Você está na página 1de 65

Atributes: Roll 4d6 remove the lowest add the rest together.

You roll 6 times


for 6 stats and may choose to roll a powerball for one of your stats. This
powerball may be rolled only once.
Races:

Twildin: Twildin are strange and mystical beings. They appeared from the
forest one day around 700 years ago, near the end of the Surface War. They
were first discovered by a Cracal war band and learned much of the ways of
war from them. One day a man named Kaladris heard a voice from the
heavens and rose up as a leader of his people. He had been told the will of
the Creators of the Twildin and led his people to new lands to teach them the
way of their lords and give them meaning to their existance. The Twildin were
the first to offer up a truce to the Dvergar who eventually accepted; this act
starting the peace Aderon has enjoyed for the last 610 years.

Twildins are the largest race of humanoids on Aderon, they look like humans
and stand 7-8.5 feet tall and come in a range of shapes, skinny, fat, stocky
etc.. Their eye and hair color range from red, brown, black, blond and
white( eyes and hair always match with the Twildins, except in special cases
and when it does vary the Twildin lable the abberations as witches whether or
not they possess magical ability and they are always treated like outcast.).
Twildins live between 60-80 years of age.

Playable Classes: Warrior, Rogue, Wizard, Cleric

+2 Strength, -2 Dexterity

Cracal: Cracal were one of the three races that existed underground for
thousands of years before the Dvergar discovered the surface realm. For
reasons forgotten by most, the Cracal and Dvergar have been at war for as
long as the Cracal have existed. The Cracal race was the first to discover the
existance of the Twildins and took them in as potential allies or tools
(depending on your view) and taught them the ways of war. Not long after
discovering the Twildin, the fledging race decided to break off on its own and
establish its own lands. The Cracal were reluctant to let them go but did so
without bearing any grudge. In fact the Cracal continued to have close
relations with the Twildin and fought many battles along side them. However,
one day the Twildin decided they had enough of war that had very little to do
with them and offered up a peace treaty to the Dvergar, who to the suprise of
the Cracal accepted. With a major ally lost and strength already waning the
Cracal decided to offer up a peace treay of their own. And so the age of the
Cease Fire, as the Cracal called it, began. Opportunistic Cracal and Dvergar
soon began trade between the countries, though each race is highly
suspicous of the other and often attempt to impose taxes on one another.

The Cracal are twisted and deformed in the eyes of the other races, they
have jagged pointed ears and gnarled leathery skin. Cracals only have small
wisps of hair, if any at all, and have sharp, crooked, beast like teeth. They
range from 5.5-6.5 feet and have cool colored skin (ranging from black-grey-
green-blue.) Cracal live between 40-60 years of age.

Playable Classes: Warrior, Rogue, Wizard

+2 Dex, -2 Con, Low-Light Vision, Light sensitivity(-2 to everything while in


daylight)

Hamil: The Hamil are the shortest race in Aderon, even shorter than the
Dvergar in most cases. The Hamil's roll in the great wars between the
Dvergar and Cracal are almost non-existant. The Dvergar see the Hamil as
shorter weaker cousins and find it their duty to protect them. The Cracal pay
little attention to the Hamil at all, except when he finds himself very hungry.
The Hamil are obssessed with keeping records; whether it be history or their
day to day journal. On the same note they are obssessed with any form of
knowledge they can get and are very good at learning and adapting. They
are not a very war like people and have not even tried to hold a battle axe in
anger (save a few foolish ones). When they fight, if they ever decide to, they
will do it from the shadows, copying the style of skilled Cracal assassins.

At one point, on the surface world, the Hamil established a grand city called
Darol and within it had a great anthenaeum which held the lore and records
of the Hamil people. Within it contained the history and events of every race
on Aderon, even the recently discovered Twildin. Many of the greatest minds
had their journals, notes and discoveres stored at the Darol anthenaeum.
However, near the end of the Surface War (or the Last Record as the Hamil
call it) the Dvergar were routed by the Cracal and took refuge in Darol,
forcing their way in. The Hamil had no time to react or prepare before the
Cracal were attacking the city. Darol had very little defense wise and was
soon burned to the ground and with it the great Darol athenaeum. The Hamil
recovered what knowledge they could but much was lost and after the age of
peace and during the signing of the formal peace treaty the Hamil had it
worked in that they will have the right to make an orginization known as the
Exploreres Guild and through this guild they would be allowed to recruit from
any race that was willing. The Guild would have the right to travel the lands
and search for records of the past or to confirm (or complete) the records
that they have. Also in the signing of the peace treaty they had it written
that Darol, or New Darol as it is being rebuilt, will be allowed to have full
control over its trade rights, taxes and prices. From this the highly orginized
Hamil city has become a known place for trade if one must resort to trading
at a fair price with little tax on their goods.

The Hamil stand between 2.5-3.5 feet and have earth toned hair, skin and
eyes. They are child like in apperance, never capable of growing beards and
hair never graying. The Hamil live between 200-300 years.

Playable Classes: Rogue, Wizard, Cleric


+2 Int, +2 Wis, -2 Str MV 20ft, All knowledge as a General Skill.

Dvergar: Dvergar are said to be the first race ever to exist on Aderon. They
believe they are the pieces of a fallen God which they call Grugnal (Creator).
Grugnal was said to have been one of many creator gods and was betrayed
by his brothers and sisters. He was thrown upon the earth and crashed
through. The Grugnadon lake is said to be the site at which he hit the earth.
They also believe that every time one of them dies their spirit becomes part
of Grungal once more, bringing to him their knowledge and skill; once all the
Dvergar die it is believed Grungal will be reborn and take vengance on the
other Gods. The Dvergar existed underground for thousands of years and at
some point came upon the Hamil and Cracal, at the same time it is said. Why
or how these three races came to be is no longer known due to the burning of
Darol and the great knowledge within ( and those who may have known have
long since died). Though only the Hamil seem very interested in finding the
true reason once more. The Dvergar first discovered the surface realm when
being pushed back by the Cracal, who used some sort of demonic power to
drive them up and up. The Dvergar used the new resources they found and
created better weapons, armor and siege weapons. For a long time the
Dvergar dominated the surface realm until the Cracal found a way to it in the
northern lands and when they did they began to slowly cut down into the
Dvergar lands. Eventually after another 400 years of continous war the
Dvergar were offered a truce by the Twildin and then the Cracal. The land
was being drained and resources were becoming harder and harder to obtain;
also the Dvergar were being pressed from both the Cracal in the north and
the Cracal and Twildin in the south. So the Dvergar decided to accept the
peace treaty, keeping ever watchful eyes on the Cracal, and so the age of the
Miners came into being ( As the Dvergar call it.) The Dvergar saw this as an
opportunity to stock up for any war that may come into being and to
reinforce their lands; and so the Dvergar began to mine and for the last 610
years they have been depleating the earth of ores and digging ever deeper
for resources. After so much time without war, many of the Dvergar turned to
crafting and trading. However, many Dvergar still fear the unstopable beast
of war and train continously. Some have even tried to instigate a war by
attacking Cracal and Twildin lands or even attack their own villages in
attempt to make it look like the Cracal are responsible. These Dvergar are
often banished and sent off as outcast from all lands. This group of Dvergar
are known as the Ork or Disgraced Ones. They, however, call themselves the
Barag'Drakum (War Machine).

The Dvergar stand between 4-4.5 feet and have large broad shoulders. The
Dvergar are known for their large floor dusting beards ( except the Ork who
are forced to shave them off) and are often ranked by the might of such
beards. A beard is often decorated in jewels and gold and slowly becomes
silver as they grow older. They live between 300-600 years.

Playable Classes: Warrior, Rogue

+2 Con -2 wis -2 cha, MV 20ft, no movement penalties for encumbrance, +1


Skill.

Classes and Explorer's Guild

When raising levels each players has 2 expierence bars. First is his
experience that is required to raise a level ( LVL -1)*1000. A standard level
does not give you feats, skills or new learned spells. In order to obtain those
one must raise Explorere Guild levels (LVL -1)*200. An explorere guild level
can never exceed your class level and experience is rewarded to both Class
Level and Explore Guild level when a quest is completed related to the
Exploreres guild or actions are taken related to the Exploreres guild.

Special sub-class Exploreres Guild:

Specials Rank

1 Feat, Skills(as class), 1d4+1 Spells(If wizard)/Spell Levels(If cleric)


Initiate

2 Feat, Skills

3 Spells, Skills
Seeker

4 Skills, Feat

5 Spells, Skills
Member

6 Skills, Feat

7 Spells, Skills

8 Skills, Feat
Keeper

9 Spells, Skills

10 Skills, Feat

11 Spells, Skills

12 Skills, Feat
Lore maker
13 Spells, Skills

14 Skills, Feat

15 Spells, Skills

16 Skills, Feat
Master

17 Spells, Skills

18 Skills, Feat

19 Skills

20 Spells, Skills, Feat

Ranks: Your rank will determin the ammount of pay that you get for
completing accepted assigned quests and the ammount of information that
the Guild is willing to share with you.

The ammount of pay you recieve is a standard fee, however you may find
treasures that you can either turn in for additional money or keep for yourself
during your adventures.

Initiate: 5 SP, normally have a specially ranked guild member (Watcher)


accompany the initiate or group of initiates on Guild related quests.

Seeker: 10 SP

Member: 20 SP

Keeper: 40 SP

Lore Maker: 80 SP

Master: 160 SP

Special Cross -class :

You may choose to give a portion of your XP when it is gained to a second


primary class. That class requires half the amount of XP to raise as your first
class. If you obtain enough XP to raise the second class it is considered "cross
classing". In doing so you gain the ability to assign Explorer Guild sub levels
to the second class instead of the first. Upon reaching each level of your
cross class you gain only the Special abilites of that class. Each level of
Explorer's guild sub-class gained you will be able to choose which of your 2
classes you wish to give the abilities to.
Warrior:

BAB F/R/W Defense Special

1 1 2-0-0 0 Weapon Focus

2 2 3-0-0 1

3 3 3-1-1 2 Weapon
Specilization

4 4 4-1-1 3

5 5 4-1-1 3 Fearsome
Reputation

6 6/1 5-2-2 4

7 7/2 5-2-2 5

8 8/3 6-2-2 6

9 9/4 6-3-3 6

10 10/5 7-3-3 7 Legendary


Reputation

11 11/6/1 7-3-3 8

12 12/7/2 8-4-4 9

13 13/8/3 8-4-4 9

14 14/9/4 9-4-4 10

15 15/10/5 9-5-5 11

16 16/11/6/1 10-5-5 12

17 17/12/7/2 10-5-5 12

18 18/13/8/3 11-6-6 13

19 19/14/9/4 11-6-6 14

20 20/15/10/5 12-6-6 15

Specials:
Weapon Focus: The warrior may choose a weapon class to focus in, Axes,
Swords, Spears... Any weapon of the chosen class that the Warrior is
proficient in gives the warrior a +2 on all attacks, disarm checks and grapple
to use weapon.

Weapon Specilization: The warrior must choose the weapon class he is


focused in. The warrior recieves +2 to damage, armor penetration and
sunder checks.

Fearsome Reputation: The warrior's reputation is well known and he


recieves a +5 to all intimidate checks.

Legendary Reputation: The warrior is now a legendary beast and 1/day


may cause fear in his enemies. DC 10+cha Will, all enemies within 30 feet
are affected. If enemy fails save they run in fear until the warrior can no
longer be heard or seen.

Skills: 2+int modifer

General Skills: Intimidate and Ride

Climb, Handle Animal, Diplomacy, Jump, Swim, Perception, Knowledge(Local),


Knowledge(Arch & Engineering)

Feats Categories: *only obtained from Explorer Guild sub-class


levels.

General:

Two Weapon Fighting

Powerful Strike - Full round action, Single attack - reduce your bab to 0 add
that to damage and to AVS penetration.

Shield Breaker - Full round action - Attack ignores any deflection bonus the
target has, magical or not - deals normal damage OR attack may attack
shield, magical or not, and try to destroy it (Does not work on spells higher
than third level).

Quick Draw

Skirmisher (Preq. Two weapon fighting)

* - requires light armor

2- Parry - Once a round may parry an incoming attack, before to hit rolls are
made. Roll oppossed attack rolls and if succseful the enemy misses.
4 - Dodge - If attack succesful hits and a parry was not attempted you may
negate your armor save and attempt to dodge, roll a REF save vs the roll to
hit you. *

6- Lightning Reflexes - +2 to Ref Save

8 - Lunge- Full round action - may increase the reach of your attack by 5 feet
and recieve no attacks of oportunity for the attack. Only works while a
weapon is in hand. (Preq. Parry)

10 - Spell Dodge - Once a round- Any single target, non mind effecting spell -
If a save is failed may re-roll the save. If the spell does not allow a save , may
take a save anyways. (Preq. Dodge)*

12 - Improved Parry - May parry up to 3 Incoming attacks in one round. (Preq.


Parry, Lightning Reflexes)

14- Two Weapon Mastery - No long recieve any minus for wielding one main
weapon and a light off hand, or recieve -2 / -2 for wielding two main weapons.
(Preq. Lightning Reflexes)

16 - Deadly Strike - Declared use, 1/rnd, If target takes damage from one of
your strikes they must roll a Fort save VS damage done or die.(Preq. Lunge)

18 - Improved Lunge- The reach of your weapons are now always 5 ft further
than they appear to be. (Preq. Lunge)*

20 - Precise strike - Declared use, 1/rnd, May make a single attack that
counts as a coup d'grace. (Preq. Deadly Strike)

Barbarian (Preq. Powerful Strike)

2 - Mighty Blow - Full round action, Enemy (up to 1 size category larger) must
make opposed strength check after suffering a hit. If failed the target is
knocked prone or 5 ft back.

4 - Second Wind - If knocked Unconcious may roll a will save DC 10 +1 for


every point below 0 (Even past -10), if succseful will rise with 1 HP and will
suffer from near death even if spells or powers would negate it. May only be
used 1/day

6 - Cleave - If you do a enemys full life bar in damage in one strike you may
continue to attack any enemy within your attack range. Once you fail to do
an enemy's full life in one strike the cleave stops. (Preq. Might Blow)

8 - Unstopable - You do not suffer from wounded or near death ( Except in the
case of second wind) (Preq. Second Wind)
10 - Great Cleave - If you run out of opponents to cleave you may make a 5 ft
step after each cleave to get in range of nearby enemys. (Preq. Cleave.)

12 - Throw Weapon - Any weapon you are Proficient with and up to large size
may be thrown with a R.I. of 50 ft and max range of 250ft. No strength is
added to the damage.

14 - Animal Spirit - Activate the spirit of a Bear or Wolf once a day - Bear:
Gain +4 to hit and damage for the rest of combat. Wolf: Gain + 20 ft
movement speed and +4 Defense. (Preq. Kill a Bear and/or wolf with your
bare hands and no armor in one on one combat. )

16 - Beserk Charge- May charge up to 90 ft(or base speed x3 - so in wolf form


150ft) gaining + 10 damage but suffer -10 Defense. (Preq. Unstopable)

18- Unbound - You count as having 27 strength when attempting to break


from ropes, chains or any bindings. This also counts to bend bars or bust
open doors.

20 - Battle Frenzy - You may enter a state of Frenzy 1/day for 1 combat. +10
Defense +10 to hit and damage, + 30 movement speed(Stacks with wolf
spirit), +200 HP. This HP is used first when you take damage. Once the frenzy
is over this HP will go away but not subtract from your normal HP. (Preq.
Beserk Charge)

Knight (Preq. Ride)

2 - Mounted Combat - You are skilled at battle training steeds (Automatic


takes 2 weeks). Gain +4 to Handle animal. You gain x2 Die damage when
charging on horseback. You may "Ride by attack" ( As 3.5 PHB). You may also
shoot bows from horseback without penalty. (Preq. Handle animal)

4 - Shield Specilization - Gain +1 Defense and Reflex save from a light or


heavy shield. Also may make an aditional attack with shield at -2.

6 - Armor Specilization - The Defense Minus in any armor is reduced by 3.


(Preq. Shield Specilization)

8 - Champion - The knight is a fearsome opponent. All intelligent creatures


need to roll a Will save DC 10 + Cha or they will choose not to engange the
knight in melee.

10 - Heroic Charge - While charging and enemy , the target must roll a Fear
save Vs 5+ Level or loose DEX to defense and be unable to make AoO or
other out of turn powers or held actions. While on horse back DC = 10 + LVL.
( Preq. Mounted Combat)

12 - Master of Armor - All armor grants the Knight a + 5 AVS. (Preq. Armor
Specilization)

14 - Shield Throw - RI 50ft Standard Damage + Fort save vs DC 10 + Dmg or


be knocked down. (Preq. Shield Specilization.)

16 - Slam - Only works on targets of Equal size or smaller. Slam is a full round
action shield attack, auto criticals and ignores AVS. (Preq. Shield
Specilization)

18 - Sever - Works on Large or smaller opponents. Full round action. Make an


attack vs an arm or leg (-like limb) at -10 to hit and opponent recieves a -4
AVS. Opponent must make a Fort save vs DMG done or lose the limb. (Preq.
Champion)

20 - Charge Through - You may make a charge in a straight line and attack
anyone you pass. The enemies all suffer as if it was a Heroic Charge. You may
also make up to two charge attacks per round.(Preq. Heroic Charge. )

Brawler

2 - Unarmed Combat - Your fists do 1d6 dmg each and you may make 2
attacks with them at -2/-2 or use a one-handed weapon and a fist.

4 - Break through - May Bull rush without any AoO.

6 - No matter the odds - Enemies always fail AVS on a 2 against you.

8 - Wild hits - You may make an attack against anyone near you at -2 to each
attack. You gain +2 defense while doing this. (Preq. Break through)

10 - Hold the Line - You may make an AoO against anyone who charges you.
Opponent loses attack if damaged. (Preq. No matter the odds. )

12 - Kill the weak! - Enemies always fail AVS on a 5 against you. (Preq. No
matter the Odds. )

14 - Weak point- Full round action. Your Attack will deal no damage but the
enemy must still roll AVS at -5. If he fails his AVS than you have exsposed a
weakspot and he has a permanent -5 AVS until it is repaired. Does not stack.
( Preq. Wild Hits.)

16 - Finishing Strike - If target is Wounded ( At or lower than Half HP) You


may make a Full attack action to attempt to finish him off. Roll damage and
AVS like normal then roll a STR check vs remaining HP ( i.e. target has 30/60
HP then you attack and do 11 dmg, target now has 19 HP and you can roll a
STR check DC 19) If you pass the STR check the target dies. (Preq. Kill the
weak)
18 - Improved Unarmed Combat - Your Fists now do 1d10 dmg each. (Preq.
Unarmed combat)

20 - Recover - If you ever take enough damage to bring you to 0 or lower HP


you may make a fort save VS dmg done. If the save is passed you remain at
1 HP. This can be done any number of times. (Preq. No matter the odds. )

Rogue

BAB F/R/W Defense Special

1 0 0-2-0 1 Sneak attack, Trap


finding

2 1 0-3-0 2 Evasion

3 2 1-3-1 3 SA+1 Trap sense


+1

4 3 1-4-1 4 Uncanny dodge

5 3 1-4-1 5 SA +2

6 4 2-5-2 6 Trap sense +2

7 5 2-5-2 7 SA +3

8 6/1 2-6-2 8 Improved Uncanny Dodge

9 6/1 3-6-3 9 SA + 4 Trap sense


+3

10 7/2 3-7-3 10 Crippling Strike

11 8/3 3-7-3 11 SA +5

12 9/4 4-8-4 12 Trap sense + 4

13 9/4 4-8-4 13 SA +6

14 10/5 4-9-4 14

15 11/6/1 5-9-5 15 SA +7 Trap sense


+5

16 12/7/2 5-10-5 16

17 12/7/2 5-10-5 17 SA + 8
18 13/8/3 6-11-6 18 Trap sense + 6

19 14/9/4 6-11-6 19 SA +9

20 15/10/5 6-12-6 20

Sneak Attack: A sneak can be done once per opponent per round. It may
use only melee weapons that are not large and the rogue is proficent with.
The opponent must be caught unaware ( Flat footed) or flanked in order for
the sneak attack to work. Also the rogue must be able to penetrate the
targets DR (i.e. use a blunt weapon vs Skeletons). If the creature is strange
and unfamilar to the rogue they must spend time observing it or roll an
imediate knowledge check (takes 1 round 1/per combat). The DC = Targets
HD after combat or Targets HD +10 if in combat. A rogue should keep track
of the creatures it knows how to fight.

A sneak attack is rolled to hit normally ( the target may suffer from being flat
footed) and if a hit is made the target rolls an AVS - sneak attack bonus, if it
fails then the attack automatically counts as being a critical hit and the target
must roll vs damage done or die ( Fort Save).

Trap finding: Rogues, and only rogues, have the ability to use the
Perception skill to find traps and the Device skill to disarm them.

Evasion: Agaisnt spells that allow for a REF save for partial damage the
rogue will ignore the damage if the save is made.

Trap sense: The rogue gains a +1 REF or DEF vs traps.

Uncanny Dodge: The rogue can not be caught flat footed except by a rogue
4 levels higher than himself. If he is incapacitated he still loses dex to AC.

Improved Uncanny Dodge: The rogue no longer suffers a minus for being
flanked and can not be sneak attacked by another rogue if flanked unless
that rogue is 4 levels higher than himself.

Crippling Strike: If a target saves vs a rogues sneak attack they suffer a -5


to to hit , damage and ref saves. Does not stack.

Skills: 8+int

General Skills: Stealth, Bluff

Appraise, Balance, Climb, Decipher Script, Diplomacy, Device, Disguise,


Escape Artist, Forgery, Gather Information, Stealth, Intimidate, Jump,
Knowledge(General), Knowledge(Arcana), Knowledge(Nature), Knowledge
(Local), Perception, Sense Motive, Sleight of hand, Swim, Tumble
Feat Classes:

General:

Improved Stealth - The rogue may move at half speed (instead of 1/4) while
stealthed.

Improved Iniative - The rogue may choose to go first, after rolls are made, in
any round before it starts. If another person with improved iniative trys to go
first than whoever had the best rolled iniative goes first.

Ranged Sneak Attack - The rogue may make a sneak attack with a ranged
weapon if they are within 30 feet.

Hidden Weapon - The rogue may draw a concealed weapon as a free action.
The enemy gets to roll a perception test vs the rogues Sleight of hands, if
the enemy fails to spot the weapon then rogue's next attack counts as a
sneak attack

Assassination: (Preq. Ranged Sneak Attack)

2 - Poison Master: The rogue may apply poisons in combat as a move action
and may use poisons without a chance to poison himself.

4 - Improved Sneak attack- You gain an aditional +1 to your sneak attack to


penetrate AVS

6 - Poison Maker: You may make poison from natural substances or harvest it
from a poisonous creature. (Preq. Poison Master)

8 - Aim - If opponent is observed in combat for atleast 1 round you gain a +1


to hit and damage, stacks for each round that passes.( Preq. Improved sneak
attack)

10 - Vanish - You may vanish from combat with a stealth check DC 20 +1 for
every enemy that threatens you.

12- Shadowing Shot: You may shoot into melee without penalty and if you are
stealthed your target can not determin your location.(Preq. Aim)

14 - Climb - Can scale walls and surfaces that are below DC 15 at normal
speed and without check(Preq. Climb Skill)

16 - Read action- May make any other single action instead of an AoO (Preq.
Improved Sneak attack)

18 Posion immunity- After a dealing with poison for so long you have become
immune. (Preq. Poison Maker.)
20 Assassinate - You may make use up to two attacks on a single opponent
and count them both as sneak attacks. Add the damage together to determin
the opponents Fort save or die.

Pick Pocket

2 - Master Pick Pocket- May take 10 to pick pocket or conceal a weapon when
not in combat.

4 - Spell Theif - May use Use Magic Device to cast prepared wizard spells you
obtain. (Preq. Master Pick Pocket.)

DC = 5 + Spell Level

Modifier table

You do not know which spell you are trying to cast -20

You have never seen the effects of the spell in action - 5

You know the spell and its effects 0

You have had the spell explained to you and are very familar with it +5

Mishap Table - If you roll a 1 or 20, you must roll on the mishap table.
In the case of a 20 the spell and the mishap table affect both go off. Roll a
D20

1 - The spell goes horribly wrong. The spell is somehow transformed


into something different and terrible, only the DM can determin the effects of
such a thing. To give you an idea if you messed up a 5th level spell it is likely
that everything in the area is now dead or worse...

2-5 - The spell backfires and cast only on you, even if it is an area
effect. If it was a spell that provided buffs, such as magical armor or stone
skin, the opposite affect is applied.(i.e. stoneskin- instead of providing you
with DR it now makes you take more damage). You recieve no save for the
effect even if skills, magic items, or abilites would of been able to negate it.

6-10 - The spell is cast upon one of your allies chosen at random that
are in line of sight and functions like a roll 2-5, if no allies are in line of sight
or range of the spell it is instead cast upon you.

11-15 - The spell fails to cast. Except on a roll of 20.

16-19 - The spell goes off but it does 1/2 of all of its numerical values,
including its save. In the case of a 20 two spells are cast.

20 - The spell has reached a height that is way beyond your abilities to
control. All of its numerical values are doubled( including its DC). However, its
imense power recoils through you causing you to take 2d6 dmg per level of
the spell and be knocked prone. Also it makes a very loud bang which
automatically reveals your position to everyone. In the case of a 20 , two
spells are cast.

6 -Acrobatic - May take 10 when performing a climb, jump, tumble or balance


skill even when in combat.

8 -Sleight of Hands - May use the sleight of hands skill to displace and hide
objects that you have in your possession up to 5 feet from you.( Preq. Master
pick pocket)

10 -Combat Pick Pocket - May use Sleight of hands as a single attack action.
(Preq. Sleight of Hands Feat)

12 -Ranged Disarm- May attempt to use a ranged weapon to disarm an


opponent up to 100 feet away. To hit , Damage, and AVS is rolled normally.
Full round action

14 - Dismantle - You may use your Sleight of hands ability to pull opponents
armor apart. May do it once per attack, to hit roll is replaced by sleight of
hands and no AVS is allowed. Target still gets a perception check to notice
what you are doing and if he succeds he gains an AoO. Each time you do this
the target loses 1 AVS and once he has lost all his AVS his armor falls off.
(Preq. Combat Pick Pocket)

16 -Silence- Your sneak attack silences the target making them unable to
speak for the rest of combat.

18 -Master Spell theif - If a spell mishap result is made you may reroll on the
table.( Preq. Spell Theif)

20 - Wizard! - You have been using spells for a long time and some might
confuse you for a real wizard. You may now choose 1d8+2 spells lvl 3 and
lower and prepare up to 5 of any spell level. However, you still use the
casting style of a spell theif.

Misdirection (Preq. Hidden Weapon)

2 - Feint - You may , as a move action, make a bluff check in combat against
a single opponent. If the target fails his sense motive check then you may
attempt to hide or make a sneak attack. You may only attempt to hide if no
other opponents threaten you. You may make a free 5 foot step, however, if
this step puts you in a square that is threatened by another opponent your
hide automatically fails.
4 - Liar - You may lie even if magic would compel you to tell the truth. Also
you gain a +5 bonus to all bluff checks

6 - Changeling - When using the disguise skill you may go so far as to mimic
any humanoid race that is no more than 1 size category larger or smaller
than you without penalty. (Preq. Disguise)

8 - Improved Feint - You may now feint as a free action. (Preq. Feint)

10 - Language Master - You have enough skill to communicate in the most


basic ways in any language, Even supernatural ones. There is a 20% chance
that you misinturpet or others misinturpet you. (Preq. Changeling)

12 - Combat Dancer - You twirl and move around your opponent continously.
Each round you must make a 5ft step around your opponent, if you do so you
count as flanking him. (Preq. Improved Feint)

14 - Now you see it!.. - You may now use the disguise skill mid combat to
imitate one of your enemies. If you try to look like a particular enemy you
gain a -10. If you do it while not stealthed the enemys gain a +10 bonus to
their perception.(Preq. Changeling)

16 - Stronger than he appears! - You may add your CHA bonus to damage as
well as your strength. (Preq. Combat Dancer)

18 - Displacement - You have become so good at moving, dodging, and


generally getting out of the way that in combat if you are hit you may forgo
your AVS for a 50% chance that the enemy outright misses you. Does not
work if you count as being flat footed or flanked. (Preq. Combat Dancer. )

20 - Master of Lies - You recieve a +20 bonus on your sense motive check vs
bluffs and you may take 20 when bluffing yourself. (Preq. Liar)

Burglary(Preq. Improved Stealth)

2 - Ambush - Make take a normal round's worth of action during a suprise


attack.

4 - Sap - Full round action, Instead of making a sneak attack you may knock
your opponent unconcious. Roll to hit normally, AVS is negated, target must
roll a fort save DC 5 + your level + your STR or fall unconcious.

6 - Improved Ambush - As a master of ambushing you can feel when your


walking into one. You may roll initiative even if you are the one being
surprised. (Preq. Ambush)

8 - Master of Stealth- You may move at normal speed when stealthed without
penalty. You may also double move at -5 or run at -10 to your stealth check.
10 - Lock Master - You may open locks as a free action.

12 - Improved Sap - You may make a single sap attempt per attack. (Preq.
Sap)

14 - Over any obstacle - You may move at normal speed even if difficult
terrain or obstacles would slow you. You may also move at normal speed
while swimming or climbing. (Preq. Master of stealth)

16 - Throw voice - You may throw your voice and make any number of sounds
up to 100 feet away from you. This does not give away your position. (Preq.
Over any Obstacle)

18 - Master Ambusher - If you are surprised you may make an imidiate, and
free action, to hide. (Preq. Improved Ambush. )

20 - Pass doors- You have become so good at lock picking that you may take
20 on any lock, also you may pick magical locks or disarm magicked doors.
(Preq. Lock Master)

Cleric

Rogue

BAB F/R/W Defense Special

1 0 2-0-2 0 Spell Casting


Healer's touch

2 1 3-0-3 1

3 2 3-1-3 1

4 3 4-1-4 2

5 3 4-1-4 2

6 4 5-2-5 3

7 5 5-2-5 3

8 6/1 6-2-6 4

9 6/1 6-3-6 4

10 7/2 7-3-7 5

11 8/3 7-3-7 5
12 9/4 8-4-8 6

13 9/4 8-4-8 6

14 10/5 9-4-9 7

15 11/6/1 9-5-9 7

16 12/7/2 10-5-10 8

17 12/7/2 10-5-10 8

18 13/8/3 11-6-11 9

19 14/9/4 11-6-11 9

20 15/10/5 12-6-12 10

Healer's Touch - The cleric has a number of points = lvl x 4 + cha/day that
he can use to help stabilize a person. Add the a number of points up to the
maximum to the clerics heal roll to see if the person will stabilize.

Spell Casting: The cleric cast spells by using a number of Divine Power
Points (DPP) to invoke his spells. Clerical Spell casting differs from other spell
casting as his spells do not have levels. Spells become more powerful for
each Spell Power Level he gains. The Cleric spells count as the Spell level
listed on the table for purposes of Dispel magic and other effects that require
Spell level. To activate any spell it takes the number of DPP that the spell
requires in its description. The Cleric gains 1 DPP per Level.

Learning Spells: A cleric starts with 3 random spells. To learn spells further
the Cleric must gain knowledge from his order who will only give it to him if
he proves worthy. This often involves doing tasks or missions, answering
religeous questions correctly or any other sort of test the order sees fit. It is
also possible for a cleric to stumble upon a spell while adventuring, possibly a
prayer book from a fallen cleric of the same order etc.. Anytime a new spell is
presented the Cleric must spend no less than a week learning it and at the
end make a Knowledge Religon test DC 10 + Spell DPP cost, if he fails he
must spend another week learning it.

Cleric Spell Power:

1 - DC 10 + 1 + WIS - LVL 1

3 - DC 10 + 2 + WIS - LVL 2

5- DC 10 + 3 + WIS - LVL 3

7- DC 10 + 4 + WIS - LVL 4
9- DC 10 + 5 + WIS - LVL 5

11 - DC 10 + 6 + WIS - LVL 6

13- DC 10 + 7 + WIS - LVL 7

15- DC 10 + 8 + WIS - LVL 8

17 - DC 10 + 9 + WIS - LVL 9

Skills : 2+ Int

General: Knowledge(religon)

Heal, Knowledge(Arcana), Knowledge(History), Diplomacy, Sense Motive,


Perception, Swim

Dieties and powers:

Greator Gods:

Veor CG - Veor is the brother of Vilok and one of two gods who created the
Twildin. It is said in the days of the Surface war that two Hamil twin brothers
(Kanil and Twanil as the Hamil knew them) studied the art of arcane magic.
They observed from the Cracal during secret battles where most were
obliterated. The twins continued to study and advance the arcane arts and
developed a magic that sought its power from life rather than demonic
sources. As they grew more powerful they started to participate in these
battles and changed the tide of war in the Dvergar's favor for a while. After a
while their art was unstoppable but they still sought more power. One day
they attempted to perform a ritual learned from a rumored tome of unending
knowledge. After performing this ritual they were imbuned with Godly powers
and grew 10 feet tall. However, soon after the brothers began to argue on
how things should be done. It is said that eventually they grew tierd of the
mortal world and ascended to God hood. There they still bicker to this day
and have opposing views on how things should be done. 100 years after they
Ascended the Twildin (Creation of the Twins) appeared.

Veor believes that all life is precious and detests acts of destruction. He
believes that each race should be allowed to rule themselves freely, without
the restrictions of lord and law. He seeks to bring peace and end wars, for he
is of the belief that the Dvergar's racial disgust and hatred of the Cracal has
caused pain and hardship upon all races of Aderon. His holy symbol is two
hands , one held in the other, with 7 stars in a cresent above them. His
weapon is the staff.

Armor Allowed - None


Weapon Allowed - Staff

Vilok CE - Vilok (Twanil) the brother of Veor. Vilok believes his brother is
foolish in his want of peace. He believes that only the strong survive and that
only those who are strong and ruthless should rule. In his eyes war has made
the races of Aderon strong, hatred has made them hard and capable of
surviving. He believes that the only law that should exist is the law
established by the most powerful. Vilok seeks to have a world of continous
violence and destruction so that when only the strong survive, the strongest
amongst them will rule and bring balance in a natural order. Vilok's holy
symbol is a circle that is surrounded by black flames. His weapon is the flail.

Armor Allowed - None

Weapon Allowed - Flail or Great Flail

Veor and Vilok worshiped together LN - Some believe in worshiping Veor and
Vilok as one God. This has developed into a very orginized religon with
temples and worshipers that must submit to the law of the High Priest and his
underlings. This is the most dominate religon and often has places of worship
for all the lesser gods as well as the Creators. The religon is called Ordanum -
The worship of Two as One. The holy symbol is the sun being eclipsed by the
moon and the weapon of choice is spear.

Armor Allowed - None

Lesser Gods:

Horad CN - Horad the Warrior. Horad is the God of those who seek to perfect
themselves through combat. Horad cares nothing for war or the plight of
others. He believes that the only way one can achieve power is fighting and
winning. Horad does not believe in rules or arenas ( Though some make
fighting pits or arenas in his name), He only believes in strength and cunning.
His father Dagnor was tricked by his uncle Lokrin and from that experience
he believed the only way to become strong is to fight the strongest opponent
you can find and learn from him to defeat him. Horad will win any way he
can, whether it be strength of arms or killing his enemy in his sleep. His holy
symbol is a club with a skull on the pommel.

Armor Allowed - Heavy

Weapon allowed - Club or Great Club

Frengar LG - Frengar the Protector - Frengar is the Wife of Dagnor. She has
witnessed many a war that has been started by Dagnor and has seen the
casualties it has caused. She continously trys to calm her husbands temper
but he rarely listens. Feeling pitty and sorrow for all those lost to wars they
did not want Frengar decided to protect those who could not protect
themselves. She wears studded leathers and goes into battlefields weilding a
Longsword and shield. She only fights when she can not avoid it and seeks to
gather those who are not participating in the battle and take them to saftey.
She tends to the wounded and dying from both sides of the battlefield and
always trys to seek peace. Frengar's holy symbol is a shield with a heart on it.
Her weapon is the Longsword

Armor Allowed - Light

Weapon Allowed - Longsword

Hemdarl LE - Hemdarl the World Blighter - Hemdarl in life was a crazed


warrior who only fought to taste the blood of his foes. He would recklessly
charge into battle to prove to Vilok that he is the strongest. He entered a
battle with only a Greataxe and no armor. In many a fight he would charge
out completly naked to show Vilok that he hid nothing from him. Hemdarl
killed many and was finally noticed by Vilok after years of battle. Vilok
decided to raise him to the level of a God so he could spread his hate and
destruction to the races of Aderon. His holy symbol is a circle with black fire
surrounding it and a white hand grasping it. His weapon is the Great Axe

Armor Allowed - None

Weapon Allowed - Great axe

Fortes TN -Fortes the Judge. Fortes was appointed by the Twins, one of the
few things they could agree on, to the be the final judge for those who die.
Fortes looks like a Twildin with a huge flaming red beard and a heavy, angry
brow. Fortes judges a man on the greatness of his acomplishments and the
things he has done to change the world. He cares not whether a man obeyed
the laws or was good or evil, he only cares how that man used his life. He
judges if a man died before his time or long after. Those who waste the gift of
life are punished to an eternity of labor and those who are worthy of epic
tales take a place in the great drinking halls of the Gods. Forte's holy symbol
is a hammer with an hourglass as its head. His weapon is the warhammer.

Armor allowed - Medium

Weapon Allowed - War hammer

Dellagar NG - Dellagar the lord of th Sun - Dellagar the Light Bringer -


Dellagar is known as the God of the Light and knowledge. He believes that
learning can bring the races to understand each other and that every mortal
has goodness in his soul. Dellagar believes in grand gestures of goodness
especially when such actions oppose evil. Dellagar's holy symbol is a Golden
Sphere. His weapon is the Mace

Armor allowed - Light

Weapon allowed - Mace or Heavy mace

Lokrin NE - Lokrin the Deciever - Lokrin serves only himself and is ever
greedy for power. He hates his brother Dagnor for the power he has and
always seeks to outdo him through trickery. Lokrin believes in survival above
all else and loves gold more than anything else. Lokrin once tricked Dagnor
by agreeing to take his own forces and flank their enemies in battle. Instead
Lokrin made a secret dealing with a Demon lord and obtained much wealth
for it, telling him Dagnor's position and plans. Even with all the help Dagnor's
might looked as if it would prevail so Lokrin came down on Dagnor's flank
slaughtering both Dagnor and the Demon lord's men. After killing the Demon
Lord Lokrin caught Dagnor by surprise and slashed him across the face,
scarring his perfect features. Dagnor , wounded and weakened and every
calculating decided to escape while he still could. Lokrin, that day won all of
the spoils of war and built himself a secret fortress where he still hides.
Lokrin's holy symbol is a golden dagger with a jewel on its hilt. His weapon is
the short sword.

Armor allowed - Light

Weapon Allowed - Short sword.

Dagnor LN - Dagnor the War spirit. Dagnor loves nothing more than the sight
of war. His wish is to have a world in perpetual war. He believes that only war
can show the true character of a man and reveal his nature. Dagnor despises
trickery and would rather see war fought with a standard and regulated list of
tactics to even the playing field. He believes that the better trained, better
armed, and larger force should always win. He looks at war like a game board
and believes it should be fought as such. Dagnor does not believe in crushing
the weak or defensless and only enjoys it if others can bring a fighting force
to oppose him, however he will not stop his slaughter if the innocent get in
the way. Dagnor wears black full plate and wields two flaming battle axes
when he enters combat. His holy symbol is a chipped burning battle axe and
his weapon is obviously a battle axe.

Armor allowed - Full plate

Weapon Allowed - Battle Axe.

Feat Classes:
General:

Destroy/Command Undead - The priest may use a full round action in an


attempt to destroy or take command of the undead around him ( a 30ft
radius). He does 1d6 points of dmg per level and if this equals the undeads
current HP he either destroys or takes command of them till the end of
combat.

Combat Ready - The cleric , when using the weapon of his Diety, gains a +2
to hit and damage.

Mantle of the Chosen - When the cleric is wearing the garb or armor of his
Diety he gains a +1 AVS even if he is just wearing simple cloth.

Ritual for the Dead - It is often the duty of cleric to give passage to those who
die. At the cost of 1 DPP he may ask his Diety to protect the soul of a recently
dead humanoid, if the humanoid differs in alignment they get a will save LVL
+ CHA. If the save is failed or none is taken the cleric gains a +2 to hit,
damage, Defense and AVS for the rest of the day. This may only be done
once per day.

Crusader(Preq. Lawful, Combat Ready) - The crusader is one who


belongs to a lawful God and believes in bringing those who offend his god to
justice.

2 - Blasphemy! - Any who speak out against the cleric's God or does
something to offend him grants the cleric a +2 to AVS vs That opponent

4- Cuffs of the fallen - If the cleric ever binds a person who has offended his
God or broken his laws then the bindings become magical. They require a
Strength of 27 to break or a DC 20+Level escape artist check.

6 - Divine Judgment - Any who activate the Blasphemy feat are struck by the
God himself, in the style of the god. The enemy must make a REF DC 10 +
3+ WIS or take 1d6 points of DMG per level/half if saved (Max. of 6d6 points
of damage). (Preq. Blasphemy!)

8 - Weapon of the Righteous! - A cleric's weapon does +1d6 dmg vs any who
are not lawful. (Preq. Cuffs of the Fallen)

10 - Holy Light - The Cleric may use 1 DPP to activate a blinding light. This
light shines for 120ft in all directions and any enemy who is not lawful suffers
a -5 to hit and damage. (Preq. Divine Judgment)

12 - Imprisonment - The Cleric may magically imprison someone inside of a


square for 1 DPP. The square may be drawn on the ground around that
person or be an object in which the person can sit ( such as a wagon) or even
be an actual room or prison. The spell only stops that person from leaving a
confined space and the target gets 1 imediate Will save DC 10 + 5 +
WIS(Outsiders recieve a -5 ). If that person fails they may not leave for
1day/per level of the Cleric, by any means. While inside the prison the Cleric
may choose to allow that person to be magical sustained or to let them go
without food and water. The Cleric may only contain 1 person at a time.
(Preq. Cuffs of the fallen)

14 - Smite the Fallen - The Cleric may smite his un-lawful foes with the
vengence of his God, costing 2 DPP. The Cleric must declare he is doing so
and gains a +5 to hit and + 10d6 DMG no save. 1/day (Preq. Weapon of the
Righteous!)

16 - Bound by Honor - The Cleric may force a target to obey to the rules of a
given contract, spoken or written. If the Target agrees to do something or
follow certain conditions he is bound. The target recieves a WILL save DC 10
+ 7 + WIS. If the target passes the Cleric is aware the contract is not binding
under Divine Rule. The Cleric may only attempt this power once per Contract.
If the target Fails and trys to not fufill the contract they suffer from extreme
pain and are unable to think of anything but the contract. If the contract is
not fufilled within 2 weeks of when it was suppose to be the target dies and
its soul will be punished upon its death as the God sees fit. (Preq.
Imprisonment)

18- Should I die before.. - The Cleric is one of the most powerful of his order
and should he fall while still in favor of his Diety he will be returned to life.
This cost him all pre-memorized spells and remaining DPP. When he rises he
will be at half HP and count as wounded even if spells or abilites would
normally negate it. It takes 10 minutes for this effect to kick in and will not
work if his body is burned. 1/day. (Preq. Bound by Honor. )

20 - Holy Weapon - The Cleric's combat ready weapon gains a +5 to hit and
damge bonus vs unlawful targets. Also vs Undead or Outsiders the weapon
has a chance to Banish/Destroy them DC 10+9+WILL. If the Target saves he
may not be effected again for 1 year. It also allows him to cast Smite the
Fallen with no DPP cost or Holy Light at no DPP cost. (Preq. Smite the Fallen,
Holy Light, Perform a Divine Quest.)

Priest(Preq. Ritual of the Dead)- A priest is one who tends to the temples
of his God. He transcribes scripts and performs the daily rituals and services
to his God. One such as he ventures forth to spread the belief in his God and
seeks to increase his own faith.

2 - Morning Ritual - The priest may gain an additional DPP each day.

4 - Speak no Evil - The pirest, at the cost of 1 DPP may Silence a single target
if the speak out against his God or beliefs. No save. The silence lasts as long
as the Pirest is in LoS.

6 - Sanctuary - The Pirest may declare a single person to be under the


protection of his God ( or 1 person/per level if within one of his temples). This
Person must not directly oppose his Gods alignment. If any attempt to attack
this person they must roll a WILL save DC 10+ 3+ WIS or be unable to attack
that person in any way for the rest of the day. (Preq. Morning Ritual)

8 - Strength of the Lord - The Priest may call upon power of his lord to
strengthen him in times of need. He may call forth an aditional 1d4+1 DPP,
which he may imediately use. However, the following day he loses the same
amount of DPP and may not call forth strength again that day. (Preq. Morning
Ritual)

10 - Favored - The Priest may now gain an additional 2 DPP each day. (Preq.
Strength of the Lord.)

12- See no Evil - At the cost of 2 DPP the Priest may banish a target who
activates the Speak no Evil feat from the mortal plane for a time. The target
recieves a WILL save DC 10 + 5 + WIS. If the target fails they disapear for 1
minute and take 100 damage. When they reapear, if they are not dead, they
automatically count as being near death even if powers or abilites would
prevent it. 1/day (Preq. Speak no Evil)

14 - Protection of the Lord - The Cleric recieves a permant + 5 AVS as the


lord blesses him with his protection. (Preq. Favored. )

16 - Damnation - Any who activate the See no Evil feat may instead be
Damned at the cost of 4 DPP. Should they fail a WILL save DC 10 + 6 + WIS ,
They will die and their soul be forever tortured in Hell. 1/day (Preq. See no
Evil)

18 - Ritual of his Divine Glory - The cleric now recieves an additional 4 DPP
each day(Preq. Favored. )

20 - Shield of Divine Power - The Cleric may negate incoming damage at the
cost of 1 DPP.(Preq. Protection of the Lord.)

Prophet - A prophet is one who tells others the word of his Diety and shows
others the way to salvation and safety.

2 - Divine Prediction - The Prophet sees things before they happen and as
such he may use 1 DPP to protect himself or an ally from an untimely end. I f
the target goes below 0 they are automatically stabilized.
4 - Divine Warning - The Prophet is warned of danger before it strikes him
and may roll a DC 5+incoming damage WILL save instead of a AVS.

6 - Locate - The Prophet has been givin the blessing of sight from his lord. He
may attempt to locate someone 1/day. The Cleric must know the targets
name and a fairly accurate discription of him or have something that belongs
to the target. The target recieves a WILL save DC 10 + 3 + WIS, if he fails the
target can see where he is, what is around him, what he is doing and what
direction he is in. (Preq. Divine Prediction)

8 - The Lord's Plan - 1/day the Cleric may gain a +20 to hit on a single attack
or gain a +20 Defense rating that last until he is attacked for the first time
after casting. (Preq. Divine Warning)

10 - Commune - The Prophets has obtained the right to communicate directly


to his lord and ask him questions in times of need. At the cost of 5 DPP the
Prophet may ask 1 question/per level.

12 - Reveal - The Prophet recieves a +10 bonus to sense motive VS bluff and
a +5 Will save vs illusions or mind effecting spells. (Preq. Lord's Plan.)

14 - Evil among us - The Prophet can feel those who oppose the will of his
Lord or are of an opposing alignment. Also at the cost of 5 DPP he may make
it so that the target is unable to hide, turn invisible, use any form of
dimensional of movement magic, illusion magic, bluff or use mind effecting
spells as long as they are within LoS of the Prophet. (Preq. Commune)

16 - Ever Seeing - The Prophet may use The Lord's Plan up to 3 times a day.
(Preq. The Lord's Plan)

18 - Light in the Dark - The Prophet has been granted the power to see
through the greatest of deceptions. He always passess all saves vs Illusions,
is granted a +20 bonus to sense motive vs Bluff and may see through any
darkness, magical or not, with normal vision. (Preq. Reveal.)

20 - As it is written - The Prophet's ability to see what is to come has


empowered him far beyond a normal person. Any person who attempts to
harm the Prophet recieves a -20 to hit. Also if the Prophet is not wearing
armor he recieves a +12 AVS which can not be reduced in any way and works
even against things that ignore AVS. (Preq. Light in the Dark. )

True Believer (Preq. Mantle of the Chosen) - A True Believer is a Cleric


that devoutes himself to his Diety and to his will. He believes in nothing that
is not in his Lord's Plan or that is not a part of his will.
2 - Shield of Faith - The Cleric recieves a permanent +2 Deflection bonus to
DEF and REF.

4 - Servant of the Lord - The Cleric is a devout servant of his Diety and seeks
only to become closer to him. In return for his devoution the Diety has
blessed the Cleric with a permanent +2 AVS bonus.

6 - False Power - For 1 DPP the Cleric recieves a Spell Resistance of 5+ Level
for the rest of the day. (Preq. Shield of Faith)

8 - Unshakeable Faith - The Cleric becomes immune to Mind effecting spells.


(Preq. Servant of the Lord.)

10 - Divine Power - The Cleric may invoke the power of his lord to help him in
combat. At the cost of 3 DPP 1/day the Cleric will be empowered with a +10
to hit and damage +5 AVS and deal an aditonal 1d8 DMG per attack. This last
until the end of combat and takes 1 FRA to activate. (Preq. False Power.)

12 - Armor of Faith - The Cleric becomes immune to death effects and spells.
(Preq. Unshakeable Faith)

14 - Keeper of the Faith - The Cleric has been granted the ability to allow
others of like mind to be imbuned with his power. Any spell that he can cast
can instead be held by another but still cost him the DPP to upkeep. This does
not work with feats.

16 - By his Will - The Cleric is capable of taking those who draw power from
false dieties or use arcane magic and rendering them powerless. Any enemy
cleric who opposes his Diety or arcane caster can be effected. At the cost of 3
DPP the cleric may attempt to seal away their powers. The Target gets a WILL
save 10 + 6+ WIS, if they fail they are cursed and unable to cast spells until
they find a way to remove the curse. This may only be attempted once per
target. (Preq. Divine Power.)

18 -Fire Walker - The Cleric has become immune to fire or lightning. (Preq.
Armor of Faith)

20 - Avatar- The Cleric has proven his undying faith in his Lord and his will.
The Cleric may never die from old age and becomes dificult for mortal
weapons to wound. He obtains a 15/Magic DR and a 10+Level Spell
resistance bonus. Also should he ever die he will rise once more within the
nearest temple of his Lord in 3 days but loses 1 point of Constitution. Should
he atempt to abuse this power or use it wrecklessly, his Diety may choose to
not allow him to come back.
Wizard

BAB F/R/W Defense Special

1 0 0-0-2 0 Spell book, Spellcasting

2 1 0-0-3 0

3 1 1-1-3 1

4 2 1-1-4 1

5 2 1-1-4 2

6 3 2-2-5 2

7 3 2-2-5 3

8 4 2-2-6 3

9 4 3-3-6 4

10 5 3-3-7 4

11 5 3-3-7 5

12 6/1 4-4-8 5

13 6/1 4-4-8 6

14 7/2 4-4-9 6

15 7/2 5-5-9 7

16 8/3 5-5-10 7

17 8/3 5-5-10 8

18 9/4 6-6-11 8

19 9/4 6-6-11 9

20 10/5 6-6-12 9

Spellcasting: A wizard cast spells by preparing the right combination of


materials and empowering them with his magic. A wizard can have a number
of prepared spells per day based on his level as seen below. These material
components need to be tracked on the Wizards character sheet. A wizard
need be careful with his prepared spells for they can be lost, stolen or
destroyed. If he loses a prepared spell, still imbuned with his magical energy,
then he can not use that energy again until the spell is cast or destroyed. To
unprepare one of his spells a wizard need simply destroy the prepared
material components or disenchant a prepared item.

SpellBook: A wizard's spell book holds within all the knowledge needed for
him to prepare his spells. It is often written only for the wizard and with a
special type of script known almost exlusivley to himself, so another wizard's
spellbook may need time to figure out. A wizard needs his spellbook to
prepare his spells. If he does not have his spellbook then he simply can not
prepare his spells. If he loses it he can sense the spellbook's direction though
not the distance or pinpoint exactly where it is. The spellbook also recieves a
+2 on all saves, based on the Wizard's saves. To create a new spellbook the
wizard must buy a special prepared tome costing no less than 30SP and
spend atleast 1000SP of special components to magical imbune his book. In
doing so the Spellbook is capable of generating pages should he run out, so
the Wizard should only need one spell book, and is very light in the hands of
the wizard who made it.

Spells Per Day

1 2 3 4 5 6 7 8 9

1 1

2 2

3 2 1

4 3 2

5 3 2 1

6 3 3 2

7 4 3 2 1

8 4 3 3 2

9 4 4 3 2 1

10 4 4 3 3 2

11 4 4 4 3 2 1

12 4 4 4 3 3 2

13 4 4 4 4 3 2 1
14 4 4 4 4 3 3 2

15 4 4 4 4 4 3 2 1

16 4 4 4 4 4 3 3 2

17 4 4 4 4 4 4 3 2 1

18 4 4 4 4 4 4 3 3 2

19 4 4 4 4 4 4 4 3 3

20 4 4 4 4 4 4 4 4 4

Schools of Magic: Necromancy, Elemental, Arcane, Demonic

Skills: 3+Int

Genral: Knowledge Arcane, Decipher Script

Knowledge Religon, Knowledge Arch&Engineering, Knowledge Nature,


Knowledge Nobility, Perception, Stealth, Disguise Self, Swim, Ride, Gather
Information

Feat Classes:

Studious - The Wizard has spent long years of his life studying even the
simplest of cantrips. He is capable of Memorizing spells without his book. He
can memorize 1st level spells to start and may memorize 1 spell level higher
for every 5 levels he recieves. (i.e. at 5th -2nd, 10th - 3rd, 15th-4th, 20th-5th.
)

Knowledge Lusty - The Wizard may make an untrained attempt at any


knowledge skill. If he is trained in a particular knowledge skill he gains a +2
bonus.

Powerful - The Wizard has spent all his time and energy making his spells
more effective. He may add 1 DC to a particular school of spells.

Mental Capacity - The wizard may gain 1 extra spell per day in a particular
school for each level of spells he obtains.

Necromancy (Preq. Mental Capacity - Necromancy)- The wizard is


practiced in drawing forth his magical energies from the dead and spirts of
the dead.

2 - Power of the Dead - If the wizard is ever within 500 feet of a freshly dead
body ( dead withing 2 days) he recieves an aditional +1 to all his spell DCS.
4 - Dead Friends - The wizard may compel a dead body to speak to him and
have a short conversation with it. The body gets a WILL save as if it was alive
DC 10+Wizard Level - each day it has been dead.

6 - Life Drinker - The Wizard has begun to understand how to sap the life
force from those still living and empower his spells. If he spends 1 standard
action to sap a target, he will be able to replenish one of his prepared spells
for that day. The target gets a FORT save DC 10+3+INT, if he fails he takes
1d6 points of damage per Wizard level up to 20d6. for every 10 points of
damage caused the wizard may recall 1 level of spells. (i.e. if 20 dmg is taken
by the enemy he may recall a 2nd level spell.) This action can only be done
1/day (Preq. Power of the Dead)

8 - Deathly State - If the Wizard should fall to 0 or lower HP he will enter a


state in which he is a spirit. This spirit has up to 10 HP -1 for every point he
drops below 0. In this state the wizard can not be effected by non-magical
weapons , and even with magical weapons they have a 50% chance to miss
him. Magic, however, effects the wizard normally except that he can not be
seen by normal means. The Wizard will be able to cast any spells he had
prepared, destroying the prepared materials as he does. He is not able to
leave the spot in which he fell or communicate those who still live. If the
wizard reaches -10 HP his exits this spirit form. (Preq. Dead Friends.)

10 - Corpse Maker - Any enemy who falls to 0 or below HP but is not dead can
be snuffed out by the Wizard as a standard action. The life he takes is put
into a pool of magic that last until the end of combat and can be used to add
aditional damage to any offense spell he cast. (i.e. he steals the life from a
Cracal at 0 HP and gains 10 points to his magical pool. These 10 points can
then be used to add damage to any offensive spell he cast.) (Preq. Life
drinker)

12 - Death and Decay - If the Wizard ever dies his spirit may enter the corpse
of a recently dead body (within 2 days) if he does so within 2 hours of his
death. Upon doing so the Wizard becomes undead. He loses all bonus from
constitution to HP but still retains the hit dice he has already rolled and his
Constitution drops to 0. If he is hit by sunlight he suffers 1d6 points of
damage per round and he gains a natural claw attack that deals 1d4 points of
damage. He is capable of doing this 1/day. (Preq. deathly State.)

14 - Death's puppets - The Wizard can make a recently dead humanoid rise
once more under his control. While doing this the wizard can not move or
speak but can see through the eyes of the corpse and command it. The
corpse moves at 20ft a round or 10ft a round in case of a slow creature and
can attack with whatever weapon is on him at the Wizards attack bonus, no
strength is added to damage. He can also cast spells from the corpse and
count the range of the spell as starting from the corpse. He can have up to 5
such puppets at one time. (Preq. Corpse Maker)

16 -Last Will - The Wizard can trap the souls of the recently dead (Within 1
hour ) and use them to fuel his abilities. The Trapped soul gets a Will save DC
10 + 5 + INT. The Wizard can have up to 10 souls trapped at any time and
use them to do one of the following effects: Increase Spell DC by 5, Increase
damage by x2, Increase spell range by x3 or regain spell 5th lvl or lower.
(Preq. Death and Decay)

18- Lich Born - The Wizard is capable of sending his lifeforce into a specially
prepared object which takes 2 weeks to prepare and can cost no less than
1000 GP. Whenever his body dies he may enter an intact humanoid corpse
that is within 100feet of his container, no matter how old the body is. He
suffers all the same effects of Death and Decay. The magical container is
considered an artifact and can only be destroyed using a very high level spell
or an equally powerful artifact weapon. Once inside a new body he may not
leave it unless he is once again slain. If the Wizard kills himself he is trapped
within his container for 1 week before he can exit once again. (Preq. Last Will)

20 - Death's Master - The Wizard may choose not to enter his container and
instead remain as a spirit. He can be no more than 1000ft away from his
container at any time and follows the rules for Deathly state. However he has
half of his normal HP and if his spirit is destroyed he is forcefully returned to
his container and can not escape as a spirit again for the rest of the day, to
enter a corpse or float around. In Spirit form the Wizard gains a +1 to all DCs
that stacks with any other power and is capable of using , feats or spells.
(Preq. Lich Born)

Nature - The wizard has learned to focus on gaining his energies from the
life of the world around him and has a great appreciation for the power of
nature.

2 - Energy of Nature - The Wizard gains a +1 DC to all spells when in forests


or other life abundant enviroments. He suffers a -1 DC in particularly lifeless
enviroments such as deserts or wastelands.

4 - Natural Shape - The Wizard is capable of using the energies of nature to


change into one of the following forms: Tiny Bird, Wolf, Rat or Bat. When in
Bird form he gains the ability to fly 30 feet good and gains a +10 Perception.
In Wolf form he gains a 40 ft movement speed, low light vision and scent. In
rat form he gains a +10 stealth, scent and low light vision. In Bat form he
gains the ability to fly 30 feet good and blindsight 60ft. He gains no natural
attack in any of these forms though he does gain a +1 defense bonus and
AVS bonus in all forms. It takes 1 standard action to shift into any form,
including humanoid.
6 - Natures Ally - The Wizard may speak to any animal. (Preq. Energy of
nature.)

8 - Natural Spell - The Wizard is capable of casting his spells while in a shifted
form. (Preq. Natural Shape)

10 - Natrual Movement - The Wizard may enter a tree and transport himself
to any other tree within that forest. (Preq. Natures Ally)

12 - Power of Nature - The Wizard may invoke the power of nature to grant
him great haste. 1/day The Wizard may cast two spells in the same round as
a FRA.(Preq. Natural Spell.)

14 - Rebirth - The Wizard ungergoes an ancient ritual in order to have his


form reborn. The Wizard Becomes partial elemental - Earth, Air, Fire or Water
and gains the abilites from the chosen type. Earth - Acid Immunity, Poison
Immunity, Air - Electricity immunity and +20 foot movement, Water - Cold
immunity and may move through water at 50ft a round, water breathing,
Fire- Fire immunity and may cast a choosen firespell 4th lvl or lower at will.
(Preq. Natural Spell)

16 - LifeForce - The Wizard can feel the energy of every living creature within
1000ft and can judge based on that their power. This also gives him a +20
chance to spot invisible foe and a +10 will save vs illusions that would imitate
life. (Preq. Rebirth)

18 - Elemental Fury - The Wizard gains a +1 DC bonus on any elemental spell


and all elemental spells do x2 dmg when cast by the wizard. (Preq. Power of
Nature)

20 - Elemental Form - The Wizard becomes imbuned with the power of his
chosen element. He gains the following abilites based on his element. Earth -
DR 10/- Earthen Movement - The ability to move through earth as if it were
water. Air - Fly speed 50ft Perfect, the ability to blast enemys with a 10d6
dmg lightning bolt at will DC 10+5+INT REF save, Water - In water you are
invisible, Also while in water you can regenrate your full life bar within an
hour. Fire - Your chosen 4th level or lower fire spell is maximized at all times
and you may summon a tornado of flames with a 10ft radius and 30feet high
that moves at 50 feet a round on your command. The tornado does 15d6
points of dmg and has a reflex save 10+5+INT. The Tornado requires your
concentration and can only be summoned 3/day. (Preq. Rebirth)

Demonic(Preq. Knowledge Religon) - The wizard seeks to draw his


power from a much darker source. He often aligns himself with Demons or
Devils in order to draw forth their power to use for his own purposes. He must
be careful for he may become their pawn or servant if he is not careful. (Not
all wizards who seek the demonic path are evil, although they may be foolish)

Demon Lord's that power can be drawn from -

Graz'zt, The Dark Prince - One of the most powerful demons in all the
Abyss, Graz'zt is lord of three layers of that plane. He is a tall, darkly
handsome demon with shiny black skin and green, glowing eyes. Graz'zt
dresses in regal finery, but his slightly pointed ears and yellow fangs makr
him for the demon he is. Most strikingly of all his digits: He has six ebony
fingers on each hand and six toes on each foot. Graz'zt is a deeply sexual,
erotic being, The dark prince never goes anywhere without a retinue of
female monsters. He is dangerously charming and seductive and speaks with
eloquence and grandeur.

Yeenoghu, Demon Prince of Gnolls - It is said that Yeenoghu was once


a mortal gnoll that has become a powerful Demon Lord. He still sees a kinship
with the gnolls and many gnolls pay him homage. Yeenoghu is very powerful
and controls a layer of the Abyss, which he calls Yeenoghu's Realm. There, he
hunts lesser demons and other creatures while he plots his next attack
against layers of the Abyss or the Mortal Planes.

Dispater, Lord of the Second - Dispater is the Iron Duke - the lord of the
Iron City of Dis. His home is the Iron tower, an impregnable fortress made to
protect him. Dispater is the picture of caution and careful thought. He never
acts rashly and always has at least nine different backup plans and escape
routes at any given moment. No matter the situation, however, Dispater
keeps a veneer of calm, gentlemanly manners. He never shows anger or
contempt, making him all the mor charming - and dangerous.

Mephistopheles, Lord of the Eight - Mephistopheles is an archdevil who


has long held a great deal of power in hell. Mephistopheles rules over the
frozen waste of Cania, the eighth layer of hell. Mephistopheles displays a
facade of charm, civility and understated wit. Secretly, he has a terrible
temper and flies into frequent rages while in his palace in Cania - a citadel
called Mephistar. Even though Mephistopheles rules a realm of ice he himself
is the plane's heart of scorching flame. Mephistopheles has developed an
extremely hot, corrupt type of energy known as hellfire, tapped from the
substance of the plane itself.

2 - Demonic Pact 1 - You align your self with 1 of 4 Lords of the Abyss/Hell. In
doing so you gain powers that normal Wizards simply can not get. However
each lord demands his own price, giving into the lord's demands gives you
power while ignoring them stretch your own powers thin. Should you ever
fully fall to their will you will be drawn into the Abyss/Hell and serve them as
your new master. Each time you use one of thier powers you must make a
Fort save DC 4 + Pact level. If you fail you gain 1 Demonic point. Once your
demonic points equal your constitution you die. To rid yourself of Demonic
points you must do something that would upset or betray your lord. For
instance, in Yeenoghu's case kill Gnolls.

Graz'zt - Demonic Charm - you gain a gaze attack that can charm
humanoids or intelligent monsters at will. DC 10 + 2 + CHA

Yeenoghu - Demonic Howl - you gain the ability to emit a terrifying


howl. Any within 30 feet of you that hear it must make a WILL save DC 10 +2
+ CHA or become paralyzed for 5 rounds.

Dispater - Telepathy - You gain the ability to communicate with


humanoids within 100 feet of you with your mind. They do not know it is you
who speaks to them unless you want them to or they roll a DC 15 intelligence
check. This ability can activate spells which require opponents to hear a
certain component to be affected.

Mephistopheles - You gain a +1 DC to all Demonic and Fire based


spells.

4 - Demonic Wish - Once per day, they Wizard may call upon his demonic
patron's powers to add a +5 to any roll he decides to make except a Pact roll.

6 - Evil Eye - The Wizard can deform one his own eyes through a Demonic
ritual. In doing so the wizard gains the ability to see greater distances
(Increasing spell range by 1.5) and remove it so that it may float about and
spy on his enemys for him. It has his stealth +10 and moves at 40 feet a
round. It can not move more than 10 feet off the ground or go more than 1
mile away from the Wizard. In addition you gain a -5 perception test due to
your deformed eye. (Preq. Demonic Pact 1 )

8 - Demonic Pact 2 - You may continue to draw power from the Demonic lord
you have choosen or make an alignment with a new patron. Having more
than one patron gives you a -1 to all Pact saves.

Graz'zt - See invisibility - Your eyes can now see invisible foes at all
times. Also your charm ability DC is now 10+4+CHA.

Yeenoghu - Extra Arm - You grow a third arm that is a bit smaller than
your normal ones. This arm can be concealed fairly easily due to it's demonic
nature. This arm allows you to cast spells even with both hands busy. It also
can act independantely of the body, if you ever find your self falling or in
other situations where the arm can act it can reach out and make a REF save
even when normal REF saves are not allowed or provide a +5 REF save in
these instances.
Dispater - Flesh to Iron - Upon a succsesful touch attack the target
must make a FORT save DC 10 + 4 + CHA, if he fails his skin becomes iron
( he becomes paralyzed) for 1 hour.

Mephistopheles - Hellfire - Any spell that uses fire is now considered


Hellfire. Hellfire causes and aditional 1.5 damage and ignores fire imunity.

10 - Control - You begin to gain control of your abilites. You may make a WILL
save whenever you reach 5 or more Demonic points to reduce the Pact points
you have. DC 10 + Number of points you have. If you succeed you reduce the
ammount by 2d6, if you fail you gain 1d4. (Preq. Demonic Wish)

12 - Evil's Brand - Any Evil Creature with an intelligence lower than 8 must
roll a WILL save DC 10 + 6 + CHA or refuse to attack you for 24 hours. (Preq.
Demonic Pact 2)

14 - Cunning Trick - You have been able to decieve the Demon Lord's for
some time and have gained the ability to call forth more of their energy for
your supposed service. Once per day you can gain +10 to any roll, except
Pact saves. (Preq. Control.)

16 - Demonic Pact 3- You may continue to draw power from the Demonic lord
you ahve choosen or make an alignment with a new patron. Having more
than one patron gives you a -1 to all Pact Saves. (Preq. Evil's Brand)

Graz'zt - Domination - Your charm and demonic powers allows to


dominate an enemy. You can only have 1 creature dominated at a time and it
lasts until you or someone else releases them. They will do any action that
you wish, even go suicide. This power can be cast 1/day. The target gets a
WILL save, DC 10+5+CHA.

Yeenoghu - Terrify - Any enemy within 50 feet can be effected by this


ability. Your image transforms into a horrible visage and causes all enemys in
range to be paralyzed with fear. Any who fail their WILL save will drop
whatever they are holding and fall prone, curling up into a ball and cowering.
The target will not react if attacked or interacted with. This fear last until the
Wizard is no longer within LoS. DC 10 + 5 + CHA

Dispater - Iron Flesh - Your flesh becomes reflective and metalic like.
You gain a 10/adamantium DR and become immune to eltricity.

Mephistopheles - You gain the ability to throw out Hellbolts. This is a


spell-like ability you can cast at will. It counts as a 5th lvl spell , range touch
up to 400ft, and does 15d6 dmg ( Hellfire damage included).

18 - Mastery - You have mastered the dark energys that you invoke. You now
automatically reduce 1 Demonic point a day and if you fail a control save you
do not gain 1d4 points. (Preq. Control.)

20 Power Theif - You have made your final pact with the Demon Lords,
however you have also lived long enough to trick them. All this time they
believed you were their servant but it was them who served you. You may
pick 1 of the following powers. Also your pact powers no longer bestow
Demonic Points and your Control skill gives you a permanent +1 Demonic
Spell DC while Mastery skill can be used to add up to 5 points to any Demonic
Spell DC, once a day, WILL DC 10+Spell Level (Preq. Demonic Pact 3)

Graz'zt - Black Hand - One of your hands turns ebony and grows a sixth
finger. This allows you to cast any spell 4th level or lower without material
component. Also you may precast up to 9 spell levels worth of spells in the
hand and cast them at a later time, although materials must be used up to
cast them still.

Yeenoghu - Fourth Arm - Your grow a fourth (or third arm). This arm is
covered in yellow dog like hair and clawed. This arm is fairly easy to conceal
do to its demonic magic. This arm quickens all spells 5th level or lower.

Dispater - Will of Rust - At will you may target an opponent and cause
everything he carries to rust ( If made of Metal, Gold, copper or silver. ) This
counts as a move action and normal objects get no save. Magical, even
artifact level objects, need a FORT save DC 20+CHA. This can be done to any
opponent within 500 feet and LoS.

Mephistopheles - Flames of Hell - You are continually swathed in dark


flames. These flames can be conceal under a normal cloak if desired. Any one
the Wizard desires, within 10 feet, will take 5d6 points of Hellfire damage
with no save and any who strike him will take 5d6 points of damage.

Arcane (Preq. Studious)- The wizard draws energy from wherever he can,
not focusing on any particular source. Though this may weaken him in some
aspects he compinsates by focusing on the magic he is capable of wielding
and making it as perfect and as powerful as possible.

2 - Arcane Focus - Your focus on your own powers have given you +1 Spells
per level per day, of any kind.

4 - Quicken Spell - You may empower up to 1 spell per day to be instant


casting.

6 - Spell Penetration - You gain a +5 bonus to penetrate any Spell Resitance.


(Preq. Arcane Focus)

8 - Mental Library - You no longer need a spellbook to memorize or learn new


spells.
10 - Arcane Knowledge - You may convert any of your memorized spells to a
Dispel effect against an enemy spell or magical ability. (Preq. Quicken Spell)

12 - Greater Spell Penetration - You gain +10 bonus to penetrate any Spell
Reistance.(Preq. Spell Penetration)

14 - Endless Knowledge - You gain + 1d6 spells of any level and +1 of your
highest level spells each day. (Preq. Arcane Knowledge)

16 - Spell Focus - You gain a +2 To all Spell DCS (Preq. Endless Knowledge)

18 - Master of the Arcane - You may cast your Dispel as an interupt action
once a round. (Preq. Mental Library)

20 - Archmage - You gain access to a special class of 10th level spells called
Archwizard. (Preq. Master of the Arcane.)

Skills:

There are two type of skills that each character have, GENERAL and bought
skills. Your General skills are skills you automatically have. Bought skills are
ones you used your assigned skill points to buy. Ever skill that is a class skill
cost 1 point and every skill that is not cost 2 points. Once your purchase your
skills, the skill level is equal to your level + your stat modifer. If you wish to
purchase a new skill upon reaching a new level you give a -1 to all your
current skills or a -2 if you purchase a cross-classed skill. You can purchase
up to a maximum of your INT bonus in new skills.

Skill changes:

Move Silent and Hide are now one skill - Stealth

Search, Listen and Spot are now Perception

Open locks and disable device are now Device

Knowledge arcana, use magic device and Spellcraft are now Knowledge
Arcana

Use rope does not exist

Knowledge of the Planes and Knowledge Religon are now Knowledge Religon

Knowledge Nature and Survival are now Knowledge Nature

Concentration does not exist


Knowledge Geography, Local, History, Nobility are now Knowledge Local

Knowledge (General) - this allows you to roll any knowledge check a -5, if you
decide to take a particular knowledge skill it will function with no minus.

Knowledge ( All) - Hamil only, this allows a hamil to take 1 skill to gain all
knowledge skills. If he decides to take a particular knowledge skill in addition
then that knowledge skill gets a +2.

New Combat Rules:

Modified to hit rolls - In combat you now use your DEX bonus not your STR
bonus added to your BAB for all to hit rolls. You to hit roll is opposed by an
opponents DEFENSE score. If a hit is scored the enemy gets an ARMOR
VALUE SAVE.

Defense score - Defense is 10+DEX bonus + Size Modifier + Deflection bonus


+ Class bonus.

Armor Value Save(AVS) - The AVS is a check to see if your armor protects you
against the incoming attack. Your roll a D20 at a DC 20 - armor value (AV).
The AV is determined by the type of armor you are wearing.

Damage Reduction - Damage reduction applys if you fail your AVS.

Spellcasting - If you cast in melee combat you automatically provoke an AoO,


you can no longer defensively cast. If you are hit you are automatically
interupted and can not cast the spell. The only exception is a touch attack
spell which can be cast in melee combat.

Grappling - Grapple is an opposed strength/escape artist check. No BAB is


added to this roll, although size is. Creatures 2 size categories larger than
you can grapple you with 1 hand/limb with no penalty. Other creatures get a
-5 to grapple with 1 hand/limb. Grapple also always causes an AoO unless the
target is flat footed. The size of weapon you can you use without grapple
check follows the table below. Any other size weapon must make a grapple
check with the following modifiers : tiny +5, small +0 , medium -5, large -10

Grapple size and weapon chart:

If target is... weapon size that can be drawn and used with no
check..

smaller than you small


same size as you tiny weapons

1 size categories larger small weapons

2 size categories larger medium weapons

3 size categories larger large weapons

Example for a medium sized creature

Medium being grappled by...

small character - A small weapon can be drawn for the


chart also works in the opposite direction. For instance if a Storm giant
grabed you he could draw out a longsword sized weapon to strike you as well.

same size character - only tiny weapons such as a knife


(smaller dagger)

Large Character (Ogre) - A normal size dagger

Huge Character ( Storm Giant) - A Longsword may be


used

Colossal character ( Ancient Dragon) - A Great axe may be


used.

Sunder and Disarm - Sunder and disarm no longer cause attacks of


opportunity and no longer have bonuses or penalties for weapon size, only
creature size. Small -5 medium 0 large +5 Huge +10 Colossal +20. In a
Disarm check use BAB + DEX to oppose one another, in a sunder check use
BAB+STR to disarm one another though a standar to hit roll must be made
unlike disarm.

Armor List:

cost AVS bonus DEFENSE minus MV


Weight

Light

Leather 5sp 1 0 30ft


10 lb

Studded Leather 25sp 2 0 30ft 15 lb

Medium
Chain Mail 150sp 4 -3 30ft 30 lb

Breastplate 300sp 5 -5 20ft 40lb

Heavy

Banded Mail 450sp 8 -6 20ft 45lb

Full Plate 1000sp 10 -8 20ft


50lb

Spell Casting:

Spell casting works in different ways with Clerics and Wizards. However, both
share the limit to the DEFENSIVE spells they can cast. Each PC may only have
one DEFENSIVE spell on them at any given time. The spell description, or cast
type, in a clerics case will let you know what type of spells count as defensive
spells.

To cast: To cast a Wizard or Priest must use the Verbal comands to activate
the spell. Wizards also require a Material or Focus item while Clerics must be
in possession of their Holy Weapon at all times. The Holy Weapon must be
blessed and approved of by their order, not just any weapon will do, also it
must be of the same kind that their Diety perfers to use.

Rituals - Rituals are powerful spells performed for a particular reason. These
spells have no levels. A ritual may be performed by an individual of any level
and class, however, most rituals need the sacrifice of DPP to perform
correctly or to give the wanted result. If the DPP is not supplied but
everything else is done right, the ritual will definately do something...

Some rituals, most often evil, will allow you to replace the DPP requirement
with things like sacrifices. A ritual may also require a certain number of
people to perform it or have roles that it requires people to fill.

A ritual is something that may be discovered through your adventures, it is


up to you whether or not you attempt to use it.

Cleric

Cast Types:
Aura - An aura is a special ability that radiates from you. These type of spells
do not effect you in any way and only hurt/help targets that are described.
You may only have 1 aura up at a time. An aura last all day.

Buff - A buff is a spell the benefits you and all of your allys. You may only
have one buff up at a time. A Buff counts as a DEFENSIVE spell. A Buff last all
day.

Offensive - An offensive spell reacts to enemys or danger. You may only have
one Offensive spell up at a time. An offensive spell last all day.

Combat - Combat spells are cast while in combat and last only till the end of
combat. You may only have one combat spell up at a time and you can
cancel one power to cast another.

Personal - Personal spells only effect yourself. You may only have one
personal power up at a time. This spells last all day.

Preperation - Preperation spells are a special type of spell that are more
general in abilities. They can effect and target a large range of allys and/or
friends. You may only have one preperation spell up at a time, and they last
all day.

*note- all cleric spells, except combat spells, take 10 minutes to cast/
Preperation spells take 1 hour to cast. Rituals are an exception and will vary
depending on the specific ritual.

Spells:

1.Fortune - Cast: Personal Cost: 1 Description: If someone attacks you and


hits you may have that attack re-rolled. This spell only works once per round.

2. Divine Warning: Cast: Preperation Cost: 1 Description: If anyone but


designated allys get within 10feet + 5/level up to 50 feet you are alarmed to
their presence. The spell makes no noise, instead it sets off a warning in your
mind. It will not locate invsibile or hidden foes but will let you know they are
in the area effect.

3. Virtue - Cast: Combat Cost: 1 Description: Any ally that is in LoS , or


yourself can make a WILL save DC 12 to negate the effects of Wounded. Each
target may only try once per casting.

4. Fear Ward- Cast: Buff Cost: 1 Description: If you or any ally withini LoS
are under a fear effect you may reroll your save.

5. Dancing Stones - Cast: Combat Cost: 1 Description: 3+1/2 levels up to


5 stones float around you. If anyone attacks you, ranged or melee, the stone
automatically hits them giving them causing 1d6 damage.
6. Doom - Cast: Offensive Cost: 1 Description: Any who speak words of
blasphemy or offend your God are afflicted with a -5 to hit, damage, defense
and saves. They recieve a WILL save.

7. Commanding Aura - Cast: Preperation Cost: 1 Description: Whenever


you try to use the Diplomacy or intimidate skill you gain a +5

8. Light - Cast: Preperation Cost: 1 Description: If you ever enter an area


dark enough where you can not see a light surrounds your holy weapon. This
light shines 40 feet in all directions and can be focused into a beacon of light
that reaches 120feet.

9. Calming Aura - Cast: Aura Cost: 1 Description: Anyone who is under the
effect of rage, frenzy or other such abilities must roll a WILL save or fall from
that state into a calm one. Also allys gain a +5 bonus to Diplomacy.

10. Aura of Strength - Cast:Aura Cost: 1 Description: All allies in LoS feet
gains a +4 to damage and to strength related tests.

11. Augury - Cast: Aura Cost: 1 Description: This spell gives warning if
something bad is going to happen. All allies get a +1 to all saves.

12. Aid - Cast: Preperation Cost: 1 Description: You may use your healing
touch ( but not healing skill) to help stabilize any ally within LoS. Does not
work on yourself.

13. Binding - Cast: Combat Cost: 1 Description: Any enemy who attacks
you (up to 1 per round) must roll a WILL save or become paralyzed. This can
effect a target multiple times.

14. Aura of Shielding - Cast: Combat Cost: 1 Description: If any ally


within LoS takes damage you take half of the damage and your ally takes the
other half. This power ceases to work as soon as your HP reaches 0, your ally
takes any remaing damage once you hit 0. This does not work on area effect
spells.

15. Sound Burst- Cast: Offensive Cost: 1 Description: Up to one enemy


per round, If a enemy attempts to cast a spell you automatically send out a
burst of sound. The enemy must make a FORT save or suffer 1d8+1dmg/level
up to 10. If he fails his save he must roll a concentration check to remain
casting.

16. Energy Resistance- Cast: Personal Cost: 1 Description: If you take


any kind of energy damage ( Fire acid... ) you automatically gain 10 points of
resistance to that type. This can not change for the rest of the day.

17. Zone of Truth - Cast: Preperation Cost: 1 Description: Anyone who


trys to lie when you can hear them must roll a WILL save or tell the truth.

18. Shatter - Cast: Combat Cost: 1 Description: Anyone who trys to attack
you with a ranged or melee weapon must roll a FORT save or their
weapon/projectile is shattered. This does not work on magical weapons.

19. Pain and suffering - Cast: Offensive Cost: 1 Description: Anyone who
speaks out against or insults your God suffers crippling pain. They get a FORT
save or they take 1d4 DMG /lvl and are reduced to half movement speed
until the Cleric can no longer be seen or heard.

20. Aura of Freedom - Cast: Aura Cost: 1 Description: Any ally within LoS
that comes under a paralyzation effect may reroll his save.

1. Invisibility purge - Cast: Preperation Cost: 3 Description: Anyone that is


invisible and comes within 20 feet of you automatically becomes visible.

2. Prayer - Cast: Buff Cost: 3 Description: Any ally within LoS gains a +5
to hit

3. Water Walking - Cast: Preperation Cost: 3 Description: You and allies


within LoS may walk across water as if it were ground.

4. Bubble of Air - Cast : Buff Cost: 3 Description: You create a buble of


clean and breathable air around you for 20ft. This makes you immune to toxic
air enviroments or spells and allows you , and anyone within the bubble, to
breath underwater.

5. Divine Wind - Cast: Personal Cost: 3 Description: A continous light wind


circles around your person. If a ranged physical attack targets you the wind
becomes much stronger and capable of deflecting any normal sized arrows,
bolts or spears.

6. Aura of Protection - Cast: Aura Cost: 3 Description: All allys within LoS
are granted a +5 Deflection Bonus.

7. Song of Divinity - Cast: Aura Cost: 3 Description: All allys within LoS
become immune to Silence effects.

8. Searing Light - Cast: Offensive Cost: 3 Description: Any undead


creature within 50 feet takes 1d8 dmg a level

9. Curse - Cast: Combat Cost: 3Description: Anyone who attempts to cast


a spell or speak out against your God must make a WILL save or go
Blind/Deaf , your choice.
10. Obscure - Cast: Buff Cost: 3 Description: You become immune to any
form of scrying.

11. Freedom - Cast: Personal Cost: 3 Description : You may not be


grappled, held or bound. You also can move through water without penalty or
through difficult terrain.

12. Planar Ally - Cast: Offensive Cost: 3 Description: A powerful divine ally
stays hidden in the area. If anyone opposes your God he strikes them with
Divine fury. The being can attack 1 enemy a round and has a + 12 to hit,
does 2d6+5 damage that counts as a magical weapon. He counts as invisible,
so the target counts as flat footed and he can critical. He also counts to
flanking if anyone else is in combat with the target.

13. Spell immunity - Cast: Personal Cost: 3 Description: You become


immune to the first level of spells that is cast at you and you save against.
This does not work against other Divine spells.

14. Cleansing Aura - Cast: Aura Cost: 3 Description: Your allys become
immune to poison while they stay within LoS

15. Living Aura - Cast: Aura Cost: 3 Description: Your allys become
immune to death effects.

16. Silver Shield - Cast: Buff Cost: 3 Description: You and your allys gain a
10/magic Damage reduction, does not stack with other DR.

17. Dismissal - Cast: Combat Cost: 3 Description: If any outerplanar


creature attempts to attack you in melee he must first roll a WILL save or be
banished from the realm. This may only work once per outerplanar creature.

18. Daylight - Cast : Preperation Cost: 3 Description: If you enter an area


of darkness or particular evil you radiate with a briliant aura of Light. This
light extends 500 feet in all directions and has all the properties of real
daylight, effecting creatures as real daylight would.

19. Divination - Cast: Preperation Cost: 3 Description: This spell gives a


warning should someone attempt to ambush you. You and your allys may roll
a REF save DC 10 in any situation where a surprise trap or attack happens, if
you or your allys pass you avoid the trap or may roll initiative.

20. Concencration - Cast: Aura Cost: 3 Description: Wherever you go the


area becomes holy as long as you are there. Any undead moving within LoS
gain a -10 to hit, defense and damage and take 10 damage a round. Any
outsider with evil alignment must roll a WILL save or flee.
1. Disruption -Cast: Combat Cost: 5 Description: Your weapon is imbuned
with divine energy. Any undead creature you hit takes an aditional 10d6
points of damage.

2. Spell Resistance - Cast: Buff Cost: 5 Description: You and your allys
gain spell resistance 10+Cleric Level. This does not stack with other spell
resistance.

3. Retribution - Cast: Offensive Cost: 5 Description: If you or your ally take


damage the enemy must make a WILL save or also takes 1/2 of the damage
he caused. This does not work on area effect spells.

4. Righteous Might - Cast: Combat Cost: 5 Description: You transform into


the Divine image of your Diety. You become 10 feet tall and gain your Dieties
image. This changes your BAB to +1/per level and your Defense to +1/per
level as well as increasing your weapon damage by 1 size category and reach
to 10 feet.

5. Stone Meld - Cast: Personal Cost: 5 Description: You may meld into any
worked or natural stone and move through it at your base speed.

6. Blade Barrier - Cast: Offensive Cost: 5 Description: If an enemy


threatens your square a barrie of swirling blades appears. The enemy takes
10d6 damage each round but recieves an AVS

7. Word of Recall Cast: Preperation Cost: 5 Description: Should an enemy


speak against your God he must make a WILL save or be transported magical
anywhere within 100 feet of his current position and within your LoS. This
may be over a cliff, straight up or over other dangerous terrain.

8. Pain Suppression Cast: Aura Cost: 5 Description: Any ally who suffers
from the Near Death effect may ignore it.

9. Destruction Cast: Combat Cost: 5 Description: The remains of enemies


who die in combat are turned to dust. Undead with less than 5 HD are
Destroyed with no save and Undead with less than 10hd get a 1 time FORT
save or be destroyed. Any undead Higher than 10HD gets a -10 to all rolls of
any kind.

10. Repulsion Cast: Personal Cost: 5 Description: Any person or creature,


except ones you designate, can not come within 50 feet of you.

11.Earthquake Cast: Combat Cost: 5 Description: You cause intense


tremors. Any creature within 50 feet of you has a 50% chance to fall prone
and lose their action (at the start of your turn) also any creature that is inside
of the ground takes 15d6 points of damage, FORT for half.
12. Dispeling Aura Cast: Preperation Cost: 5 Description: Any spell that
comes within 10 feet of you has a 50% chance of failing, also persistant
magical effects that are within 20 feet of you can be dispeled with an check
DC 11+Spell Level, you roll 1d20 + your level.

Wizard Spells

0th Level Spells - (A wizard may pick 1 of these spells plus 1 per
point of INT bonus they have. These spells can be cast at will)

Prestidigitation - Casting Time: 1 action Description: Prestidigitations


allows you to cast an assortment of minor tricks. A prestidigation can do
things like : Slowly lift a 5 pound object, Color, clean or soil items, start a
camp fire etc.. Typically characters use prestidigitation to perform minor
tasks to make their day to day activities easier or to impress friendly
company. Components: None

Message - Casting Time: 1 action Description: Message allows you and a


target within 10 feet to have a silent coversation. You may talk back and
forth without being heard, even if only one of you are casting this spell.
Components: None

Ghost Sound - Casting Time: 1 action Description: This spell allows you to
make illusionary sounds. You can imitate up to 5 people walking, talking or
fighting. You can also imitate a song or other such minor things. The sound
can be as quite or as loud as you wish. Components: None

Mending - Casting Time: 1 minute Description: You may mend items that
have suffered some damage. You can not repair items that are completly
destroyed. Components: None

Arcane Mark - Casting Time: 1 minute Description: You can place a


permant symbol onto any item. You may only have this symbol on 1 item at a
time and it allows you to sense the direction the item is in, if it is open or
closed (in the case of a door or chest), and if it is close or far away.
Components: None

Wizard Bolt - Casting Time: 1 action Description: This spell allows you to
shoot a 1d4 damage bolt of magic at an enemy. It is a ranged touch attack
with no save. Components: Wand

Arcane

1st level spells

Arcane Missiles - Casting Time: 1 action Description: This spell shoots


magical bolts of raw energy at your target. They can reach anywhere that is
within LoS and they automatically hit. They deal 1d6dmg/level up to 5d6
Components: Wand and Ginseng (Wrapped around pebbles)

Floating Disk - Casting Time: 1 action Description: This spell creates an


invisible floating disk 3 feet in diameter. It floats 3 feet off the ground at all
times and can hold up to 300 lbs. It moves as fast as you do at any time and
can hover up to 10 feet off the ground, but is incapable of moving when
doing so. This spell lasts all day. Components: Requires a coper disk
inscribed with ink mixed with 1sp worth of silver dust.

Color Spray - Casting time: 1 action Description: You cast a cone of


prismatic energy that extends up to 50 feet away from you. Anyone caught in
this cone gets a WILL save or they fall unconcious for 4 rounds.
Components: Ground Ginseng and Black Pearl mixed together

Disguise Self - Casting Time: 1 action Description: You can disguise


yourself as any Humanoid creature and get a +10 to skill, even untrained.
This disguises voice and appearance but does not mimic language.
Components: Black Pearl powder

Illusion - Casting Time: 1 action Description: This spell allows you to


create a realistic illusion. You can make inanimate objects appear as
something else (no object more than 2x2 feet) or create an image of a person
or creature, no more than large size. The illusion can make sounds, emits
heat, and has an Defense of 10 if it is a creature. If the creature is missed it
acts like it doges, however if it is ever hit or touched the person interacting
with it gets a WILL save to disbelieve it. It does not emit a smell, so creatures
with scent will know it is not real. Components: Nightshade Mushroom(cut
into the shape of a person)

Slow Fall - Casting time: Conditional Description: This spell slows you
whenever you jump or fall. It automatically activates form a distance of 10
feet or greater. Also the charm must be worn on the outside of your body so
it can react to the wind shifting its position. Components: Requires a
leather strap connected to a glass bead(3SP) and a Brown Hawks Feather.

Reduce - Casting Time: 1 action Description: This spell allows you to


shrink a target down to 4 inches tall. At that size no melee weapon can hurt
an opponent and the target gains a +20 Defense bonus and a +10 stealth
bonus. However, beware of cats and other criters. This spell lasts until the
Wizard dispels it or 1 hour. The spell has a touch range and if it is cast on a
unwilling target they get a WILL save Components: Mouse whiskers and
Caraway Seed made into an ointment.

Copy - Casting time: 1 minute Description: This spell allows you to copy
up to 300 normal size pages onto any other surface. Components: A Goose
feather and a jar of ink.

Summon Arcane Familiar - Casting time: 1 day Description: This spell


allows you to summon a familar to act as your aide and companion. Familiars
are typically small creatures, such as cats, frogs, ferrets, crows, hawks,
snakes, owls, ravens, toads, weasels, or even mice. A creature acting as a
familiar can benefit a wizard, conveying its sensory powers to its master, and
capable of conversing with him as well as acting as a guard/scout/spy. The
creature can communicate telepathically if it wishes. Also, the Familiar grants
a +2 REF save to the caster and itself. The familiar has the same HP as the
caster and is typically more intelligent than others of its type (has an
intelligence of 10 or if it already has that INT it goes up by 1d6 points). Also it
gains its master's saves. If seperated from the caster, the familiar loses 1 hp
each day and dies if reduced to 0 HP. If the familiar dies the Wizard must roll
an imediate CON check DC 5, if he fails he loses 1 CON point.The power of
the conjuration is such that it can be attempted but once per year. When the
wizard decides to find a familiar, he must load a brass brazier with charcoal
and while it is burning add incense and the right combination of herbs. The
spell incantation is then begun and must be continued until the familiar
comes. The type of familar can not be chosen, it is rolled a 1d20. Table: 1-5 -
cat, black (low light vision), 6-7 crow (+2 perception check), 8-9 Hawk (-1
perception every 20feet instead of 10), 10-11 Owl (May see in low-light
settings as well as you do in normal daylight), 12-13 toad (+1 HP a level), 14-
15 Weasel (Scent ability and +5 to perception checks), 16-20 No familiar
available within spell range. Components:- Brass brazier (1 SP) filled with
charcoal and incense (1 sp worth ) along with Ginseng, Blood Moss, Black
Pearl, Sage, Bracken, Caraway seed and Rowan. The brass brazier is not
consumed when cast.

Increase Weight - Casting Time: 1 action Description: This spell lets you
increase the weight of an object, no bigger than a 1 handed object (Anything
that can be held easily in 1 hand) to 100 LBs. If the creature has a strength
less than 16 the item is droped automatically. If it has a strength 16 or higher
they may hold on to the item, in the case of a weapon they gain a -5 to hit
and are reduced to 1 attack if they have multiple. Components: Ginseng, a
1lb piece of iron shaped like a anvil (1 SP)

2nd level spells

Arcane lock Casting time: 1 action Description: An arcane lock spell cast
upon a door, chest or other lockable objects, magically locks it. You can not
open this lock with a Device check and can only be passed by breaking the
object or dispeling it. The lock lasts forever or until the Wizard dispels it. The
Wizard and anyone he designates upon casting are not effected by the spell.
Components: Silver dust( worth 25 SP)

Protection from arrows Casting time: 1 action Description: This spell


protects the caster from any mundane missile weapon. It will protect the
caster from arrows, bolts, heavy crossbow bolts, spears and other thrown
weapons up to large size and balista bolts. It does not help against catapults
or magical missile weapons, or objects weighing more than 60lbs. This spell
last the entire day and counts as a DEFENSIVE spell. Components: This
requires a turtle or tortise shell of any size and ginseng.

Glitter Dust Casting time: 1 action Description: A cloud of golden particles


covers everyone and everything within a 10ft radius. The spell can be cast up
to 300 feet away. All creatures in the area effect get a WILL save or become
blinded for the rest of combat. Also anyone creature in the area that is
invisible becomes outlined and anyone attempting to make a stealth check
gets a -20. Components: Ground Ginseng and Quartz (Worth 2CP)

Invisibility Casting time: 1 action Description: The caster disapears from


view and his footsteps become quite and silent. All of the caster's gear and
whatever he is holding also vanishes. Any item dropped or put down by the
invisible creature become visible after 1 round. This spell can be cast on
other targets. If the invsible target attacks or makes an offensive action he
becomes visible. Components: The perserved eye of a humanoid creature
wrapped in black pearl.

Mirror image Casting time: 1 action Description: The spell counts as a


DEFENSIVE spell. The caster creates 5 images of himself. Each image is an
illusion and can be moved individually up to 30 feet away from the caster.
They can also be ordered into a spread formation where they each stand 5
feet away from the caster and each other. The illusions mimic whatever
action the main caster is doing and can all be collected on top of the caster,
making them appear to not be there. In combat the caster can shift them
around freely making it difficult to tell which one the caster is. They all have
the same DEFENSE bonus the caster has but lack any form of AVS. Any image
hit by an attack disapears. If an image and the caster are both visible the
enemy must roll a 1 on a 1d6 if all 5 images still stand. This roll may vary
depending on how many images can be seen at the time. It is possible for the
wizard to not be visible, such as an invsibility spell, but the images can never
be hiden from view even if they are stacked ontop of the caster. If the images
are stacked on eachother but not on the caster only 1 image can be
destroyed per attack. Images are not effected by area effect spells. The
images last all day or until despeled/destroyed. Components: A glass mirror
(worth atleast 5SP). The mirror is consumed when cast.
Levitate Casting time: 1 action Description: This spell can be used to
levitate a target within LoS or the caster. The Caster can move the target up
or down 10 feet a around and can only move horizontally if it has something
to pull on (such as a rope), push off of (such as a wall), or it can move along a
wall. If it pushes off someonething it is pushed in a direction 10 feet + 1 per
point of STR bonus. If the target hits something when it pushes off something
it takes 1d6 dmg per 10 feet. If the spell is dispeled by an enemy caster or by
the Wizard who cast it the target falls and takes 1d6 dmg per 10 feet. If the
target is not willing it gets a WILL save. Components: The feather of a
water fowl (such as a duck) and a golden wire (worth atleast 1 sp). Both are
consumed when the spell is cast.

Pyrotechnics Casting time: 1 action Description: The caster can create a


burst of blinding fireworks. The spell can be cast up to 400 feet away. The
fireworks can take whatever shape the caster likes and has a 20ft radius.
Anyone within the radius must make a REF save or become blinded for 1
round and deaf for the rest of combat. This gives a %25 chance of spell
failure. The fireworks can also be seen up to 1 mile away if shot straight up
into the sky. In cloudy conditions there is a 10% chance that they are not
seen. Components: Ginseng powder in a small clay pot.

Arcane Message Casting time: 1 action Description: This spell sends a


message to anyone that the caster knows the name of. The message appears
a small sheet of paper and can be made that only the recipent knows what it
says. The target of the spell may write something back, but after words the
spell ends. Components: A sheet of paper, a goose quill and ink with silver
powder( worth atleast 5sp). All of which is consumed upon casting.

Bulls Strength Casting time: 1 action Description: This imbunes the target
with the strength of a Bull. They gain a +4 to hit and damage and acount as
large size for the purposes of grapple and bull rush. This spell last until the
end of combat. Components: A bull's horn. the horn is consumed when cast.

Blur Casting time: 1 action Description: The target of this spell gets a
WILL save, if it fails the target's vision becomes blury. The target gets a -10
to perception checks and misses any attack with a roll to hit 20% of the time.
Also, in the case of spellcasters their spells will vary 2x1d10 feet from the
place the think they are casting it. Components: Nightshade mushroom
powder in a small belt pouch. The belt pouch is consumed when cast.

4
5

Demonic

1st level

Stupor Casting time: 1 action Description: Stupor puts a target, that is in


LoS, in a state that does not allow him to take any action for the rest of
combat or until damaged. In this state he does not count as helpless and can
be moved, or led away, by anyone at a rate of 5 feet per round. The target
gets a FORT save. Components: Blood moss wrapped around a clay doll.

Demonic Flesh - Casting time: 1 action Description: For the rest of the day
you count as having a an AVS of 5, this does not stack with mundane armor
bonuses. This spell counts as a DEFENSIVE spell Components: Sage stuffed
into a wound in your flesh.

Darkness - Casting time: 1 action Description: This spell puts out all non-
magical fires, within LoS, no greater than the size of a torch. Components:
1 unit of ground Carroway seed per fire or a single unit of Rowan.

Catapult - Casting time: 1 action Description: This spell catapults a


freestanding object, not connected to anything or held, that is within 10 feet
of you in a direction for 100 feet. If used offensively you need to roll ranged
attack roll with no minus and the target gets and AVS save. If it fails the
target takes 1d6 DMG for every 20 feet the spell goes maximum of 5d6 and
minimum of 10ft for 1d6 dmg. Components: Blood Stone (worth atleast
1sp) consumed when cast.

Baneful Attractor - Casting Time: 1 action Description: This spell creates a


dome around a specified target within LoS. The sphere is a translucent black
color and moves like whisps of shadows. Any spell cast within 30 feet of the
target is automatically redirected to the target. This does not work on touch
spells. Component: Bronze bowl (1 SP) and powdered Aventurine (1 SP)
mixed with blood and covered in a piece of cloth. Bowl is not consumed upon
use.

Sinster Cantrip Casting Time: 1 action Description: While most cantrips do


not cause any particular distress or harm to the subject, the sinster cantrip is
much more powerful spell that can create horrifying and startling effects.
Gruesome apparitions such as insects crawling out of the victim's flesh, flesh
rotting from the victim's hands or face, blood streaming out of canteens etc..
The cantrip causes a target to get an automatic -5 to hit and defense and can
cause one of two effects if a WILL save is failed : The Target will drop
whatever is in its hands and attempt to flee or The target fall begins to fight
against the effect, such as getting bugs off his skin or search for the source of
evil wails that only he can hear. The target can be flanked in the case of the
second power and has a 30% chance to target anything else other than the
source of th illusion. The sinister cantrip is a concentraion effect and lasts as
long as the Wizard continues to create the illusion. Component: Nightshade
mushroom shaped into a sphere and stuffed with black pearl.

Push Casting Time: 1 action Description: Push creates an invisible force


that pushes a target. The target gets a FORT save, if it fails then for the rest
of combat, as long as the Wizard is within LoS he may choose to push the
target on the Wizards action. This can be done when the spell is cast and
every round thereafter. The push hits the target and he needs an opposed
strength check VS Strength 18 ( 20 at 5th, 22 at 10th and 24 at 15th). The
push counts as a medium sized creature and if the target fails he can be
either knocked prone or pushed in a direction 5 feet. Component: Carroway
seeds (5) and a perserved humanoid hand. The hand is not consumed in the
casting.

Seduction Casting Time: 1 action Description: Any humanoid of the


opposite sex affected by this spell casts aside all weapons, armor and
clothing in an attempt to seduce the wizard. The afffected target will do
anything to please the wizard, even if it is something they would not normally
do. The target gets a WILL save and the effect wears off after 1 hour.
Component: This spell requires no Material Component.

Dark Bolt Casting Time: 1 action Description: The caster makes a ranged
touch attack against a target, launching a bolt of cold darkness from his left
hand. The bolt deals 1d8 points of damage a level (maximum of 5d8). Half
the damage is cold and the other is demonic energy. When struck the foe
must also succeed at a FORT save or be stunned on his following turn.
Component: Wand and blood moss.

Protective Amulet Casting Time: 1 hour Description: This enchantment is


cast on a small talisman, such as a pendant, amulet, or other item of jewelry.
The item is transformed into a protective device against a ginle specific spell.
The spell must be one that the Wizard is capable of casting and knows. If the
chosen spell is cast at the wizard a save is made as normal, if one can be
made. If a save can not be made or it is failed the amulet absorbs the energy
and is destroyed. If more than one amulet is made to ward against the same
spell, they interfer with each other and none of them work. Component: An
item of jewlery, costing atleast 15 SP to protect against a 1st level spell. It
cost an aditional 15 SP level of the spell that the Wizard wants to be
protected against.

2nd level spells

Gift Casting time: 1 action Description: The caster enchants a creature


so that it feels suddenly compelled to give him what it is holding when the
spell is cast. On the creature's next action, it moves as close to the caster as
it can get in a single round and offers the object as a standard action. The
spell allows the caster to act out of turn and accept the gift if the creature
reaches him to to hand the caster the object. If the creature does not get
close enough it tosses the object to the caster's feet, up to 50 feet and is
magically aimed. The subject will not defend itself normally and will move in
the most direct path to the caster, even taking AoO. After its action the spell
will stop working and the creature can act normally. If the subject can not
perform the action (in cases such as paralysis or it can not see the caster) the
spell is wasted. The target recieves a WILL save. Components: Nightshade
mushroom inside a wooden box sealed with a silk bow(worth atleast 5 SP).
The box is consumed when cast.

Weaken Casting time: 1 action Description: The target,within LoS, suffers


from the effects of Wounded, or if already wounded, Near death. This can be
prevented by feats or spells. The target recieves no save. Components: A
drop of the creatures blood.

Wither Limb Casting time: 1 action Description: The target recieves a


FORT save, if it fails the caster may choose to make one of the creatures
limbs wither. Neck: The targets neck becomes weak and hangs to one side,
the target always counts as flanked and gets a -20 to perception checks.
Arm: The target loses any natural attack associated with that limb and can
not hold items or otherwise use that limb for the rest of combat. Leg: The
target loses any natural attack associated with that limb and may only move
at 1/2 speed. If all legs are withered it may not move more than 5ft a round,
crawling. Also the target recieves a -10 to all balance checks. Components:
Mandrake root

Crush Bones Casting time: 1 action Description: The target recieves a


FORT save, if it fails then the caster's magic crushes his bones. The target
takes 1d8dmg/level up to 10d8 and counts as Near death, spells and feats
can prevent this. In the case of Skeletons the target takes 2d8 dmg/level up
to 20d8. Opponents without bones are not effected. Components: The bone
of a creature that still lives.

Devil's tounge Casting time: 1 action Description: The caster's tounge


becomes capable of stretching up to 15 feet from his body. It can grapple an
opponent at a strength of 20 and counts as large size. It causes 1d6 points of
grapple damage. The caster may not cast spells while using the tounge to
grapple. Components: The tounge of a devil.

Festering Death Casting time: 1 action Description: The target of this


spell begins to fester and rot as long as the caster concentrates. The target
recieves no save and must be within LoS. The target takes 2d6dmg a round
and recieves a -2 to all rolls. Components: Blood moss and Bracken placed
inside a pocket of flesh. The components are consumed when cast.

Grief Casting time: 1 action Description: The target of this spell recieves a
WILL save. If he fails he is stricken with overwhelming grief and self pity. The
target drops whatever is in his hand and falls to the ground in a state of
crying and self loathing. The target will not make attempts to defend itself,
and counts as helpless. The Caster can effect up to 1 target every 3 levels ( 1
at first 2 at 3rd etc.. ) that are within LoS. The spell last as long as the wizard
concentrates. Components: Black pearl stuffed into the eyes of a skull of a
small - medium sized creature. Components are consumed upon casting.

Demonic Vision Casting time: 1 action Description: The target can see
through any form of darkness, magical or not, with normal vision. Also the
target can see the lifeforces of living creatures, even if they are invisible. This
spell last all day. Components: The eye of a demon or devil. The
component is not consumed upon casting.

Tocuh of Idiocy Casting time: 1 action Description: The target is cursed


with stupidity. He recieves a WILL save and if he fails he drops to intelligence
1 for the rest of combat, making him incapable of casting spells, even divine
ones, speaking, or understanding language. The target can fight normally,
however if he is hurt he has a 50% chance to attempt to escape in order to
perserve his own life. This spell last until the end of combat. This spell does
not effect mindless opponents and has little effect against stupid ones.
Components: The brain of a lizard and Nightshade mushroom.

Suicidal Casting time: 1 action Description: If the target fails a WILL save
he will target himself with all attacks and offensive spells. This is a
concentration effect and stops when the wizards stops concentrating.
Components: Black pearl and a bronze rod. The rod is not consumed upon
casting.

5
6

Necromancy

1st level spells

Animate Skeleton Casting Time: 1 Full round action Description: This spell
allows a Wizard to animate a single skeleton to do his bidding. It obeys
simple verbal commands. A Necromancer may have up to one skeleton every
3 levels (1 at first 2 at 3rd 3 at 6th etc.) up to a maximum of 5 at 12th level.
The Skeleton has 8 HP Defense 10 AVS = 0 DR 5/bludgeoning, it gets 2
attacks at +2 and deals 1d4+1 dmg with each attack.. The skeletons last for
1 day or until they are destroyed. The skeleton must be humanoid and
medium or small size. If it is small size it has 6 HP Defense 12 AVS = 0 and
DR 5/bludgeoning and has 2 attacks at 1 damage. Component: This spell
requires you to use a Salve made from mandrake to rub onto the bones of
the body you wish to animate. Or you can prepare a body before hand by
turning its bones to dust and mixing the dust with blood and crushed garlic.
You need to keep a small shard of bone from the body, whether you apply the
salve on the battle field or prepare the body before hand, to control the
skeleton.

Shadow Shield Casting Time: 1 action Description: This spell is a


DEFENSIVE spell. When cast your shadow is capable of protecting you from
harm. It can absorb up to 10/HP a level and lasts all day. If your shadow is
destroyed you become weak in sunlight gaining a -5 to hit and defense.
Component: You must eat a nightshade mushroom and a piece of raw
humanoid flesh.

Ghostly Servant Casting Time: 10 minutes Description: You may bind a


single spirit to you if you do so within 10 minutes of its death. The spirt gets a
WILL save and must be humanoid, medium size or smaller.The spirit is
reduced to 1 HD. The servant is bound by to an emerald which you must
keep in your possession. If it is held by another and they become aware of
what it can do they can command the servant, or if it is destroyed the
servant is set free. The servant is capable of doing simple tasks, such as
opening doors or lifting objects no greater than 10 lbs. It may also perform
more difficult tasks that are realitively straight forward, such as cleaning a
room or washing dishes. It may not travel more than 20 feet away from the
gem and can not see or hear anyone but you. If you give it a task and place
its gem in the area you may leave it and once the task is complete it will wait
for your return. However, if someone gets hold of the gem it must follow the
gem and it can see and hear what that person says though they can not see
the servant. Component: Emerald uncut (worth atleast 25sp).

Sunblock Casting Time: 1 action Description: This spell puts a protective


shield of shadow around a target blocking out the harmful effects of the sun.
This shield lasts all day. Component: Blood Moss and Nightshade mushroom
mixed into a potion in a crystal vial. The target must drink the potion or if
undead apply it to his body.

Cause Fear Casting Time: 1 action Description: The target of this spell
sees a horrifying image that causes him to run in fear for 1 minute if he fails
a WILL save. Component: Black Pearl wrapped around a Carraway seed.

Chill Touch Casting Time: 1 action Description: The wizard's touch causes
the target's blood to chill and slow. The Target takes 1d6dmg /level up to 5d6
and gets a FORT save or he may only make a single action per round for the
rest of combat. Component: A blood moss salve applied with blood onto the
Wizard's hand.

Delerium Casting Time: 1 action Description: A target that has been


drinking, drugged or is alssep that is touched by the wizard enters a state of
Delerium. When the verbal command is spoke and a brass bell is rung the
targets gets a WILL save at -2. If he fails he begins to speak at random in all
languages he knows. He speaks on random topics switching between them
freely and can not hear or be forced to speak on any one thing in particular.
The spell lasts for 1 minute and there is a 25% chance each round that he
reveals something important each round, such as a name, password or
location. The 25% only matters if the Wizard is looking for something in
particular and the target has some knowledge on the subject. Component:
A brass bell (2 SP) and a bit of powdered Black pearl.

Plant Death Casting Time: 1 action Description: A fine mist of poison is


sprayed upon an area of plants up to 50 feet away in a 10ft radius. The plants
in the area shrivel and die. Mushrooms and fungi are not effected. Plant
creatures such as Ents get a FORT save or take 6d6 points of damage.
Component: Corpse dust mixed with blood into a potion of unholy water.

Exterminate Casting Time: 1 action Description: This spell


instantaneously snuffs out the life forces of rodents, vermins, pests (such as
flies or beetles), and animals up to 1 HP a level in a 5ft radius, no save.
Component: Garlic mashed and rolled into a Dragon's Blood leaf.
Corpse Link Casting Time: 1 action Description: This spell allows the
caster to gain sensory link to a humanoid corpse, animal corpse, or Zombie
within 400 feet. The caster can see, hear, smell, taste, and feel what the
cadaver or undead feels. Component: A humanoid tounge with a silver pin
(5 CP) stuck in it. The components are Consumed after use.

2nd level spells

Ghoul Touch Casting time: 1 action Description: This spell imbunes you
with necromantic energy allowing you to make a touch attack. The target
gets a FORT save and if he fails he becomes paralyzed for the rest of combat.
On top of that the paralyzed subject causes all living creatures (except you)
within 10ft to become sickened( -2 on all rolls) as long as they stay within the
area effect. Components: Graveyard dirt and garlic

Spectral hand Casting time: 1 action Description: A ghostly, glowing


hand shaped from your life force materializes and moves as you desire. This
hand allows you to deliver any melee touch attack at a distance of up to 100
feet. The hand can be attacked, but is incorpreal (Requires a magical weapon
or spell to attack it.) The hand has 4 HP and if it takes damage so do you.
Components: Drop of blood and a small hand statue made of silver (50 SP).
The hand is not consumed when the spell is cast.

Summon Necromantic Familiar Casting time: 1 week Description: This


spell functions like summon arcane familiar except that it must be done over
a longer period of time. The Necromancer summons a humanoid creature to
serve under him. This creature is of 1 HD and will be fiercly loyal. The familiar
does not communicate telepathically or give sensory information to the
caster. If the familiar ever dies the caster suffers no penalty, however the
spell may only be cast once a year. The creature remains at its starting HP
but is capable of casting any spell up to 3 levels lower than the Masters Max,
although it can not prepare spells itself. The creature knows whatever
langugage is common to it plus a single language known to the caster Roll
1d20 : 1-6 Hobgoblin, 7-11 Cracal, 12-14 Dvergar, 15-16 Hamil (Hamil may
cast spells up to 2 levels lower than the master) 17-20 No humanoid
available; spell fails Components: A summoning circle made from the blood
of a humanoid, a skull studded with 2 sapphires (one in each socket) worth
atleast 15sp each, a brass brazier and coals and animal fat to burn on it while
casting. All components, including the bowl, are consumed on casting. The
caster must continously say the incantations during the week, once it is
complete, if a familiar is summoned it will be created from the skull, fat, coal
and brazier and blood used. .

Death Recall Casting time: 1 action Description: The target of this spell
must be a dead corpse no more than 2 weeks old. Upon completion of this
spell the caster can see the final 10 minutes of the subject's life as seen by
the subject himself. Components: A piece of a shattered mirror.

Choke Casting time: 1 action Description: The caster causes a pair of


skeletal hands to choke a humanoid victim large size or smaller. The victim
gets a FORT save or he is unable to speak. The hands do 1d6 DMG a round as
long as the Wizard is within LoS. Components: The skeletal hands of a
humanoid creature, if you have a skeleton nearby and under your control you
can use its hands.

Empathic Control Casting time: 1 action Description: Empathic control


allows the caster to control a single Humanoid, large size or smaller, within
LoS. The spell last as long as the wizard is concentrating. While controling the
creature he may make it do anything that is not self destructive, or it breaks
free. He may cast any spells it has, as long as he himself knows them. The
creature gets a single WILL save. Components: Black pearl, Crushed Beryl (
10 SP worth), placed into a lead vial. The components are consumed when
cast.

Living Link Casting time: 1 action Description: The wizard can see, hear ,
smell, taste and feel anything the target of this spell does. This can effect any
creature within LoS and if it is not willing it recieves a WILL save. This spell
cancels out the wizards only sensory input and lasts as long as the wizard
concentrates, even if the target goes out of LoS. Components: Piece of
bone covered in garlic.

Ebony Hand Casting time: 1 action Description: This spell allows the
wizard to store touch attack spells inside of his hand and use them at the
same time. They have to be melee touch attack spells and it can hold as
many spells as the wizard places in it. The hand last for 1 day. The wizard's
hand shimmers with an evil-looking black aura. Components: 5 rowan
berry seeds.

Bloodglass Casting time: 1 action Description: This spell allows a wizard


to roughly gauge the vital force remaining in any one living creature within
LoS. The chosen creature gets no saving through. The spell causes an image
of an hourglass to appear in the air near the caster. It follows him and lasts
until the creature is dead or the spell is dispeled. The hourglass appears to be
full of blood and it drips down as the creature is wounded. It does not tell you
the exact number of hit points. (If a creature is at 1/4 life the hourglass is 1/4
of the way empty.) Components: An hour glass and a lead vial of blood
mixed with Blood Moss. The hour glass is thrown into the air and consumed
during casting.

Bone mending Casting time: 1 hour Description: This spell allows a


Wizard to repair damage done to a Skeletal undead creature. If the creature
is not destroyed the Wizard repairs all damage done to it. It can also be used
against destroyed or dead bodies with broken bones. (It may be useful to
reconstruct fragments of a body to see what type of creature it was.)
Components: A vial of holy water mixed with corpse dust and blood moss.

Elemental

1st level spells

Burning Hands Casting Time: 1 action Description: The wizard creates a


120 degree cone of fire that leaps from his hands and reachs up to 15ft away
from him. Flammable materials such as cloth, paper, parchment, and thin
wood burn if the flames touch them. The flames can be extinguished as a full
round action. If it hits a creature they must make a REF save for half damage.
If they fail they take 1d6 points of damage/level up to 5d6 Component: Sage
wraped around a copper coin.

Shocking Grasp Casting Time: 1 action Description: This caster's hand


crackle with electricity. Anyone touched by the electricity takes 1d8 dmg per
level up to 5d8 damage. If the opponent is wearing metal armor you get a +3
to hit. Component: A lightning charged rod (The rod must be struck with
lightning while inside a small magical circle. The magic circle is made with
Silver powder ink (5 SP worth)). The rod is not consumed when the spell is
cast.

Feathery Flyer Casting Time: 1 action Description: Upon casting this spell
the caster grows a feathery membrane under his arms, extending along his
sides to his feet. The membrane appears to merge with his skin and clothing.
If the caster jumps from a height he can glide through the air. For each foot
of elevation he can glide 5 feet horizontally. Turning 30 degrees costs him 5
points of movement. (If he jumped off a 10 foot building he could glide 50
feet forward.) If the caster attempts to carry a medium + load he plumets
upon takeoff. Component: An eagles Feather.
Fire burst Casting Time: 1 action Description: When this spell is cast upon
a nonmagical fire within LoS ( such as campfire, lantern, or candle), it causes
the fire to flash and shoot firery bolts at any creature within 10 feet of the
fire. All targets get a REF save if they fail they take 1d6 +1/per level DMG.
Component: This spell requires a fire source and Bracken.

Fist of Stone Casting Time: 1 action Description: This spell transmutes the
caster's fist into flexiable stone. The caster may not cast any other spells
while this effect is active but may still use magic items. The fist deals 1d6
points of damage and counts the Wizard's strength as 20 whenever he uses
the fist to attack, crush an object, break a chain etc. Component: Quartz ( 2
CP) powder mixed with Carroway and Sage.

Shillelagh Casting Time: 1 action Description: This spell imbunes a staff or


cudgel with the energy of nature. The staff does 1d10 damage while in
caster's hands and can part natural undergrowth that slow travel or make it
impossible. Also, anywhere with nearby vegitation, the caster can use the
power of the staff to entangle a target. The target gets a REF save or they are
caught by the plant. The plant does 1d6 dmg a round, and can be broken out
of with an opposed grapple check. The Plant has 18 strength, 19 at 5th, 20 at
10th, 21 at 15th and 22 at 20th. This spell last all day. Component: This
spell requires a staff that has been prepared with a sage and carraway salve
and has a emerald socketed on the top (worth atleast 15 SP). The staff is not
consumed when cast but the Salve must be applied during each casting.

Barkskin Casting Time: 1 action Description: The casters skin becomes


hard and bark-like. The caster gains a DR 5/Axe for the rest of the day. This is
a DEFENSIVE spell. Component: Hardwood Bark and Sage.

Obscuring Mist Casting Time: 1 action Description: A misty vapor rises


around the caster. The vapor has a 20ft radius and is 20 feet high. It moves
with the caster or can be moved to a location up to 30 feet away when cast
and moved 30 feet each time the wizard takes a standard action to move it.
The mist is disipated in a moderate wind (11+mph). A fire spell lvl 3 or higher
dispates the mist as well. The spell does not function under water.
Component: This spell requires one of the following conditions, A high
humidity day, Nearby Rainclouds, Rain. or a nearby watersource of atleast 10
gallons.

Endure Elements Casting Time: 1 action Description: The target of this


spell becomes immune to natural weather conditions and temperature
ranging from 120 degrees F to -50 degrees F. The spell last all day and can
be cast on 1 target per level. Component: The target's needs to wear an
amulet made from twisted vines wraped around a quartz crystal ( 2 CP
worth). The amulet is not consumed in the casting.
Dancing Lights Casting Time: 1 action Description: The wizard creates 5
lights that glow like candels. The lights can all be moved up to 30 feet a
round as a free action. If the lights are concentrated on a single target they
will outline that target. They will continue to outline that target even if he
attempts to hide or becomes invisible and will follow the target if possible
whenever dimensional magic is used. The light can not move more than 500
feet away from the caster and lasts all day or until the wizard dismisses
them. Component: A candel made with honey wax ( 1 CP).

2nd level spells

Enchant Flame Casting time: 1 action Description: This spell causes an


otherwise normal flame to become magical. This flame can not be put out
with normal means. The only way to put out the flame is to first dispel it then
put it out or to use a spell. The flame it is cast on can be no bigger than a
torch to start off with but if the flame is allowed to spread, it can grow to any
size. Components: Sage and fire lizard glands.

Flaming Sphere Casting time: 1 action Description: This spell causes a


sphere of fire to appear around the caster. It is 2ft in diameter. The ball of fire
floats in circles around the middle of the caster. It can be commanded to go
to fly towards a target and strike him, he gets a REF save or takes 1d6 dmg
/level up to 10d6. Once cast out it can move around freely floating above the
ground 1 foot. In this case it moves at 30 feet a round on the caster's turn,
wherever the caster likes. Any square it moves into with a creature in it
needs to make a REF save or take the damage. Components: small sphere
of iron (5 sp worth) and powdered sage. The piece of iron becomes the
sphere and can be recovered when the spell ends, if you can find it.

Gust of Wind Casting time: 1 action Description: This spell creates a


severe blast of air (approximately 50mph) that originates from your hand. It
extends out 60 feet in a line-shaped gust. The gust continues to blow until
your next action. All creatures size small or smaller on the ground are
knocked to the ground, if they are flying they are blown back 1d6x10 feet.
Any other creature on the ground with Strength less than 12 are knocked to
the ground, less than 18 can not move foward and require a balance check to
move at all (or they fall to the ground) and creatures with strength higher
than 18 are not affected. Flying creatures with strength less than 12 are blow
back 1d6x5 feet, with less than 18 1d4x5 and higher than 18 are uneffected.
Missile weapons that must pass through the area effect are pushed blow
away unless they weigh more than 10 lbs. Components: crushed sage and
a opal (worth atleast 1 sp). The opal is consumed during the casting.

Scorching Ray Casting time: 1 Description: 1 Components: 1


Heat Metal/Chill Metal Casting time: 1 action Description: This spell
makes metal change temperature rapidly, either cold or hot. Normal metal
objects get no saving through, while magical ones do. Upon casting the metal
rapidly becomes hot or cold and causes 2d6 damage a round if someone
touches it. This spell can effect up to 25lbs of metal or the metal equipment
of 1 creature every 2 levels, no two of which can be more than 30ft apart.
Components: This spell requires a ruby(15 SP) or a sapphire (15sp) for
heat/chill respectively and the ash of 5 units of sage.

Spider Climb Casting time: 1 action Description: Spider climb allows a


target that is touched to climb on walls or even ceilings at a rate of its base
movement speed. The target must keep atleast 2 limbs on the wall at all
times or fall off. This spell last until the end of combat. Components: A living
spider, which must be eaten by the target.

Warp Wood Casting time: 1 action Description: You cause wood to bend
and warp, permanently destroying its straightness, form, and strength. A
warped door springs open( or becomes stuck), a boat or ship springs a leak, a
bow or staff becomes useless. You may warp a single target no large than a
door per caster level. This does not work against living wood and items of a
magical nature recieve a save. Components: Water mixed with carraway
seed(5 units) and a rowan berry in a crystal vial.

Web Casting time: 1 action Description: Web creates a many-layered


mass of strong, sticky strands. These strands trap those caught in them. The
strands are similar to spider webs but far larger and tougher. These webs
must be anchored to two or more solid and diametrically opposed points -
floor and ceiling, opposite walls, or the like - or else the web spell fails. The
web causes those who enter the area ( or in the area when the spell is cast)
to make a REF save. If they fail they can not move from their spot, and can
not make another save until they break free. To break free they must have a
strength of 20 or higher or make an escape artist attempt DC 25. If they have
a small slashing weapon they can attempt to cut out vs DEF 5 and AVS 14.
They must do atleast 10 DMG to cut themselves free. If they pass their save
they may move through the area at a rate of 5 feet per round. Attempting to
attack while in the web gives a -10 to hit and attempting to cast spells gives
a 10% spell failure. You can make 4 5ft squares+a 5ft square /lvl of web and
it can be cast up to 100 feet away. Components: Spider web.

Summon Swarm Casting time: 1 action Description: You summon a


swarm of rats, bats or spiders (your choice) which attack all other creatures
within its area. The area is a 15ft square and can be summoned up to 50 feet
away from you. The swarm causes 1d4 dmg a round and enemys within it
move at half speed. Also spell casters must make concentration checks at -10
while inside the swarm. The swarm moves at 30 feet per round and if no
living creature is within it, it will move to the closest living creature. The
swarm can be killed, it has a collective DEF of 8 and AVS 1 and 20 HP. If not
killed the spell is over at the end of combat. Components: A living creature
of the type you wish to summon. The creature is released when the spell is
cast and runs off when the spell ends.

Acid Arrow Casting time: 1 action Description: An arrow of acid is shot at


your target. You need to make a ranged touch attack to hit. The acid causes
2d6 points of damage/round and cause the target to lose 1 AVS a round. The
acid can be stopped as a full round action. Magical armor is not effected. The
spell can be cast at any target within LoS Components: Alchemical acid and
an arrow.

ArchWizard

10

Você também pode gostar