duration: Permanent Saving Throw: None Spell Resistance: Yes This powerful necromantic ritual swaps the souls of the targets. Essentially each creature gains the other’s physical characteristics (STR, DEX & CON), but they retain all other abilities. Undoing this spell requires a wish or miracle cast by someone of higher level than you, and this only works if both targets are alive. If either one dies this spell can’t be undone.
Sound Shell Aboran Abjuration (Ward) Level: Brd 2, Clr 3 Casting Time: 1 standard action Range: Touch Effect: 10' emanation from the touched creature or object. Duration: 1 minute / level (D)
As contagion except that the disease spreads to all creatures touched by the target and in turn to all creatures they touch for the duration of the spell. Once the duration expires the contagion no longer spreads magically but the affliction itself remains.
Balcran Illusion (Glamer) Level: Alchemist 1, Brd 1, Magus 1, Sor/Wiz 2 Casting Time: 1 standard action Components: V, S Range: Touch Target: One Creature Duration: 10 min / level (D) Saving Throw: Will Neg. (Harmless) Spell Resistance: Yes (Harmless) You cease all vibrations caused by the touched creature. It can't be heard or seen by reflected sound. Creatures with the tremorsense ability can't sense the subject.
Stone Grasp Shunran Transmutation [Earth] Level: Drd 2, Sor/Wiz 3 Casting Time: 1 standard action Components: V, S Range: Close (25' + 5' / 2 levels) Effect: A stony hand Duration: 1 round / level (D) Saving Throw: None Spell Resistance: No This spell creates a stone hand about the size of an ogre's that reaches up out of the ground and attempts to grapple creatures you choose within
the range. It has combat manuever bonus equal to your 10 + your level and a strength of 25, but deals no damage on a hit. When it hits, it holds the victim fast in the square where it grappled them until they break free or the spell ends. Grappled creatures cannot make reflex saves. If attacked the hand is AC 30 (touch AC 10), has DR 5/–, and 1d4 hit points / level of its caster.
Subjectional Gravity Balcran Transmutation [Wild] Level: Alchemist 2, Magus 2, Sor/Wiz 2 Casting Time: 1 standard action Components: V, S Range: Personal Target: You Duration: 1 minute / level (D) You warp gravity such that as long as the your feet are on an immovable surface, that surface is "down." Hence you can walk on walls and ceilings with complete ease, and without any risk of your equipment falling. Be careful though, you can "fall" from these surfaces. If your feet are on two separate surfaces that are at an angle to each other (the floor and a wall) then "down" is in a direction that evenly divides the angle between the two surfaces.
Summon Creature Polyaligned Conjuration (Summoning) [see text] Level: Brd X, Clr X, Drd X, Sor/Wiz X Casting Time: 1 full round Range: Close (25' + 5' / 2 levels) Effect: One or more summoned creatures which appear in a 20' radius sphere. Duration: 1 round / level (see text) Saving Throw: None Spell Resistance: No This X level spell comprises a staggering 45 distinct spells determined by one of five alignments and nine levels. When you prepare or learn the spell you must choose the alignment of the creatures you summon. Your character class determines the alignments you may summon from: Druids summon Aboran creatures only, bards summon Aboran or Balcran creatures, Magus summon Balcran or Shunran creature, Wizards summon Balcran or Sodran creatures, Sorcerers summon Shunran or Sodran creatures, and Cleric summon Valran and Sodran creatures. Magi (specialist wizards attuned to an alignment) summon only creatures of their alignment, but the duration of this spell in their hands is doubled. The alignment of the spell matches the plane it is contacting, and the plane of those creatures. Casting this spell in combat is a standard action, and the duration of the spell is 1 round per caster level (2 rounds / level for Magi). The creature appears where you choose and attacks the nearest of your opponents to the best of its ability. Casting this spell outside of combat is a ten minute ritual. The creature so summoned will
perform tasks for you for ten minutes / caster level, but if attacked during this time the creatures vanish. A summoned creatured cannot summon otherwise conjure other creatures nor can it use teleportation or other planar travel abilities. A creature can't be summoned into an environment that cannot support it. Summoned creatures cannot use spells with material components that have a cost, nor use spell like abilities which mimic the same. A summoning spell summons one creature from its own list, 1d3 creatures from a list one level lower, 1d4+1 creatures for a list two or three levels lower, or 1d6+caster level creatures from a list four or more levels lower. Hence, you can cast the spell at 5th level to get 1 5th level creature, 1d3 4th level creatures, 1d4+1 3rd or 2nd level creatures, or 1d6+9 1st level creatures (assuming you are 9th level). Abora 1st level: baboon, badger, elf, halfling, monstrous centipede (medium), monstrous scorpion (small), monstrous spider (small), snake (small viper). 2nd level: giant ant (worker), giant bee, gnoll, grig, hyena, monstrous centipede (large), monstrous scorpion (medium), monstrous spider, (medium), nixie, snake (medium viper), spider swarm, wolf. 3rd level: ape, black bear, bison, boar, cheetah, dire badger, dire weasel, giant ant (queen), giant ant (soldier), giant bombardier beetle, leopard, monitor lizard, monstrous centipede (huge), monstrous spider (large), satyr, snake (constrictor), snake (large viper), wolverine. 4th level: ankheg, assassin vine, brown bear, centipede swarm, centaur, dire boar, dire wolverine, dust mephit, ettercap, formian warrior, giant praying mantis, giant stag beetle, giant wasp, grick, locust swarm, monstrous scorpion (large), owlbear, pixie, polar bear, rhinoceros, rust monster, snake (huge viper), tiger, wereboar. 5th level: bralani, monstrous centipede (gargantuan), monstrous spider (huge), pixie, shambling mound, snake, giant constrictor, spider eater, troll, tendriculos, troll (scrag), werebear, weretiger, winter wolf. 6th level: dire bear, dire tiger, elephant, gynosphinx, monstrous scorpion (huge), monstrous spider, (gargantuan), nymph, treant, rust monster (large, 10 HD), rhinoceros (huge, 16 HD). 7th level: monstrous centipede, (colossal), monstrous scorpion (gargantuan), wooly mammoth (Treat as a 15 HD elephant), winter wolf (huge, 11 HD), owlbear (huge, 11 HD), shambling mound (huge, 13 HD), snake (gargantuan constrictor, 25 HD),
ankheg (huge, 9 HD), wood elf ranger, (10th level). 8th level: monstrous scorpion (colossal), monstrous spider (colossal), troll hunter (6th level ranger), dire bear (huge, 22 HD), praying mantis (huge, 12 HD), grig druid (9th level), spider eater (huge, 12 HD), tendriculous, (gargantuan, 18 HD), nymph bard (4th level), young adult green dragon. 9th level: ghaele, bralani (large, 14 HD), dire tiger (huge, 28 HD), human ranger (14th level), gynosphinx, (huge, 14 HD), pixie sorcerer (6th level), human druid (14th level), frost giant ranger (4th level), shambling mound (huge, 21 HD), snake (gargantuan constrictor, 33 HD) Balcra 1st level: celestial owl, human adept, aquatic elf, human expert, porpoise. 2nd level: tiny animated object, formian worker, gnome, locathah, merfolk. 3rd level: small animated object, small air or water elemental, githyanki, svirfneblin gnome, homunculus, manta ray, octopus, medium shark, squid. 4th level: medium animated object, crocodile, kuo-toa, sahuagin, large shark, triton. 5th level: large animated object, juvenile arrowhawk, doppelganger, medium air or water elemental, ethereal filcher, ethereal marauder, air mephit, ice mephit, water mephit, ogre, merrow, giant owl, juvenile tojanida. 6th level: achaierai, huge animated object, adult arrowhawk, giant crocodile, displacer beast, large air or water elemental, gibbering mouther, mimic, orca, phase spider, sea cat, sea hag, huge shark, adult tojanida. 7th level: aboleth, gargantuan animated object, baleen whale, chuul, 6-headed cyrohydra, huge air or water elemental, formian, taskmaster, invisible stalker, water naga, phasm, remorhaz. 8th level: elder arrowhawk, 8-headed cyrohydra, dire shark, dragon turtle, greater air or water elemental, giant octopus, giant, shield guardian, giant squid, elder tojanida. 9th level: colossal animated object, 10headed cyrohydra, elder air or water elemental, myrmarch formian, human wizard, (11th level). Shunra 1st level: giant fire beetle, goblin, kobold, goblin adept, kobold expert.
2nd level: dwarf, hobgoblin, orc, stirge, kobold fighter. 3rd level: small earth or fire elemental, githzerai, krenshar, pseudodragon, troglodyte. 4th level: azer, bugbear, shocker lizard, thoqqua, worg. 5th level: cockatrice, deinonychus (dinosaur), medium earth or fire elemental, hell hound, magmin, earth mephit, fire mephit, magma mephit, steam mephit, ogre, flamebrother salamander, minor xorn. 6th level: basilisk, large earth or fire elemental, gargoyle, manticore, minotaur, rast. 7th level: bulette, chimera, criosphinx, dragonne, elasmosaurus (dinosaur), huge earth or fire elemental, ettin, hill giant, girallon, hellcat, megaraptor (dinosaur), ogre barbarian, 6-headed pyrohydra, average salamander, red slaad, wyvern, average xorn. 8th level: athach, delver, efreeti, greater fire or earth elemental, stone giant, gorgon, nessian warhound (hellhound), ogre mage, 8-headed pyrohydra, greater shadow, young adult red dragon, blue slaad, triceratops (dinosaur), tyrannosaurus rex, vrock (demon), elder xorn, yrthak. 9th level: elder fire or earth elemental, fire giant, clay golem, stone golem, hezrou, hill giant, dire wereboar, 10-headed pyrohydra, noble salamander.
succubus (demon), umber hulk, vampire (5th level fighter), will o’ wisp, xill, yuan-ti abomination, gray render zombie. 8th level: bodak, bone devil, destrachan, erinyes, gray render, half fiend (7th level human cleric), hellwasp swarm, 10-headed hydra, mind flayer, mohrg, dark naga, spirit naga, night hag, green slaad. 9th level: barbed devil, bebilith, cauchemar (nightmare), devourer, harpy archer, 12headed hydra, rakshasa, retriever, gray slaad, dread wraith. Valra 1st level: aasimar, dog, eagle, hawk, celestial cat, celestial monkey. 2nd level: camel, riding dog, heavy horse, light horse, light warhorse, mule, human fighter (1st level), human cleric (1st level), celestial eagle, human paladin (1st level).
4th level: giant eagle, lion, pegasus, unicorn, aasimar Paladin (2nd level). 5th level: hound archon, celestial lion, dire lion, djinni, griffon, janni, ravid.
Swarmform
3rd level: lantern archon, blink dog, hippogriff, heavy warhorse, aasimar Paladin (1st level).
6th level: lillend, celestial unicorn, half celestial human fighter (3rd level), aasimar Paladin (6th level), hound archon barbarian (2nd level). 7th level: androsphinx, avoral, behir, djinni noble, lammasu, roc, zelekhut.
2nd level: fiendish dire rat, tiefling, zombie (human commoner), orc zombie, skeletal eagle (magical flight).
8th level: couatl, cloud giant, half-celestial human paladin (9th level), half-dragon celestial, lammasu, guardian naga.
3rd level: darkmantle, duergar, drow elf, ghoul, grimlock, lemure, lizardfolk, shrieker, wolf skeleton, troglodyte zombie.
9th level: celestial charger (unicorn), kolyarut, leonal, aasimar paladin (12th level), human cleric (13th level).
4th level: bat swarm, choker, imp, dire bat, dretch, quasit, rat swarm, skeleton, owlbear, skum, vargouille, wererat, bugbear zombie.
Surge
6th level: aranea, barbazu, greater barghest, bearded devil, carrion crawler, cloaker, gray ooze, green hag, harpy, hieracosphinx, 6-headed hydra, mummy, nightmare, ochre jelly, otyugh, shadow mastiff, skeleton, chimera, skeleton, ettin, vampire spawn, wraith, half-blood yuan-ti, minotaur zombie, umberhulk zombie, wyvern zombie. 7th level: annis, babau (demon), belker, black pudding, cachalot whale, chain devil, chaos beast, digester, drider, gauth (beholder), human fighter ghost (5th level), flesh golem, half black dragon, human fighter (4th level), 8-headed hydra, lamia, medusa, advanced megaraptor skeleton, cloud giant skeleton, spectre,
The surgeshield absorbs the effects of spells targeted at you. The shield can completely absorb 1d4 + 6 total spell levels, thus negating their effects on you. In the case of area effects, only you are protected this way. The shield also protects against mishaps, counting them as the same spell level as the spell that instigated them. You may dispel the shield at will. Otherwise, it lasts for 1d12 rounds + 1 round/level, or until it absorbs all its possible spell levels, whichever comes first. If this limit is met exactly, the spell ends. If the shield is hit with more spell levels than it can absorb, it causes the incoming spell to mishap. You are considered the caster and the target of the mishap.
Sodra 1st level: dire rat, skeleton (human warrior), zombie (kobold), zombie (goblin), zombie (dog).
5th level: allip, derro, dire ape, dire wolf, dryad, gelatinous cube, ghast, howler, ooze mephit, salt mephit, phantom fungus, shadow, troll skeleton, violet fungus, werewolf, wight, yeth hound, pureblood yuan-ti, ogre zombie.
You are cloaked in a whirling band of scintillating colors, completely concealing you, granting you your opponents a 50% miss chance on any attacks aimed against you. You are able to see normally within and outside the shield. The glow of the shield is the equivalent of a daylight spell.
Aboran Evocation [Metamagic] Level: Magus X, Sor/Wiz X Casting Time: 1 immediate action Components: V, S Range: Close (25' + 5' / 2 levels) Target: One spell Duration: Instantaneous Saving Throw: None Spell Resistance: No Increase the spell level of target spell by X and caster level of the target spell by 2X. Bonus caster levels granted by this spell aren't subject to level caps.
Surgeshield Valran Abjuration (Ward) [Wild] Level: Alchemist 6, Sor/Wiz 6 Casting Time: 1 standard action Components: V, S Range: Personal Target: You Duration: See Text (D)
Aboran Transmutation (Polymorph) Level: Drd 9 Casting Time: 1 full round Components: V, S Range: Personal Target: You Duration: 1 hour / level (D) You turn yourself into a swarm of creatures of diminutive size or even smaller. Bees, hornets and other flying insects are the most popular choices, but rats and other vermin are not unknown. While in this form you are aware of and in control of each member of the swarm. You can disperse the members up to 1 mile / caster level away from each other, so you can use this spell to keep watch over incredible amounts of territory. Member of the swarm can be killed normally as determined by their natures. The exact number of creatures in the swarm is set by your hit points 1 per creature. As long as least one member of the swarm survives you can reassume your normal form. If you lose more than 50 hit points this way you are not subject to death from massive damage. Members of the swarm that do not reunite with you at spell's end become normal creatures. While in this form you cannot use any supernatural, extraordinary, or spelllike abilities, neither can you cast spells. You may end this spell at will, but it cannot be dispelled, disenchanted or brought to an end by any means short of Mage's Disjunction.
Switch Costumes
Tendril Walker
Ritual Balcran Conjuration (Teleport) Level: Brd 1 Casting Time: 1 minute or 1 hour (see text) Component: V, S, F Casting Time: 1 minute, or 1 hour Range: Personal Target: You Duration: Instantaneous
Aboran Transmutation Level: Drd 3 Casting Time: 1 standard action Components: V, S Range: Close (25’ + 5’ / 2 levels) Effect: All vines in range Duration: 1 minute / level (D) Saving Throw: None Spell Resistance: No
You simultaneously teleport all clothing and armor you wear into a specially prepared chest and teleport the clothing in that chest onto your body as if you had just put it on. The weight of all gear transferred this way cannot exceed 10 lb. / caster level. Casting the spell to do the swap takes a minute. Casting the spell to prepare the box for use takes an hour. The box need only be prepared once. Arcane Focus: A specially prepared chest worth 500 GP. When this spell is cast the chest must be within 100 feet of you per caster level.
Tainted Æther
With this spell you can attack with any nonintelligent plant vines or branches within range as though you wielded them as a weapon. If you strike you deal 1d6+WIS modifier in damage per hit. If you grapple with them treat your casting ability score as strength for all grapple tests. If you grapple a foe you do not need to spend an action to maintain an existing hold or pin, but you must remain in range.
Terix’s Blessing Balcran Transmutation [Curse, Metamagic, Wild] Level: Clr 2, Sor/Wiz 2
Sodran Abjuration (Ward) [Triggered] Level: Sor/Wiz 5 Casting Time: 1 standard action Components: V, S, M (powered bone) Range: Close (25’ + 5’ / 2 levels) Effect: 60' radius emanation Duration: 1 hour / level (R) Saving Throw: Fort Negates. (see text) Spell Resistance: Yes (see text)
As bestow curse except Terix’s Blessing bestows the wild spellcaster template on the victim instead of any other effect.
Creatures which enter the area of effect through calling, summoning, or teleportation gain 1 negative energy level that persists until this spell ends.
This spell works like phantasmal killer except terror inflicts 6d6 damage on a successful fortitude save and both saving throws are made at a –4 penalty.
Telsindria’s Invulnerable Globe
The Road Left Untaken
Valran Abjuration (Ward) Level: Sor/Wiz 5
Balcran Conjuration (Teleportation) [Wild] Level: Sor/Wiz 7 Casting Time: 1 standard action Components: V, S, M Range: Personal Duration: 1 round/level (D)
You must choose and expend a spell slot as an additional cost to cast this spell. This spell works like lesser globe of invulnerability except that it excludes spells of up to the level of the spell you expended as an additional cost.
Telsindria's Radiance Valran Abjuration (Ward) Level: Sor/Wiz 9 Name a descriptor or school. This spell works like an antimagic field except that Telsindria’s Radiance only suppresses spells possessing the named descriptor or school.
Telsindria's Spell Immunity Valran Abjuration (Ward) Level: Wiz 2 You must choose and expend a spell preparation as an additional cost to cast this spell. This spell works like spell immunity, except that it applies to the spell you expended at casting.
Terror Sodran Illusion (Phantasm) [Emotion, Fear, Mind-Affecting] Level: Magus 6, Sor/Wiz 7, Corruption 8
Two possibilities of your actions take place, allowing you to effectively be in two places at once. Whenever you move, choose two routes of movement instead of one. A shimmering version of you moves in both directions, and you are able to perceive clearly through both of yourselves. While moving, you are considered to be taking both actions, so anything that could affect you works normally. However, once you have completed your movement for the round, you gain a unique type of invulnerability until you move again. Once you have finished your movement for a given round, whenever an individually targeted attack or effect targets you, you can choose which of your two positions to be in. Against area effects, you can choose whether to be affected unless the area of effect could contain both versions of you. Similarly, whenever you take any actions,
you choose which location you are in at the moment. Whenever you choose a location like this, that is considered your location until the next step of initiative, but otherwise you are just ‘potentially’ in either location, your exact position not set until you are forced to choose one. This protective displacement lasts until your next movement. Whenever you move next time, the two possible states of your location collapse into one; in effect, whenever you move again, one version of you disappears, and your movement takes place from your other location. For example, in the middle of a battle Meece casts this spell, then moves. He directs two courses of action, one toward his party cleric and the other toward his enemies. If he incurs any attacks of opportunity while moving in either direction, he is vulnerable, and can be hit normally. Once he reaches both his destinations, he can thenceforth to be in either location. If a warrior tried to strike him at once place, he could choose to be in the other, so the attack would miss. If he needed healing, an ally could cast a spell on either version of him and have it take effect. If an enemy wizard tries to fireball him, Meece would only take damage if the area of the spell contained both of his potential positions. On his next turn, one version of him would disappear, and he would begin moving from the other. It is possible with close coordination to affect you while you’re protected by this spell. Though you can shift positions many times per round, on each individual count of initiative you can only choose to be in one location or the other. For instance, you might choose on your initiative count of 16 to be in one location to cast a spell. Then for the rest of count 16 you are in that one location. On count 15 you return to being in a state of flux. When on count 7 a warrior attacks you, you could choose to be in a different location. If at that same initiative count of 7 another warrior tried to attack you at your other location, you would have to choose one location to be at, meaning you would be vulnerable to either attack. Material Component: A small container, which must be filled by someone other than you with contents you are unaware of. As you cast the spell, you open the container and learn its contents just before they are consumed in casting.
Time Spiral Balcran Transmutation [Time] Level: Sor/Wiz 9 Casting Time: 1 full action Components: V, S, M (A 25,000gp astral diamond) Range: Long (400' + 40' / level) Effect: All creatures in range Duration: Instantaneous Saving Throw: None Spell Resistance: No All creatures in range revert back to their status at the beginning of the combat. All damage is healed, The dead are returned to life, etc., as though the encounter had yet to occur. Casters recover all spells cast during the combat except time spiral. No one affected by time spiral can use it for a full day (including you). All creatures remember what occurred before the time spiral and are aware that it was cast.
Time Twister Balcran Transmutation [Time] Level: Sor/Wiz 6 Casting Time: 1 standard action Components: V, S Range: Personal Target: You Duration: 1 round / level (D) When you complete this spell you phase out of time. While out of time you essentially do not exist and cannot be attacked or harmed by any means. At the beginning of each or your actions you phase into time. You can perform one move-equivalent action or cast a spell, then you phase out of time again. Your opponents can ready an action to attack you and you can be attacked for provoking an attack of opportunity.
Time Walk Balcran Transmutation [Time] Level: Sor/Wiz 6 Components: V, S, M (500 gp diamond) Range: Touch Target: You and touched objects or other touched willing creatures weighing up to 50 lb. / level Duration: Instantaneous Saving Throw: None and Will Negates (object) Spell Resistance: No and Yes (object) You move forward in time, up to one day per level. You are able to see if other creatures are in the area in the future and can choose to appear based on that criteria (such as I will time walk to Baron Nebis' arrival here). If the criteria is not fulfilled you move forward in time to the fullest extent of the spell.
Time Warp Balcran Transmutation [Time] Level: Sor/Wiz 9 Casting Time: 1 standard action Components: V, S, M (5000gp diamond) Range: Long (400' + 40' / level) Effect: All creatures in range
Duration: 1 round Saving Throw: None Spell Resistance: No On the round following this spell everything happens twice with the same results as the first attempt. Material Component: A diamond worth 5000 gp
Transmute Rock to Lava Shunran Transmutation [Earth, Fire] Level: Drd 9, Sor/Wiz 9 Casting Time: 1 standard action Components: V, S Range: Close (25' + 5' / 2 levels) Effect: 20' square area 10' deep. Duration: See Text Saving Throw: None Spell Resistance: No You use this spell to transform rock into lava. On the first and second rounds of this spell the ground becomes uncomfortably hot but no actual damage is done. On the third round all flammable materials in the area of effect catch fire and creatures in the area of effect are dealt 1d6 damage by the heat. Each round the heat rises and the damage increases by 1d6. On the 22nd round of the spell the damage caps at 20d6 for any foolish enough to remain in the area, submerged by the now liquid rock. Those large enough not to be fully submerged take half this damage. After reaching peak temperature the lava remains this hot for 48 hours, then it loses intensity slowly, dropping 2d6 damage / day (so after 5 days the damage is still 14d6)
The acid dissipates on subsequent rounds. On round two the damage drops to 10d6 for those foolish enough to remain submerged in the area, but the area of effect doubles to a 20’ radius. Floating creatures take 5d6. On round three the area trebles, but the acid damage drops to 5d6 for those submerged and 1d6 to floating objects. On round four the area quadruples from the original but only deals 1d6 damage to those completely submerged. The above presumes that the acid can dissipate into a larger body of water. If it can’t, it doesn’t lose its potency.
Twincast Balcran Evocation [Metamagic] Level: Sor X Casting Time: 1 immediate action Range: Close (25’ + 5’ / 2 levels) Target: One spell in casting. Duration: Instantaneous Saving Throw: None Spell Resistance: No Twincast creates a copy of a target incantation of less than level X which is cast by you immediately after the original spell even if you can’t normally cast it. Casting this copy does not cost you a spell slot, but you must be able to fulfill any component costs of the copied spell other than material components with a value less than one gold piece.
Understand Unorthodoxy Transmute Water to Acid Sodran Transmutation [Acid, Water] Level: Sor/Wiz 9 Casting Time: 1 standard action Components: V, S, M (A scrap of flesh from the stomach of a black dragon - 500gp) Range: Medium (100’+10’/level) Effect: All water within a 10’ radius sphere [see text] Duration: Instantaneous Saving Throw: [see text] Spell Resistance: No This powerful transmutation turns water to acid with predictably fatal results for the animals and plant life within. Cast outside of water this spell ruins all water based items including magical potions unless their owners make a willpower save to negate. This spell is at it’s deadliest when cast in a large body of water. Creatures so unfortunate to be completely submerged in the area of effect take 25d6 damage, fortitude save for half. Creatures and objects floating upon such water take 10d6, fortitude save for half. This is the damage for the first round.
Ritual Balcran Divination (Insight) [Wild] Level: Alchemist 1, Brd 1, Sor/Wiz 1 Casting Time: 10 minutes. Range: Close (25 ft. + 5 ft./2 levels) Area: 10 foot cube, plus one 10 foot cube per level Duration: Instantaneous Saving Throw: None Spell Resistance: Yes (object) Understand unorthodoxy gives you insight into chaos and disorder. You can see such things as pottery shards reformed into a whole pot, shreds of paper reformed into a page, scattered parts as a working machine, or specific trails appearing out of overlapping footprints. The items to be studied must tangible—coded flashing lights, garbled speech, or thoughts of any kind cannot be studied. One such item can be studied as if whole per casting of the ritual during the casting. For the next day you get a +10 bonus to any skill check to reassemble any broken or disassembled item you make sense of through this spell.
Venomous Vines Aboran Transmutation Level: Drd 3, Rng 3 As entangle, but the vines secrete a contact poison. Starting on the third round of the spell's duration all creatures in the area must make an additional fortitude save against the poison each round. When they fail the first time the poison fatigues them, and the second time they fail they are exhausted. The third failure causes them to go to sleep as per the spell.
Vigilance Ritual Valran Divination (Insight) Level: Alchemist 2, Clr 2, Inquisitor 2 Casting Time: 10 minutes Components: V, S Range: Medium (100’+10’/level) Target: One creature [see text] Duration: 8 hours Saving Throw: Will Negates (Harmless) Spell Resistance: Yes You choose a creature within range to watch over the area within range. The creature gains a +10 bonus to perception checks. If the creature moves out of the spell’s range the spell is broken. Once cast the area of effect (which extends from you out to the limit of the range) doesn’t move with you.
Vile Consumption Sodran Necromancy [Death] Level: Sor/Wiz 8 Range: Touch Effect: Living Creature touched As finger of death with the exceptions noted above and you add the hit points of the victim (or the damage dealt if they make their saving throw) to your own. Hit points added beyond your maximum are temporary.
Volley of Boulders Shunran Transmutation [Earth] Level: Sor/Wiz 9 Casting time: 1 standard action Components: V, S Range: Touch Targets: Up to 1 pebble / caster level. Duration: 1 round / level (D) Saving Throw: See Text Spell Resistance: No When you throw a pebble enchanted by this spell it changes into a 50 lb. boulder mid-flight. The boulder follows the same flight path the pebble would have followed. The boulder strikes for 2d6 damage + your casting ability modifier.
Wall of Lightning Shunran Evocation [Electricity] Level: Magus 6, Sor/Wiz 7 Casting Time: 1 standard action Components: V, S Range: Medium (100’+10’/ level) Effect: Sheet of lightning 5’ thick and up to 20’
long / caster level or a ring with a radius 5’ / 2 caster levels; either form 20’ high. Duration: Concentration + 1 round / level (D) Saving Throw: Reflex Negates (see text) Spell Resistance: Yes This spell calls into being a sheet of lightning with the dimensions given above that deals 1d6 damage / caster level (max 20d6). Those in the area of effect when it comes into being may negate the spell by rolling a reflex save and moving out of the area, but those who intentionally enter a wall of lightning that is already in place take full damage without benefiting from a save. Unlike most walls this one is not subject to any damage, nor does it prevent inanimate objects from passing through it either way though the lightning discharges grant 50% concealment to creatures on one side of the wall from another.
Wasting Curse Sodran Necromancy [Curse, Death] Level: Sor/Wiz 6 Target: 1 creature [see text] As bestow curse except that the effect of a wasting curse is to age the recipient one year every day. The recipient must have a normal lifespan of less than 200 years. Remove curse halts this unnatural aging but doesn’t undo it’s effects. Restoration or greater magic restores the creature to its former age. A creature suffers the penalties for advanced age but doesn’t gain any of the benefits (these are acquired by actually living for the time given). Wasting curse counts as a death spell should it kill its victim.
Weakness Sodran Necromancy Level: Clr 5, Sor/Wiz 6 Casting time: 1 standard action Components: V, S Range: Medium (100’+10’/level) Effect: One creature Duration: 1 round /level (D) Saving Throw: Fort Neg. Spell Resistance: Yes If the target creature fails its saving throw its strength is reduced to 1. Characters with a fighter’s attack progression have a -4 penalty to this save.
Wildfire Shunran Evocation [Fire] Level: Sor/Wiz 9 Casting Time: 1 standard action Components: V, S Range: Long (400' + 40' / level) Area: Circle extending out to the limit of the range. Duration: Instantaneous Saving Throw: Reflex 1/2 (see text) Spell Resistance: Yes (see text)
You create an enormous pulse of fire that deals 5d6 damage to all in the area of effect except you. This doesn’t count any damage resulting from forest fires that are likely to triggered by the use of this spell.
Wildstroke Shunran Evocation [Wild] Level: Magus 6, Sor/Wiz 7 Casting Time: 1 standard action Components: V, S, M Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: Special (see text) Saving Throw: None Spell Resistance: Yes A bolt of wild energy blasts from you into another creature, dealing damage and disrupting their casting. You must succeed at a ranged touch attack to strike a target. A hit deals 1d6 points of damage per level (maximum 20d6) from wild spell energy. Thereafter, for one round per level, the struck creature acts as if it had the Wild Spellcaster Template applied to any of its spellcasting classes. Additionally, the template also applies to any magical item the subject activates. When determining the effect of any mishaps caused by the target casting spells, the target rolls d% + his Will save bonus as usual, but then subtracts your caster level from the result. For example, if Meece (caster level 18) wildstrokes an enemy wizard (who has a Will save bonus of +10), the enemy wizard would roll d% +10 –18, or d%-8, to determine the effect of any mishap he causes while affected by this spell. If the target already has the Wild Spellcaster Template, he still receives the penalty to his mishap rolls from the duration. Material Component: A personal item worth at least 1 gp, which you must toss at the subject as you cast the spell. The object is not consumed in the casting if the subject takes it before the end of the spell’s duration.
Wilting Curse Sodran Necromancy [Curse] Level: Sor/Wiz 6 As bestow curse except that the effect of the wilting curse is to cause rapid weight loss and CON loss. The spell deals 1 point of con damage each day until it kills the victim. Ability damage dealt by the wilting curse cannot be undone until the curse is lifted, at which point it can be removed normally.
Zap Shunran Evocation [Electricity] Level: Sor/Wiz 0 Casting Time: 1 standard action Components: V, S
Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: None. Spell Resistance: Yes
The touched creature takes 1d6 electricity damage.
Optional Setting Rules Chapter 7 The rules that have proceeded in this book are the absolute minimum set of rules necessary to present the campaign setting and its flavor using the Pathfinder ruleset. The rules in the chapter are less necessary and have more to do with taste and running style. They may be freely ignored without having any large impact on how the setting is presented to the players.
short rest of around 15 minutes, if the players do so they may roll hit dice and add their constitution modifier to each one, and gain the amount rolled as healing. Each hit die the character has can only be rolled once until the character takes an extended rest of 8 hours. So a third level character can roll all three hit dice at once or space them out between fights, but he can't reroll them until he rests.
Hit Points and Durability
Extended Rest: An extended rest recovers all hit points for characters who started the rest with positive hit points.
The following rules are designed to reduce a party's need for a cleric or dedicated healer, though the presence of one will still be desirable, it won't be required to the point of having the group brow beat one of the players into choosing to play a healer class. Conversely, in the presence of these rules a cleric player should not feel as compelled to spend all their magics as cure wound applications. Starting Hit Points: Each character starts with a number of hit points equal to their constitution score and full hit dice. Yes, this means a first level barbarian with a constitution of 18 will start play with 30 hit points. Hit Points per level: When a character gains a level they gain hit points equal to half their hit die plus their constitution modifier. Hit Dice: A character may take a full round action in combat to roll any number of their hit dice and gain that many hit points as a cure effect (hit points beyond the maximum are lost). A character may also take a
Battered: A character reduced to half his maximum hit point total is battered and shows signs of having been in a fight. Actual wounds do not occur until a hit knocks a character below 0 hit points. Dying: A character at 0 hit points or less is dying. Each round the character makes a fortitude save DC 10 - their current hit point total (remember that if you subtract a negative number, you add it). If the character fails he loses 1d6 hit points. When the character makes three saving throws he stabilizes, and those saves need not be consecutive. If a natural 20 is rolled the character returns to 0 hit points, stabilizes, and may roll any hit dice to gain hit points in order to act normally. Dead: A character is dead when their hit point total drops below their constition score and their level * -1. If a character is suddenly reduced to less than twice this value in a single attack then the damage to the corpse will be too severe for raise dead and ressurrection will be required to raise the character. If the character is reduced to three times this value only a true ressurection will restore the character.
Dusk: Pathfinder Edition by Michael Lloyd Morris
Playtest Team Joshua G. Brooks, Colton Robert Don Burgess, Devon Grant Deaton, Curtis W. Hanson, Evan Zwicker
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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. 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